babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** @hidden */
  11402. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11403. /** Launch a ray to try to pick sprites in the scene
  11404. * @param x position on screen
  11405. * @param y position on screen
  11406. * @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
  11407. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11408. * @returns a PickingInfo array
  11409. */
  11410. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11411. /** Use the given ray to pick sprites in the scene
  11412. * @param ray The ray (in world space) to use to pick meshes
  11413. * @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
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo array
  11416. */
  11417. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11418. /**
  11419. * Force the sprite under the pointer
  11420. * @param sprite defines the sprite to use
  11421. */
  11422. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11423. /**
  11424. * Gets the sprite under the pointer
  11425. * @returns a Sprite or null if no sprite is under the pointer
  11426. */
  11427. getPointerOverSprite(): Nullable<Sprite>;
  11428. }
  11429. }
  11430. /**
  11431. * Defines the sprite scene component responsible to manage sprites
  11432. * in a given scene.
  11433. */
  11434. export class SpriteSceneComponent implements ISceneComponent {
  11435. /**
  11436. * The component name helpfull to identify the component in the list of scene components.
  11437. */
  11438. readonly name: string;
  11439. /**
  11440. * The scene the component belongs to.
  11441. */
  11442. scene: Scene;
  11443. /** @hidden */
  11444. private _spritePredicate;
  11445. /**
  11446. * Creates a new instance of the component for the given scene
  11447. * @param scene Defines the scene to register the component in
  11448. */
  11449. constructor(scene: Scene);
  11450. /**
  11451. * Registers the component in a given scene
  11452. */
  11453. register(): void;
  11454. /**
  11455. * Rebuilds the elements related to this component in case of
  11456. * context lost for instance.
  11457. */
  11458. rebuild(): void;
  11459. /**
  11460. * Disposes the component and the associated ressources.
  11461. */
  11462. dispose(): void;
  11463. private _pickSpriteButKeepRay;
  11464. private _pointerMove;
  11465. private _pointerDown;
  11466. private _pointerUp;
  11467. }
  11468. }
  11469. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11470. /** @hidden */
  11471. export var fogFragmentDeclaration: {
  11472. name: string;
  11473. shader: string;
  11474. };
  11475. }
  11476. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11477. /** @hidden */
  11478. export var fogFragment: {
  11479. name: string;
  11480. shader: string;
  11481. };
  11482. }
  11483. declare module "babylonjs/Shaders/sprites.fragment" {
  11484. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11485. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11486. /** @hidden */
  11487. export var spritesPixelShader: {
  11488. name: string;
  11489. shader: string;
  11490. };
  11491. }
  11492. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11493. /** @hidden */
  11494. export var fogVertexDeclaration: {
  11495. name: string;
  11496. shader: string;
  11497. };
  11498. }
  11499. declare module "babylonjs/Shaders/sprites.vertex" {
  11500. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11501. /** @hidden */
  11502. export var spritesVertexShader: {
  11503. name: string;
  11504. shader: string;
  11505. };
  11506. }
  11507. declare module "babylonjs/Sprites/spriteManager" {
  11508. import { IDisposable, Scene } from "babylonjs/scene";
  11509. import { Nullable } from "babylonjs/types";
  11510. import { Observable } from "babylonjs/Misc/observable";
  11511. import { Sprite } from "babylonjs/Sprites/sprite";
  11512. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11513. import { Camera } from "babylonjs/Cameras/camera";
  11514. import { Texture } from "babylonjs/Materials/Textures/texture";
  11515. import "babylonjs/Shaders/sprites.fragment";
  11516. import "babylonjs/Shaders/sprites.vertex";
  11517. import { Ray } from "babylonjs/Culling/ray";
  11518. /**
  11519. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11520. */
  11521. export interface ISpriteManager extends IDisposable {
  11522. /**
  11523. * Restricts the camera to viewing objects with the same layerMask.
  11524. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11525. */
  11526. layerMask: number;
  11527. /**
  11528. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11529. */
  11530. isPickable: boolean;
  11531. /**
  11532. * Specifies the rendering group id for this mesh (0 by default)
  11533. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11534. */
  11535. renderingGroupId: number;
  11536. /**
  11537. * Defines the list of sprites managed by the manager.
  11538. */
  11539. sprites: Array<Sprite>;
  11540. /**
  11541. * Tests the intersection of a sprite with a specific ray.
  11542. * @param ray The ray we are sending to test the collision
  11543. * @param camera The camera space we are sending rays in
  11544. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11545. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11546. * @returns picking info or null.
  11547. */
  11548. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11549. /**
  11550. * Intersects the sprites with a ray
  11551. * @param ray defines the ray to intersect with
  11552. * @param camera defines the current active camera
  11553. * @param predicate defines a predicate used to select candidate sprites
  11554. * @returns null if no hit or a PickingInfo array
  11555. */
  11556. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11557. /**
  11558. * Renders the list of sprites on screen.
  11559. */
  11560. render(): void;
  11561. }
  11562. /**
  11563. * Class used to manage multiple sprites on the same spritesheet
  11564. * @see http://doc.babylonjs.com/babylon101/sprites
  11565. */
  11566. export class SpriteManager implements ISpriteManager {
  11567. /** defines the manager's name */
  11568. name: string;
  11569. /** Gets the list of sprites */
  11570. sprites: Sprite[];
  11571. /** Gets or sets the rendering group id (0 by default) */
  11572. renderingGroupId: number;
  11573. /** Gets or sets camera layer mask */
  11574. layerMask: number;
  11575. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11576. fogEnabled: boolean;
  11577. /** Gets or sets a boolean indicating if the sprites are pickable */
  11578. isPickable: boolean;
  11579. /** Defines the default width of a cell in the spritesheet */
  11580. cellWidth: number;
  11581. /** Defines the default height of a cell in the spritesheet */
  11582. cellHeight: number;
  11583. /** Associative array from JSON sprite data file */
  11584. private _cellData;
  11585. /** Array of sprite names from JSON sprite data file */
  11586. private _spriteMap;
  11587. /** True when packed cell data from JSON file is ready*/
  11588. private _packedAndReady;
  11589. /**
  11590. * An event triggered when the manager is disposed.
  11591. */
  11592. onDisposeObservable: Observable<SpriteManager>;
  11593. private _onDisposeObserver;
  11594. /**
  11595. * Callback called when the manager is disposed
  11596. */
  11597. onDispose: () => void;
  11598. private _capacity;
  11599. private _fromPacked;
  11600. private _spriteTexture;
  11601. private _epsilon;
  11602. private _scene;
  11603. private _vertexData;
  11604. private _buffer;
  11605. private _vertexBuffers;
  11606. private _indexBuffer;
  11607. private _effectBase;
  11608. private _effectFog;
  11609. /**
  11610. * Gets or sets the spritesheet texture
  11611. */
  11612. texture: Texture;
  11613. /**
  11614. * Creates a new sprite manager
  11615. * @param name defines the manager's name
  11616. * @param imgUrl defines the sprite sheet url
  11617. * @param capacity defines the maximum allowed number of sprites
  11618. * @param cellSize defines the size of a sprite cell
  11619. * @param scene defines the hosting scene
  11620. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11621. * @param samplingMode defines the smapling mode to use with spritesheet
  11622. * @param fromPacked set to false; do not alter
  11623. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11624. */
  11625. constructor(
  11626. /** defines the manager's name */
  11627. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11628. private _makePacked;
  11629. private _appendSpriteVertex;
  11630. /**
  11631. * Intersects the sprites with a ray
  11632. * @param ray defines the ray to intersect with
  11633. * @param camera defines the current active camera
  11634. * @param predicate defines a predicate used to select candidate sprites
  11635. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11636. * @returns null if no hit or a PickingInfo
  11637. */
  11638. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11639. /**
  11640. * Intersects the sprites with a ray
  11641. * @param ray defines the ray to intersect with
  11642. * @param camera defines the current active camera
  11643. * @param predicate defines a predicate used to select candidate sprites
  11644. * @returns null if no hit or a PickingInfo array
  11645. */
  11646. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11647. /**
  11648. * Render all child sprites
  11649. */
  11650. render(): void;
  11651. /**
  11652. * Release associated resources
  11653. */
  11654. dispose(): void;
  11655. }
  11656. }
  11657. declare module "babylonjs/Sprites/sprite" {
  11658. import { Vector3 } from "babylonjs/Maths/math.vector";
  11659. import { Nullable } from "babylonjs/types";
  11660. import { ActionManager } from "babylonjs/Actions/actionManager";
  11661. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11662. import { Color4 } from "babylonjs/Maths/math.color";
  11663. /**
  11664. * Class used to represent a sprite
  11665. * @see http://doc.babylonjs.com/babylon101/sprites
  11666. */
  11667. export class Sprite {
  11668. /** defines the name */
  11669. name: string;
  11670. /** Gets or sets the current world position */
  11671. position: Vector3;
  11672. /** Gets or sets the main color */
  11673. color: Color4;
  11674. /** Gets or sets the width */
  11675. width: number;
  11676. /** Gets or sets the height */
  11677. height: number;
  11678. /** Gets or sets rotation angle */
  11679. angle: number;
  11680. /** Gets or sets the cell index in the sprite sheet */
  11681. cellIndex: number;
  11682. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11683. cellRef: string;
  11684. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11685. invertU: number;
  11686. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11687. invertV: number;
  11688. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11689. disposeWhenFinishedAnimating: boolean;
  11690. /** Gets the list of attached animations */
  11691. animations: Animation[];
  11692. /** Gets or sets a boolean indicating if the sprite can be picked */
  11693. isPickable: boolean;
  11694. /**
  11695. * Gets or sets the associated action manager
  11696. */
  11697. actionManager: Nullable<ActionManager>;
  11698. private _animationStarted;
  11699. private _loopAnimation;
  11700. private _fromIndex;
  11701. private _toIndex;
  11702. private _delay;
  11703. private _direction;
  11704. private _manager;
  11705. private _time;
  11706. private _onAnimationEnd;
  11707. /**
  11708. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11709. */
  11710. isVisible: boolean;
  11711. /**
  11712. * Gets or sets the sprite size
  11713. */
  11714. size: number;
  11715. /**
  11716. * Creates a new Sprite
  11717. * @param name defines the name
  11718. * @param manager defines the manager
  11719. */
  11720. constructor(
  11721. /** defines the name */
  11722. name: string, manager: ISpriteManager);
  11723. /**
  11724. * Starts an animation
  11725. * @param from defines the initial key
  11726. * @param to defines the end key
  11727. * @param loop defines if the animation must loop
  11728. * @param delay defines the start delay (in ms)
  11729. * @param onAnimationEnd defines a callback to call when animation ends
  11730. */
  11731. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11732. /** Stops current animation (if any) */
  11733. stopAnimation(): void;
  11734. /** @hidden */
  11735. _animate(deltaTime: number): void;
  11736. /** Release associated resources */
  11737. dispose(): void;
  11738. }
  11739. }
  11740. declare module "babylonjs/Collisions/pickingInfo" {
  11741. import { Nullable } from "babylonjs/types";
  11742. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11743. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11744. import { Sprite } from "babylonjs/Sprites/sprite";
  11745. import { Ray } from "babylonjs/Culling/ray";
  11746. /**
  11747. * Information about the result of picking within a scene
  11748. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11749. */
  11750. export class PickingInfo {
  11751. /** @hidden */
  11752. _pickingUnavailable: boolean;
  11753. /**
  11754. * If the pick collided with an object
  11755. */
  11756. hit: boolean;
  11757. /**
  11758. * Distance away where the pick collided
  11759. */
  11760. distance: number;
  11761. /**
  11762. * The location of pick collision
  11763. */
  11764. pickedPoint: Nullable<Vector3>;
  11765. /**
  11766. * The mesh corresponding the the pick collision
  11767. */
  11768. pickedMesh: Nullable<AbstractMesh>;
  11769. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11770. bu: number;
  11771. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11772. bv: number;
  11773. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11774. faceId: number;
  11775. /** Id of the the submesh that was picked */
  11776. subMeshId: number;
  11777. /** If a sprite was picked, this will be the sprite the pick collided with */
  11778. pickedSprite: Nullable<Sprite>;
  11779. /**
  11780. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11781. */
  11782. originMesh: Nullable<AbstractMesh>;
  11783. /**
  11784. * The ray that was used to perform the picking.
  11785. */
  11786. ray: Nullable<Ray>;
  11787. /**
  11788. * Gets the normal correspodning to the face the pick collided with
  11789. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11790. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11791. * @returns The normal correspodning to the face the pick collided with
  11792. */
  11793. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11794. /**
  11795. * Gets the texture coordinates of where the pick occured
  11796. * @returns the vector containing the coordnates of the texture
  11797. */
  11798. getTextureCoordinates(): Nullable<Vector2>;
  11799. }
  11800. }
  11801. declare module "babylonjs/Events/pointerEvents" {
  11802. import { Nullable } from "babylonjs/types";
  11803. import { Vector2 } from "babylonjs/Maths/math.vector";
  11804. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11805. import { Ray } from "babylonjs/Culling/ray";
  11806. /**
  11807. * Gather the list of pointer event types as constants.
  11808. */
  11809. export class PointerEventTypes {
  11810. /**
  11811. * 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.
  11812. */
  11813. static readonly POINTERDOWN: number;
  11814. /**
  11815. * The pointerup event is fired when a pointer is no longer active.
  11816. */
  11817. static readonly POINTERUP: number;
  11818. /**
  11819. * The pointermove event is fired when a pointer changes coordinates.
  11820. */
  11821. static readonly POINTERMOVE: number;
  11822. /**
  11823. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11824. */
  11825. static readonly POINTERWHEEL: number;
  11826. /**
  11827. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11828. */
  11829. static readonly POINTERPICK: number;
  11830. /**
  11831. * The pointertap event is fired when a the object has been touched and released without drag.
  11832. */
  11833. static readonly POINTERTAP: number;
  11834. /**
  11835. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11836. */
  11837. static readonly POINTERDOUBLETAP: number;
  11838. }
  11839. /**
  11840. * Base class of pointer info types.
  11841. */
  11842. export class PointerInfoBase {
  11843. /**
  11844. * Defines the type of event (PointerEventTypes)
  11845. */
  11846. type: number;
  11847. /**
  11848. * Defines the related dom event
  11849. */
  11850. event: PointerEvent | MouseWheelEvent;
  11851. /**
  11852. * Instantiates the base class of pointers info.
  11853. * @param type Defines the type of event (PointerEventTypes)
  11854. * @param event Defines the related dom event
  11855. */
  11856. constructor(
  11857. /**
  11858. * Defines the type of event (PointerEventTypes)
  11859. */
  11860. type: number,
  11861. /**
  11862. * Defines the related dom event
  11863. */
  11864. event: PointerEvent | MouseWheelEvent);
  11865. }
  11866. /**
  11867. * This class is used to store pointer related info for the onPrePointerObservable event.
  11868. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11869. */
  11870. export class PointerInfoPre extends PointerInfoBase {
  11871. /**
  11872. * Ray from a pointer if availible (eg. 6dof controller)
  11873. */
  11874. ray: Nullable<Ray>;
  11875. /**
  11876. * Defines the local position of the pointer on the canvas.
  11877. */
  11878. localPosition: Vector2;
  11879. /**
  11880. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11881. */
  11882. skipOnPointerObservable: boolean;
  11883. /**
  11884. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11885. * @param type Defines the type of event (PointerEventTypes)
  11886. * @param event Defines the related dom event
  11887. * @param localX Defines the local x coordinates of the pointer when the event occured
  11888. * @param localY Defines the local y coordinates of the pointer when the event occured
  11889. */
  11890. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11891. }
  11892. /**
  11893. * This type contains all the data related to a pointer event in Babylon.js.
  11894. * 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.
  11895. */
  11896. export class PointerInfo extends PointerInfoBase {
  11897. /**
  11898. * Defines the picking info associated to the info (if any)\
  11899. */
  11900. pickInfo: Nullable<PickingInfo>;
  11901. /**
  11902. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11903. * @param type Defines the type of event (PointerEventTypes)
  11904. * @param event Defines the related dom event
  11905. * @param pickInfo Defines the picking info associated to the info (if any)\
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11908. /**
  11909. * Defines the picking info associated to the info (if any)\
  11910. */
  11911. pickInfo: Nullable<PickingInfo>);
  11912. }
  11913. /**
  11914. * Data relating to a touch event on the screen.
  11915. */
  11916. export interface PointerTouch {
  11917. /**
  11918. * X coordinate of touch.
  11919. */
  11920. x: number;
  11921. /**
  11922. * Y coordinate of touch.
  11923. */
  11924. y: number;
  11925. /**
  11926. * Id of touch. Unique for each finger.
  11927. */
  11928. pointerId: number;
  11929. /**
  11930. * Event type passed from DOM.
  11931. */
  11932. type: any;
  11933. }
  11934. }
  11935. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11936. import { Observable } from "babylonjs/Misc/observable";
  11937. import { Nullable } from "babylonjs/types";
  11938. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11939. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11940. /**
  11941. * Manage the mouse inputs to control the movement of a free camera.
  11942. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11943. */
  11944. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11945. /**
  11946. * Define if touch is enabled in the mouse input
  11947. */
  11948. touchEnabled: boolean;
  11949. /**
  11950. * Defines the camera the input is attached to.
  11951. */
  11952. camera: FreeCamera;
  11953. /**
  11954. * Defines the buttons associated with the input to handle camera move.
  11955. */
  11956. buttons: number[];
  11957. /**
  11958. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11959. */
  11960. angularSensibility: number;
  11961. private _pointerInput;
  11962. private _onMouseMove;
  11963. private _observer;
  11964. private previousPosition;
  11965. /**
  11966. * Observable for when a pointer move event occurs containing the move offset
  11967. */
  11968. onPointerMovedObservable: Observable<{
  11969. offsetX: number;
  11970. offsetY: number;
  11971. }>;
  11972. /**
  11973. * @hidden
  11974. * If the camera should be rotated automatically based on pointer movement
  11975. */
  11976. _allowCameraRotation: boolean;
  11977. /**
  11978. * Manage the mouse inputs to control the movement of a free camera.
  11979. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11980. * @param touchEnabled Defines if touch is enabled or not
  11981. */
  11982. constructor(
  11983. /**
  11984. * Define if touch is enabled in the mouse input
  11985. */
  11986. touchEnabled?: boolean);
  11987. /**
  11988. * Attach the input controls to a specific dom element to get the input from.
  11989. * @param element Defines the element the controls should be listened from
  11990. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11991. */
  11992. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11993. /**
  11994. * Called on JS contextmenu event.
  11995. * Override this method to provide functionality.
  11996. */
  11997. protected onContextMenu(evt: PointerEvent): void;
  11998. /**
  11999. * Detach the current controls from the specified dom element.
  12000. * @param element Defines the element to stop listening the inputs from
  12001. */
  12002. detachControl(element: Nullable<HTMLElement>): void;
  12003. /**
  12004. * Gets the class name of the current intput.
  12005. * @returns the class name
  12006. */
  12007. getClassName(): string;
  12008. /**
  12009. * Get the friendly name associated with the input class.
  12010. * @returns the input friendly name
  12011. */
  12012. getSimpleName(): string;
  12013. }
  12014. }
  12015. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12016. import { Nullable } from "babylonjs/types";
  12017. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12018. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12019. /**
  12020. * Manage the touch inputs to control the movement of a free camera.
  12021. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12022. */
  12023. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12024. /**
  12025. * Defines the camera the input is attached to.
  12026. */
  12027. camera: FreeCamera;
  12028. /**
  12029. * Defines the touch sensibility for rotation.
  12030. * The higher the faster.
  12031. */
  12032. touchAngularSensibility: number;
  12033. /**
  12034. * Defines the touch sensibility for move.
  12035. * The higher the faster.
  12036. */
  12037. touchMoveSensibility: number;
  12038. private _offsetX;
  12039. private _offsetY;
  12040. private _pointerPressed;
  12041. private _pointerInput;
  12042. private _observer;
  12043. private _onLostFocus;
  12044. /**
  12045. * Attach the input controls to a specific dom element to get the input from.
  12046. * @param element Defines the element the controls should be listened from
  12047. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12048. */
  12049. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12050. /**
  12051. * Detach the current controls from the specified dom element.
  12052. * @param element Defines the element to stop listening the inputs from
  12053. */
  12054. detachControl(element: Nullable<HTMLElement>): void;
  12055. /**
  12056. * Update the current camera state depending on the inputs that have been used this frame.
  12057. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12058. */
  12059. checkInputs(): void;
  12060. /**
  12061. * Gets the class name of the current intput.
  12062. * @returns the class name
  12063. */
  12064. getClassName(): string;
  12065. /**
  12066. * Get the friendly name associated with the input class.
  12067. * @returns the input friendly name
  12068. */
  12069. getSimpleName(): string;
  12070. }
  12071. }
  12072. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12073. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12074. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12075. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12076. import { Nullable } from "babylonjs/types";
  12077. /**
  12078. * Default Inputs manager for the FreeCamera.
  12079. * It groups all the default supported inputs for ease of use.
  12080. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12081. */
  12082. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12083. /**
  12084. * @hidden
  12085. */
  12086. _mouseInput: Nullable<FreeCameraMouseInput>;
  12087. /**
  12088. * Instantiates a new FreeCameraInputsManager.
  12089. * @param camera Defines the camera the inputs belong to
  12090. */
  12091. constructor(camera: FreeCamera);
  12092. /**
  12093. * Add keyboard input support to the input manager.
  12094. * @returns the current input manager
  12095. */
  12096. addKeyboard(): FreeCameraInputsManager;
  12097. /**
  12098. * Add mouse input support to the input manager.
  12099. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12100. * @returns the current input manager
  12101. */
  12102. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12103. /**
  12104. * Removes the mouse input support from the manager
  12105. * @returns the current input manager
  12106. */
  12107. removeMouse(): FreeCameraInputsManager;
  12108. /**
  12109. * Add touch input support to the input manager.
  12110. * @returns the current input manager
  12111. */
  12112. addTouch(): FreeCameraInputsManager;
  12113. /**
  12114. * Remove all attached input methods from a camera
  12115. */
  12116. clear(): void;
  12117. }
  12118. }
  12119. declare module "babylonjs/Cameras/freeCamera" {
  12120. import { Vector3 } from "babylonjs/Maths/math.vector";
  12121. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12122. import { Scene } from "babylonjs/scene";
  12123. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12124. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12125. /**
  12126. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12127. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12128. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12129. */
  12130. export class FreeCamera extends TargetCamera {
  12131. /**
  12132. * Define the collision ellipsoid of the camera.
  12133. * This is helpful to simulate a camera body like the player body around the camera
  12134. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12135. */
  12136. ellipsoid: Vector3;
  12137. /**
  12138. * Define an offset for the position of the ellipsoid around the camera.
  12139. * This can be helpful to determine the center of the body near the gravity center of the body
  12140. * instead of its head.
  12141. */
  12142. ellipsoidOffset: Vector3;
  12143. /**
  12144. * Enable or disable collisions of the camera with the rest of the scene objects.
  12145. */
  12146. checkCollisions: boolean;
  12147. /**
  12148. * Enable or disable gravity on the camera.
  12149. */
  12150. applyGravity: boolean;
  12151. /**
  12152. * Define the input manager associated to the camera.
  12153. */
  12154. inputs: FreeCameraInputsManager;
  12155. /**
  12156. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12157. * Higher values reduce sensitivity.
  12158. */
  12159. /**
  12160. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12161. * Higher values reduce sensitivity.
  12162. */
  12163. angularSensibility: number;
  12164. /**
  12165. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12166. */
  12167. keysUp: number[];
  12168. /**
  12169. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12170. */
  12171. keysDown: number[];
  12172. /**
  12173. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12174. */
  12175. keysLeft: number[];
  12176. /**
  12177. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12178. */
  12179. keysRight: number[];
  12180. /**
  12181. * Event raised when the camera collide with a mesh in the scene.
  12182. */
  12183. onCollide: (collidedMesh: AbstractMesh) => void;
  12184. private _collider;
  12185. private _needMoveForGravity;
  12186. private _oldPosition;
  12187. private _diffPosition;
  12188. private _newPosition;
  12189. /** @hidden */
  12190. _localDirection: Vector3;
  12191. /** @hidden */
  12192. _transformedDirection: Vector3;
  12193. /**
  12194. * Instantiates a Free Camera.
  12195. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12196. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12197. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12198. * @param name Define the name of the camera in the scene
  12199. * @param position Define the start position of the camera in the scene
  12200. * @param scene Define the scene the camera belongs to
  12201. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12202. */
  12203. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12204. /**
  12205. * Attached controls to the current camera.
  12206. * @param element Defines the element the controls should be listened from
  12207. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12208. */
  12209. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12210. /**
  12211. * Detach the current controls from the camera.
  12212. * The camera will stop reacting to inputs.
  12213. * @param element Defines the element to stop listening the inputs from
  12214. */
  12215. detachControl(element: HTMLElement): void;
  12216. private _collisionMask;
  12217. /**
  12218. * Define a collision mask to limit the list of object the camera can collide with
  12219. */
  12220. collisionMask: number;
  12221. /** @hidden */
  12222. _collideWithWorld(displacement: Vector3): void;
  12223. private _onCollisionPositionChange;
  12224. /** @hidden */
  12225. _checkInputs(): void;
  12226. /** @hidden */
  12227. _decideIfNeedsToMove(): boolean;
  12228. /** @hidden */
  12229. _updatePosition(): void;
  12230. /**
  12231. * Destroy the camera and release the current resources hold by it.
  12232. */
  12233. dispose(): void;
  12234. /**
  12235. * Gets the current object class name.
  12236. * @return the class name
  12237. */
  12238. getClassName(): string;
  12239. }
  12240. }
  12241. declare module "babylonjs/Gamepads/gamepad" {
  12242. import { Observable } from "babylonjs/Misc/observable";
  12243. /**
  12244. * Represents a gamepad control stick position
  12245. */
  12246. export class StickValues {
  12247. /**
  12248. * The x component of the control stick
  12249. */
  12250. x: number;
  12251. /**
  12252. * The y component of the control stick
  12253. */
  12254. y: number;
  12255. /**
  12256. * Initializes the gamepad x and y control stick values
  12257. * @param x The x component of the gamepad control stick value
  12258. * @param y The y component of the gamepad control stick value
  12259. */
  12260. constructor(
  12261. /**
  12262. * The x component of the control stick
  12263. */
  12264. x: number,
  12265. /**
  12266. * The y component of the control stick
  12267. */
  12268. y: number);
  12269. }
  12270. /**
  12271. * An interface which manages callbacks for gamepad button changes
  12272. */
  12273. export interface GamepadButtonChanges {
  12274. /**
  12275. * Called when a gamepad has been changed
  12276. */
  12277. changed: boolean;
  12278. /**
  12279. * Called when a gamepad press event has been triggered
  12280. */
  12281. pressChanged: boolean;
  12282. /**
  12283. * Called when a touch event has been triggered
  12284. */
  12285. touchChanged: boolean;
  12286. /**
  12287. * Called when a value has changed
  12288. */
  12289. valueChanged: boolean;
  12290. }
  12291. /**
  12292. * Represents a gamepad
  12293. */
  12294. export class Gamepad {
  12295. /**
  12296. * The id of the gamepad
  12297. */
  12298. id: string;
  12299. /**
  12300. * The index of the gamepad
  12301. */
  12302. index: number;
  12303. /**
  12304. * The browser gamepad
  12305. */
  12306. browserGamepad: any;
  12307. /**
  12308. * Specifies what type of gamepad this represents
  12309. */
  12310. type: number;
  12311. private _leftStick;
  12312. private _rightStick;
  12313. /** @hidden */
  12314. _isConnected: boolean;
  12315. private _leftStickAxisX;
  12316. private _leftStickAxisY;
  12317. private _rightStickAxisX;
  12318. private _rightStickAxisY;
  12319. /**
  12320. * Triggered when the left control stick has been changed
  12321. */
  12322. private _onleftstickchanged;
  12323. /**
  12324. * Triggered when the right control stick has been changed
  12325. */
  12326. private _onrightstickchanged;
  12327. /**
  12328. * Represents a gamepad controller
  12329. */
  12330. static GAMEPAD: number;
  12331. /**
  12332. * Represents a generic controller
  12333. */
  12334. static GENERIC: number;
  12335. /**
  12336. * Represents an XBox controller
  12337. */
  12338. static XBOX: number;
  12339. /**
  12340. * Represents a pose-enabled controller
  12341. */
  12342. static POSE_ENABLED: number;
  12343. /**
  12344. * Represents an Dual Shock controller
  12345. */
  12346. static DUALSHOCK: number;
  12347. /**
  12348. * Specifies whether the left control stick should be Y-inverted
  12349. */
  12350. protected _invertLeftStickY: boolean;
  12351. /**
  12352. * Specifies if the gamepad has been connected
  12353. */
  12354. readonly isConnected: boolean;
  12355. /**
  12356. * Initializes the gamepad
  12357. * @param id The id of the gamepad
  12358. * @param index The index of the gamepad
  12359. * @param browserGamepad The browser gamepad
  12360. * @param leftStickX The x component of the left joystick
  12361. * @param leftStickY The y component of the left joystick
  12362. * @param rightStickX The x component of the right joystick
  12363. * @param rightStickY The y component of the right joystick
  12364. */
  12365. constructor(
  12366. /**
  12367. * The id of the gamepad
  12368. */
  12369. id: string,
  12370. /**
  12371. * The index of the gamepad
  12372. */
  12373. index: number,
  12374. /**
  12375. * The browser gamepad
  12376. */
  12377. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12378. /**
  12379. * Callback triggered when the left joystick has changed
  12380. * @param callback
  12381. */
  12382. onleftstickchanged(callback: (values: StickValues) => void): void;
  12383. /**
  12384. * Callback triggered when the right joystick has changed
  12385. * @param callback
  12386. */
  12387. onrightstickchanged(callback: (values: StickValues) => void): void;
  12388. /**
  12389. * Gets the left joystick
  12390. */
  12391. /**
  12392. * Sets the left joystick values
  12393. */
  12394. leftStick: StickValues;
  12395. /**
  12396. * Gets the right joystick
  12397. */
  12398. /**
  12399. * Sets the right joystick value
  12400. */
  12401. rightStick: StickValues;
  12402. /**
  12403. * Updates the gamepad joystick positions
  12404. */
  12405. update(): void;
  12406. /**
  12407. * Disposes the gamepad
  12408. */
  12409. dispose(): void;
  12410. }
  12411. /**
  12412. * Represents a generic gamepad
  12413. */
  12414. export class GenericPad extends Gamepad {
  12415. private _buttons;
  12416. private _onbuttondown;
  12417. private _onbuttonup;
  12418. /**
  12419. * Observable triggered when a button has been pressed
  12420. */
  12421. onButtonDownObservable: Observable<number>;
  12422. /**
  12423. * Observable triggered when a button has been released
  12424. */
  12425. onButtonUpObservable: Observable<number>;
  12426. /**
  12427. * Callback triggered when a button has been pressed
  12428. * @param callback Called when a button has been pressed
  12429. */
  12430. onbuttondown(callback: (buttonPressed: number) => void): void;
  12431. /**
  12432. * Callback triggered when a button has been released
  12433. * @param callback Called when a button has been released
  12434. */
  12435. onbuttonup(callback: (buttonReleased: number) => void): void;
  12436. /**
  12437. * Initializes the generic gamepad
  12438. * @param id The id of the generic gamepad
  12439. * @param index The index of the generic gamepad
  12440. * @param browserGamepad The browser gamepad
  12441. */
  12442. constructor(id: string, index: number, browserGamepad: any);
  12443. private _setButtonValue;
  12444. /**
  12445. * Updates the generic gamepad
  12446. */
  12447. update(): void;
  12448. /**
  12449. * Disposes the generic gamepad
  12450. */
  12451. dispose(): void;
  12452. }
  12453. }
  12454. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12455. import { Nullable } from "babylonjs/types";
  12456. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12457. import { Scene } from "babylonjs/scene";
  12458. module "babylonjs/Engines/engine" {
  12459. interface Engine {
  12460. /**
  12461. * Creates a raw texture
  12462. * @param data defines the data to store in the texture
  12463. * @param width defines the width of the texture
  12464. * @param height defines the height of the texture
  12465. * @param format defines the format of the data
  12466. * @param generateMipMaps defines if the engine should generate the mip levels
  12467. * @param invertY defines if data must be stored with Y axis inverted
  12468. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12469. * @param compression defines the compression used (null by default)
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @returns the raw texture inside an InternalTexture
  12472. */
  12473. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12474. /**
  12475. * Update a raw texture
  12476. * @param texture defines the texture to update
  12477. * @param data defines the data to store in the texture
  12478. * @param format defines the format of the data
  12479. * @param invertY defines if data must be stored with Y axis inverted
  12480. */
  12481. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12482. /**
  12483. * Update a raw texture
  12484. * @param texture defines the texture to update
  12485. * @param data defines the data to store in the texture
  12486. * @param format defines the format of the data
  12487. * @param invertY defines if data must be stored with Y axis inverted
  12488. * @param compression defines the compression used (null by default)
  12489. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12490. */
  12491. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12492. /**
  12493. * Creates a new raw cube texture
  12494. * @param data defines the array of data to use to create each face
  12495. * @param size defines the size of the textures
  12496. * @param format defines the format of the data
  12497. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12498. * @param generateMipMaps defines if the engine should generate the mip levels
  12499. * @param invertY defines if data must be stored with Y axis inverted
  12500. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12501. * @param compression defines the compression used (null by default)
  12502. * @returns the cube texture as an InternalTexture
  12503. */
  12504. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12505. /**
  12506. * Update a raw cube texture
  12507. * @param texture defines the texture to udpdate
  12508. * @param data defines the data to store
  12509. * @param format defines the data format
  12510. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12511. * @param invertY defines if data must be stored with Y axis inverted
  12512. */
  12513. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12514. /**
  12515. * Update a raw cube texture
  12516. * @param texture defines the texture to udpdate
  12517. * @param data defines the data to store
  12518. * @param format defines the data format
  12519. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12520. * @param invertY defines if data must be stored with Y axis inverted
  12521. * @param compression defines the compression used (null by default)
  12522. */
  12523. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12524. /**
  12525. * Update a raw cube texture
  12526. * @param texture defines the texture to udpdate
  12527. * @param data defines the data to store
  12528. * @param format defines the data format
  12529. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @param compression defines the compression used (null by default)
  12532. * @param level defines which level of the texture to update
  12533. */
  12534. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12535. /**
  12536. * Creates a new raw cube texture from a specified url
  12537. * @param url defines the url where the data is located
  12538. * @param scene defines the current scene
  12539. * @param size defines the size of the textures
  12540. * @param format defines the format of the data
  12541. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12542. * @param noMipmap defines if the engine should avoid generating the mip levels
  12543. * @param callback defines a callback used to extract texture data from loaded data
  12544. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12545. * @param onLoad defines a callback called when texture is loaded
  12546. * @param onError defines a callback called if there is an error
  12547. * @returns the cube texture as an InternalTexture
  12548. */
  12549. 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;
  12550. /**
  12551. * Creates a new raw cube texture from a specified url
  12552. * @param url defines the url where the data is located
  12553. * @param scene defines the current scene
  12554. * @param size defines the size of the textures
  12555. * @param format defines the format of the data
  12556. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12557. * @param noMipmap defines if the engine should avoid generating the mip levels
  12558. * @param callback defines a callback used to extract texture data from loaded data
  12559. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12560. * @param onLoad defines a callback called when texture is loaded
  12561. * @param onError defines a callback called if there is an error
  12562. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12563. * @param invertY defines if data must be stored with Y axis inverted
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. 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;
  12567. /**
  12568. * Creates a new raw 3D texture
  12569. * @param data defines the data used to create the texture
  12570. * @param width defines the width of the texture
  12571. * @param height defines the height of the texture
  12572. * @param depth defines the depth of the texture
  12573. * @param format defines the format of the texture
  12574. * @param generateMipMaps defines if the engine must generate mip levels
  12575. * @param invertY defines if data must be stored with Y axis inverted
  12576. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12577. * @param compression defines the compressed used (can be null)
  12578. * @param textureType defines the compressed used (can be null)
  12579. * @returns a new raw 3D texture (stored in an InternalTexture)
  12580. */
  12581. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12582. /**
  12583. * Update a raw 3D texture
  12584. * @param texture defines the texture to update
  12585. * @param data defines the data to store
  12586. * @param format defines the data format
  12587. * @param invertY defines if data must be stored with Y axis inverted
  12588. */
  12589. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12590. /**
  12591. * Update a raw 3D texture
  12592. * @param texture defines the texture to update
  12593. * @param data defines the data to store
  12594. * @param format defines the data format
  12595. * @param invertY defines if data must be stored with Y axis inverted
  12596. * @param compression defines the used compression (can be null)
  12597. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12598. */
  12599. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12600. }
  12601. }
  12602. }
  12603. declare module "babylonjs/Materials/Textures/rawTexture" {
  12604. import { Scene } from "babylonjs/scene";
  12605. import { Texture } from "babylonjs/Materials/Textures/texture";
  12606. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12607. /**
  12608. * Raw texture can help creating a texture directly from an array of data.
  12609. * This can be super useful if you either get the data from an uncompressed source or
  12610. * if you wish to create your texture pixel by pixel.
  12611. */
  12612. export class RawTexture extends Texture {
  12613. /**
  12614. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12615. */
  12616. format: number;
  12617. private _engine;
  12618. /**
  12619. * Instantiates a new RawTexture.
  12620. * Raw texture can help creating a texture directly from an array of data.
  12621. * This can be super useful if you either get the data from an uncompressed source or
  12622. * if you wish to create your texture pixel by pixel.
  12623. * @param data define the array of data to use to create the texture
  12624. * @param width define the width of the texture
  12625. * @param height define the height of the texture
  12626. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12627. * @param scene define the scene the texture belongs to
  12628. * @param generateMipMaps define whether mip maps should be generated or not
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12632. */
  12633. constructor(data: ArrayBufferView, width: number, height: number,
  12634. /**
  12635. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12636. */
  12637. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12638. /**
  12639. * Updates the texture underlying data.
  12640. * @param data Define the new data of the texture
  12641. */
  12642. update(data: ArrayBufferView): void;
  12643. /**
  12644. * Creates a luminance texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @returns the luminance texture
  12653. */
  12654. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12655. /**
  12656. * Creates a luminance alpha texture from some data.
  12657. * @param data Define the texture data
  12658. * @param width Define the width of the texture
  12659. * @param height Define the height of the texture
  12660. * @param scene Define the scene the texture belongs to
  12661. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12662. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12663. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12664. * @returns the luminance alpha texture
  12665. */
  12666. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12667. /**
  12668. * Creates an alpha texture from some data.
  12669. * @param data Define the texture data
  12670. * @param width Define the width of the texture
  12671. * @param height Define the height of the texture
  12672. * @param scene Define the scene the texture belongs to
  12673. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12674. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12675. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12676. * @returns the alpha texture
  12677. */
  12678. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12679. /**
  12680. * Creates a RGB texture from some data.
  12681. * @param data Define the texture data
  12682. * @param width Define the width of the texture
  12683. * @param height Define the height of the texture
  12684. * @param scene Define the scene the texture belongs to
  12685. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12686. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12687. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12688. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12689. * @returns the RGB alpha texture
  12690. */
  12691. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12692. /**
  12693. * Creates a RGBA texture from some data.
  12694. * @param data Define the texture data
  12695. * @param width Define the width of the texture
  12696. * @param height Define the height of the texture
  12697. * @param scene Define the scene the texture belongs to
  12698. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12699. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12700. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12701. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12702. * @returns the RGBA texture
  12703. */
  12704. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12705. /**
  12706. * Creates a R texture from some data.
  12707. * @param data Define the texture data
  12708. * @param width Define the width of the texture
  12709. * @param height Define the height of the texture
  12710. * @param scene Define the scene the texture belongs to
  12711. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12712. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12713. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12714. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12715. * @returns the R texture
  12716. */
  12717. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12718. }
  12719. }
  12720. declare module "babylonjs/Maths/math.size" {
  12721. /**
  12722. * Interface for the size containing width and height
  12723. */
  12724. export interface ISize {
  12725. /**
  12726. * Width
  12727. */
  12728. width: number;
  12729. /**
  12730. * Heighht
  12731. */
  12732. height: number;
  12733. }
  12734. /**
  12735. * Size containing widht and height
  12736. */
  12737. export class Size implements ISize {
  12738. /**
  12739. * Width
  12740. */
  12741. width: number;
  12742. /**
  12743. * Height
  12744. */
  12745. height: number;
  12746. /**
  12747. * Creates a Size object from the given width and height (floats).
  12748. * @param width width of the new size
  12749. * @param height height of the new size
  12750. */
  12751. constructor(width: number, height: number);
  12752. /**
  12753. * Returns a string with the Size width and height
  12754. * @returns a string with the Size width and height
  12755. */
  12756. toString(): string;
  12757. /**
  12758. * "Size"
  12759. * @returns the string "Size"
  12760. */
  12761. getClassName(): string;
  12762. /**
  12763. * Returns the Size hash code.
  12764. * @returns a hash code for a unique width and height
  12765. */
  12766. getHashCode(): number;
  12767. /**
  12768. * Updates the current size from the given one.
  12769. * @param src the given size
  12770. */
  12771. copyFrom(src: Size): void;
  12772. /**
  12773. * Updates in place the current Size from the given floats.
  12774. * @param width width of the new size
  12775. * @param height height of the new size
  12776. * @returns the updated Size.
  12777. */
  12778. copyFromFloats(width: number, height: number): Size;
  12779. /**
  12780. * Updates in place the current Size from the given floats.
  12781. * @param width width to set
  12782. * @param height height to set
  12783. * @returns the updated Size.
  12784. */
  12785. set(width: number, height: number): Size;
  12786. /**
  12787. * Multiplies the width and height by numbers
  12788. * @param w factor to multiple the width by
  12789. * @param h factor to multiple the height by
  12790. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12791. */
  12792. multiplyByFloats(w: number, h: number): Size;
  12793. /**
  12794. * Clones the size
  12795. * @returns a new Size copied from the given one.
  12796. */
  12797. clone(): Size;
  12798. /**
  12799. * True if the current Size and the given one width and height are strictly equal.
  12800. * @param other the other size to compare against
  12801. * @returns True if the current Size and the given one width and height are strictly equal.
  12802. */
  12803. equals(other: Size): boolean;
  12804. /**
  12805. * The surface of the Size : width * height (float).
  12806. */
  12807. readonly surface: number;
  12808. /**
  12809. * Create a new size of zero
  12810. * @returns a new Size set to (0.0, 0.0)
  12811. */
  12812. static Zero(): Size;
  12813. /**
  12814. * Sums the width and height of two sizes
  12815. * @param otherSize size to add to this size
  12816. * @returns a new Size set as the addition result of the current Size and the given one.
  12817. */
  12818. add(otherSize: Size): Size;
  12819. /**
  12820. * Subtracts the width and height of two
  12821. * @param otherSize size to subtract to this size
  12822. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12823. */
  12824. subtract(otherSize: Size): Size;
  12825. /**
  12826. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12827. * @param start starting size to lerp between
  12828. * @param end end size to lerp between
  12829. * @param amount amount to lerp between the start and end values
  12830. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12831. */
  12832. static Lerp(start: Size, end: Size, amount: number): Size;
  12833. }
  12834. }
  12835. declare module "babylonjs/Animations/runtimeAnimation" {
  12836. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12837. import { Animatable } from "babylonjs/Animations/animatable";
  12838. import { Scene } from "babylonjs/scene";
  12839. /**
  12840. * Defines a runtime animation
  12841. */
  12842. export class RuntimeAnimation {
  12843. private _events;
  12844. /**
  12845. * The current frame of the runtime animation
  12846. */
  12847. private _currentFrame;
  12848. /**
  12849. * The animation used by the runtime animation
  12850. */
  12851. private _animation;
  12852. /**
  12853. * The target of the runtime animation
  12854. */
  12855. private _target;
  12856. /**
  12857. * The initiating animatable
  12858. */
  12859. private _host;
  12860. /**
  12861. * The original value of the runtime animation
  12862. */
  12863. private _originalValue;
  12864. /**
  12865. * The original blend value of the runtime animation
  12866. */
  12867. private _originalBlendValue;
  12868. /**
  12869. * The offsets cache of the runtime animation
  12870. */
  12871. private _offsetsCache;
  12872. /**
  12873. * The high limits cache of the runtime animation
  12874. */
  12875. private _highLimitsCache;
  12876. /**
  12877. * Specifies if the runtime animation has been stopped
  12878. */
  12879. private _stopped;
  12880. /**
  12881. * The blending factor of the runtime animation
  12882. */
  12883. private _blendingFactor;
  12884. /**
  12885. * The BabylonJS scene
  12886. */
  12887. private _scene;
  12888. /**
  12889. * The current value of the runtime animation
  12890. */
  12891. private _currentValue;
  12892. /** @hidden */
  12893. _animationState: _IAnimationState;
  12894. /**
  12895. * The active target of the runtime animation
  12896. */
  12897. private _activeTargets;
  12898. private _currentActiveTarget;
  12899. private _directTarget;
  12900. /**
  12901. * The target path of the runtime animation
  12902. */
  12903. private _targetPath;
  12904. /**
  12905. * The weight of the runtime animation
  12906. */
  12907. private _weight;
  12908. /**
  12909. * The ratio offset of the runtime animation
  12910. */
  12911. private _ratioOffset;
  12912. /**
  12913. * The previous delay of the runtime animation
  12914. */
  12915. private _previousDelay;
  12916. /**
  12917. * The previous ratio of the runtime animation
  12918. */
  12919. private _previousRatio;
  12920. private _enableBlending;
  12921. private _keys;
  12922. private _minFrame;
  12923. private _maxFrame;
  12924. private _minValue;
  12925. private _maxValue;
  12926. private _targetIsArray;
  12927. /**
  12928. * Gets the current frame of the runtime animation
  12929. */
  12930. readonly currentFrame: number;
  12931. /**
  12932. * Gets the weight of the runtime animation
  12933. */
  12934. readonly weight: number;
  12935. /**
  12936. * Gets the current value of the runtime animation
  12937. */
  12938. readonly currentValue: any;
  12939. /**
  12940. * Gets the target path of the runtime animation
  12941. */
  12942. readonly targetPath: string;
  12943. /**
  12944. * Gets the actual target of the runtime animation
  12945. */
  12946. readonly target: any;
  12947. /** @hidden */
  12948. _onLoop: () => void;
  12949. /**
  12950. * Create a new RuntimeAnimation object
  12951. * @param target defines the target of the animation
  12952. * @param animation defines the source animation object
  12953. * @param scene defines the hosting scene
  12954. * @param host defines the initiating Animatable
  12955. */
  12956. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12957. private _preparePath;
  12958. /**
  12959. * Gets the animation from the runtime animation
  12960. */
  12961. readonly animation: Animation;
  12962. /**
  12963. * Resets the runtime animation to the beginning
  12964. * @param restoreOriginal defines whether to restore the target property to the original value
  12965. */
  12966. reset(restoreOriginal?: boolean): void;
  12967. /**
  12968. * Specifies if the runtime animation is stopped
  12969. * @returns Boolean specifying if the runtime animation is stopped
  12970. */
  12971. isStopped(): boolean;
  12972. /**
  12973. * Disposes of the runtime animation
  12974. */
  12975. dispose(): void;
  12976. /**
  12977. * Apply the interpolated value to the target
  12978. * @param currentValue defines the value computed by the animation
  12979. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12980. */
  12981. setValue(currentValue: any, weight: number): void;
  12982. private _getOriginalValues;
  12983. private _setValue;
  12984. /**
  12985. * Gets the loop pmode of the runtime animation
  12986. * @returns Loop Mode
  12987. */
  12988. private _getCorrectLoopMode;
  12989. /**
  12990. * Move the current animation to a given frame
  12991. * @param frame defines the frame to move to
  12992. */
  12993. goToFrame(frame: number): void;
  12994. /**
  12995. * @hidden Internal use only
  12996. */
  12997. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12998. /**
  12999. * Execute the current animation
  13000. * @param delay defines the delay to add to the current frame
  13001. * @param from defines the lower bound of the animation range
  13002. * @param to defines the upper bound of the animation range
  13003. * @param loop defines if the current animation must loop
  13004. * @param speedRatio defines the current speed ratio
  13005. * @param weight defines the weight of the animation (default is -1 so no weight)
  13006. * @param onLoop optional callback called when animation loops
  13007. * @returns a boolean indicating if the animation is running
  13008. */
  13009. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13010. }
  13011. }
  13012. declare module "babylonjs/Animations/animatable" {
  13013. import { Animation } from "babylonjs/Animations/animation";
  13014. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13015. import { Nullable } from "babylonjs/types";
  13016. import { Observable } from "babylonjs/Misc/observable";
  13017. import { Scene } from "babylonjs/scene";
  13018. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13019. import { Node } from "babylonjs/node";
  13020. /**
  13021. * Class used to store an actual running animation
  13022. */
  13023. export class Animatable {
  13024. /** defines the target object */
  13025. target: any;
  13026. /** defines the starting frame number (default is 0) */
  13027. fromFrame: number;
  13028. /** defines the ending frame number (default is 100) */
  13029. toFrame: number;
  13030. /** defines if the animation must loop (default is false) */
  13031. loopAnimation: boolean;
  13032. /** defines a callback to call when animation ends if it is not looping */
  13033. onAnimationEnd?: (() => void) | null | undefined;
  13034. /** defines a callback to call when animation loops */
  13035. onAnimationLoop?: (() => void) | null | undefined;
  13036. private _localDelayOffset;
  13037. private _pausedDelay;
  13038. private _runtimeAnimations;
  13039. private _paused;
  13040. private _scene;
  13041. private _speedRatio;
  13042. private _weight;
  13043. private _syncRoot;
  13044. /**
  13045. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13046. * This will only apply for non looping animation (default is true)
  13047. */
  13048. disposeOnEnd: boolean;
  13049. /**
  13050. * Gets a boolean indicating if the animation has started
  13051. */
  13052. animationStarted: boolean;
  13053. /**
  13054. * Observer raised when the animation ends
  13055. */
  13056. onAnimationEndObservable: Observable<Animatable>;
  13057. /**
  13058. * Observer raised when the animation loops
  13059. */
  13060. onAnimationLoopObservable: Observable<Animatable>;
  13061. /**
  13062. * Gets the root Animatable used to synchronize and normalize animations
  13063. */
  13064. readonly syncRoot: Nullable<Animatable>;
  13065. /**
  13066. * Gets the current frame of the first RuntimeAnimation
  13067. * Used to synchronize Animatables
  13068. */
  13069. readonly masterFrame: number;
  13070. /**
  13071. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13072. */
  13073. weight: number;
  13074. /**
  13075. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13076. */
  13077. speedRatio: number;
  13078. /**
  13079. * Creates a new Animatable
  13080. * @param scene defines the hosting scene
  13081. * @param target defines the target object
  13082. * @param fromFrame defines the starting frame number (default is 0)
  13083. * @param toFrame defines the ending frame number (default is 100)
  13084. * @param loopAnimation defines if the animation must loop (default is false)
  13085. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13086. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13087. * @param animations defines a group of animation to add to the new Animatable
  13088. * @param onAnimationLoop defines a callback to call when animation loops
  13089. */
  13090. constructor(scene: Scene,
  13091. /** defines the target object */
  13092. target: any,
  13093. /** defines the starting frame number (default is 0) */
  13094. fromFrame?: number,
  13095. /** defines the ending frame number (default is 100) */
  13096. toFrame?: number,
  13097. /** defines if the animation must loop (default is false) */
  13098. loopAnimation?: boolean, speedRatio?: number,
  13099. /** defines a callback to call when animation ends if it is not looping */
  13100. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13101. /** defines a callback to call when animation loops */
  13102. onAnimationLoop?: (() => void) | null | undefined);
  13103. /**
  13104. * Synchronize and normalize current Animatable with a source Animatable
  13105. * This is useful when using animation weights and when animations are not of the same length
  13106. * @param root defines the root Animatable to synchronize with
  13107. * @returns the current Animatable
  13108. */
  13109. syncWith(root: Animatable): Animatable;
  13110. /**
  13111. * Gets the list of runtime animations
  13112. * @returns an array of RuntimeAnimation
  13113. */
  13114. getAnimations(): RuntimeAnimation[];
  13115. /**
  13116. * Adds more animations to the current animatable
  13117. * @param target defines the target of the animations
  13118. * @param animations defines the new animations to add
  13119. */
  13120. appendAnimations(target: any, animations: Animation[]): void;
  13121. /**
  13122. * Gets the source animation for a specific property
  13123. * @param property defines the propertyu to look for
  13124. * @returns null or the source animation for the given property
  13125. */
  13126. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13127. /**
  13128. * Gets the runtime animation for a specific property
  13129. * @param property defines the propertyu to look for
  13130. * @returns null or the runtime animation for the given property
  13131. */
  13132. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13133. /**
  13134. * Resets the animatable to its original state
  13135. */
  13136. reset(): void;
  13137. /**
  13138. * Allows the animatable to blend with current running animations
  13139. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13140. * @param blendingSpeed defines the blending speed to use
  13141. */
  13142. enableBlending(blendingSpeed: number): void;
  13143. /**
  13144. * Disable animation blending
  13145. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13146. */
  13147. disableBlending(): void;
  13148. /**
  13149. * Jump directly to a given frame
  13150. * @param frame defines the frame to jump to
  13151. */
  13152. goToFrame(frame: number): void;
  13153. /**
  13154. * Pause the animation
  13155. */
  13156. pause(): void;
  13157. /**
  13158. * Restart the animation
  13159. */
  13160. restart(): void;
  13161. private _raiseOnAnimationEnd;
  13162. /**
  13163. * Stop and delete the current animation
  13164. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13165. * @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)
  13166. */
  13167. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13168. /**
  13169. * Wait asynchronously for the animation to end
  13170. * @returns a promise which will be fullfilled when the animation ends
  13171. */
  13172. waitAsync(): Promise<Animatable>;
  13173. /** @hidden */
  13174. _animate(delay: number): boolean;
  13175. }
  13176. module "babylonjs/scene" {
  13177. interface Scene {
  13178. /** @hidden */
  13179. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13180. /** @hidden */
  13181. _processLateAnimationBindingsForMatrices(holder: {
  13182. totalWeight: number;
  13183. animations: RuntimeAnimation[];
  13184. originalValue: Matrix;
  13185. }): any;
  13186. /** @hidden */
  13187. _processLateAnimationBindingsForQuaternions(holder: {
  13188. totalWeight: number;
  13189. animations: RuntimeAnimation[];
  13190. originalValue: Quaternion;
  13191. }, refQuaternion: Quaternion): Quaternion;
  13192. /** @hidden */
  13193. _processLateAnimationBindings(): void;
  13194. /**
  13195. * Will start the animation sequence of a given target
  13196. * @param target defines the target
  13197. * @param from defines from which frame should animation start
  13198. * @param to defines until which frame should animation run.
  13199. * @param weight defines the weight to apply to the animation (1.0 by default)
  13200. * @param loop defines if the animation loops
  13201. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13202. * @param onAnimationEnd defines the function to be executed when the animation ends
  13203. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13204. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13205. * @param onAnimationLoop defines the callback to call when an animation loops
  13206. * @returns the animatable object created for this animation
  13207. */
  13208. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13209. /**
  13210. * Will start the animation sequence of a given target
  13211. * @param target defines the target
  13212. * @param from defines from which frame should animation start
  13213. * @param to defines until which frame should animation run.
  13214. * @param loop defines if the animation loops
  13215. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13216. * @param onAnimationEnd defines the function to be executed when the animation ends
  13217. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13218. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13219. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13220. * @param onAnimationLoop defines the callback to call when an animation loops
  13221. * @returns the animatable object created for this animation
  13222. */
  13223. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13224. /**
  13225. * Will start the animation sequence of a given target and its hierarchy
  13226. * @param target defines the target
  13227. * @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.
  13228. * @param from defines from which frame should animation start
  13229. * @param to defines until which frame should animation run.
  13230. * @param loop defines if the animation loops
  13231. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13232. * @param onAnimationEnd defines the function to be executed when the animation ends
  13233. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13234. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13235. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13236. * @param onAnimationLoop defines the callback to call when an animation loops
  13237. * @returns the list of created animatables
  13238. */
  13239. 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[];
  13240. /**
  13241. * Begin a new animation on a given node
  13242. * @param target defines the target where the animation will take place
  13243. * @param animations defines the list of animations to start
  13244. * @param from defines the initial value
  13245. * @param to defines the final value
  13246. * @param loop defines if you want animation to loop (off by default)
  13247. * @param speedRatio defines the speed ratio to apply to all animations
  13248. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13249. * @param onAnimationLoop defines the callback to call when an animation loops
  13250. * @returns the list of created animatables
  13251. */
  13252. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13253. /**
  13254. * Begin a new animation on a given node and its hierarchy
  13255. * @param target defines the root node where the animation will take place
  13256. * @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.
  13257. * @param animations defines the list of animations to start
  13258. * @param from defines the initial value
  13259. * @param to defines the final value
  13260. * @param loop defines if you want animation to loop (off by default)
  13261. * @param speedRatio defines the speed ratio to apply to all animations
  13262. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13263. * @param onAnimationLoop defines the callback to call when an animation loops
  13264. * @returns the list of animatables created for all nodes
  13265. */
  13266. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13267. /**
  13268. * Gets the animatable associated with a specific target
  13269. * @param target defines the target of the animatable
  13270. * @returns the required animatable if found
  13271. */
  13272. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13273. /**
  13274. * Gets all animatables associated with a given target
  13275. * @param target defines the target to look animatables for
  13276. * @returns an array of Animatables
  13277. */
  13278. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13279. /**
  13280. * Stops and removes all animations that have been applied to the scene
  13281. */
  13282. stopAllAnimations(): void;
  13283. }
  13284. }
  13285. module "babylonjs/Bones/bone" {
  13286. interface Bone {
  13287. /**
  13288. * Copy an animation range from another bone
  13289. * @param source defines the source bone
  13290. * @param rangeName defines the range name to copy
  13291. * @param frameOffset defines the frame offset
  13292. * @param rescaleAsRequired defines if rescaling must be applied if required
  13293. * @param skelDimensionsRatio defines the scaling ratio
  13294. * @returns true if operation was successful
  13295. */
  13296. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13297. }
  13298. }
  13299. }
  13300. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13301. /**
  13302. * Class used to override all child animations of a given target
  13303. */
  13304. export class AnimationPropertiesOverride {
  13305. /**
  13306. * Gets or sets a value indicating if animation blending must be used
  13307. */
  13308. enableBlending: boolean;
  13309. /**
  13310. * Gets or sets the blending speed to use when enableBlending is true
  13311. */
  13312. blendingSpeed: number;
  13313. /**
  13314. * Gets or sets the default loop mode to use
  13315. */
  13316. loopMode: number;
  13317. }
  13318. }
  13319. declare module "babylonjs/Bones/skeleton" {
  13320. import { Bone } from "babylonjs/Bones/bone";
  13321. import { Observable } from "babylonjs/Misc/observable";
  13322. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13323. import { Scene } from "babylonjs/scene";
  13324. import { Nullable } from "babylonjs/types";
  13325. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13326. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13327. import { Animatable } from "babylonjs/Animations/animatable";
  13328. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13329. import { Animation } from "babylonjs/Animations/animation";
  13330. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13331. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13332. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13333. /**
  13334. * Class used to handle skinning animations
  13335. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13336. */
  13337. export class Skeleton implements IAnimatable {
  13338. /** defines the skeleton name */
  13339. name: string;
  13340. /** defines the skeleton Id */
  13341. id: string;
  13342. /**
  13343. * Defines the list of child bones
  13344. */
  13345. bones: Bone[];
  13346. /**
  13347. * Defines an estimate of the dimension of the skeleton at rest
  13348. */
  13349. dimensionsAtRest: Vector3;
  13350. /**
  13351. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13352. */
  13353. needInitialSkinMatrix: boolean;
  13354. /**
  13355. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13356. */
  13357. overrideMesh: Nullable<AbstractMesh>;
  13358. /**
  13359. * Gets the list of animations attached to this skeleton
  13360. */
  13361. animations: Array<Animation>;
  13362. private _scene;
  13363. private _isDirty;
  13364. private _transformMatrices;
  13365. private _transformMatrixTexture;
  13366. private _meshesWithPoseMatrix;
  13367. private _animatables;
  13368. private _identity;
  13369. private _synchronizedWithMesh;
  13370. private _ranges;
  13371. private _lastAbsoluteTransformsUpdateId;
  13372. private _canUseTextureForBones;
  13373. private _uniqueId;
  13374. /** @hidden */
  13375. _numBonesWithLinkedTransformNode: number;
  13376. /** @hidden */
  13377. _hasWaitingData: Nullable<boolean>;
  13378. /**
  13379. * Specifies if the skeleton should be serialized
  13380. */
  13381. doNotSerialize: boolean;
  13382. private _useTextureToStoreBoneMatrices;
  13383. /**
  13384. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13385. * Please note that this option is not available if the hardware does not support it
  13386. */
  13387. useTextureToStoreBoneMatrices: boolean;
  13388. private _animationPropertiesOverride;
  13389. /**
  13390. * Gets or sets the animation properties override
  13391. */
  13392. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13393. /**
  13394. * List of inspectable custom properties (used by the Inspector)
  13395. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13396. */
  13397. inspectableCustomProperties: IInspectable[];
  13398. /**
  13399. * An observable triggered before computing the skeleton's matrices
  13400. */
  13401. onBeforeComputeObservable: Observable<Skeleton>;
  13402. /**
  13403. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13404. */
  13405. readonly isUsingTextureForMatrices: boolean;
  13406. /**
  13407. * Gets the unique ID of this skeleton
  13408. */
  13409. readonly uniqueId: number;
  13410. /**
  13411. * Creates a new skeleton
  13412. * @param name defines the skeleton name
  13413. * @param id defines the skeleton Id
  13414. * @param scene defines the hosting scene
  13415. */
  13416. constructor(
  13417. /** defines the skeleton name */
  13418. name: string,
  13419. /** defines the skeleton Id */
  13420. id: string, scene: Scene);
  13421. /**
  13422. * Gets the current object class name.
  13423. * @return the class name
  13424. */
  13425. getClassName(): string;
  13426. /**
  13427. * Returns an array containing the root bones
  13428. * @returns an array containing the root bones
  13429. */
  13430. getChildren(): Array<Bone>;
  13431. /**
  13432. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13433. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13434. * @returns a Float32Array containing matrices data
  13435. */
  13436. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13437. /**
  13438. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13439. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13440. * @returns a raw texture containing the data
  13441. */
  13442. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13443. /**
  13444. * Gets the current hosting scene
  13445. * @returns a scene object
  13446. */
  13447. getScene(): Scene;
  13448. /**
  13449. * Gets a string representing the current skeleton data
  13450. * @param fullDetails defines a boolean indicating if we want a verbose version
  13451. * @returns a string representing the current skeleton data
  13452. */
  13453. toString(fullDetails?: boolean): string;
  13454. /**
  13455. * Get bone's index searching by name
  13456. * @param name defines bone's name to search for
  13457. * @return the indice of the bone. Returns -1 if not found
  13458. */
  13459. getBoneIndexByName(name: string): number;
  13460. /**
  13461. * Creater a new animation range
  13462. * @param name defines the name of the range
  13463. * @param from defines the start key
  13464. * @param to defines the end key
  13465. */
  13466. createAnimationRange(name: string, from: number, to: number): void;
  13467. /**
  13468. * Delete a specific animation range
  13469. * @param name defines the name of the range
  13470. * @param deleteFrames defines if frames must be removed as well
  13471. */
  13472. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13473. /**
  13474. * Gets a specific animation range
  13475. * @param name defines the name of the range to look for
  13476. * @returns the requested animation range or null if not found
  13477. */
  13478. getAnimationRange(name: string): Nullable<AnimationRange>;
  13479. /**
  13480. * Gets the list of all animation ranges defined on this skeleton
  13481. * @returns an array
  13482. */
  13483. getAnimationRanges(): Nullable<AnimationRange>[];
  13484. /**
  13485. * Copy animation range from a source skeleton.
  13486. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13487. * @param source defines the source skeleton
  13488. * @param name defines the name of the range to copy
  13489. * @param rescaleAsRequired defines if rescaling must be applied if required
  13490. * @returns true if operation was successful
  13491. */
  13492. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13493. /**
  13494. * Forces the skeleton to go to rest pose
  13495. */
  13496. returnToRest(): void;
  13497. private _getHighestAnimationFrame;
  13498. /**
  13499. * Begin a specific animation range
  13500. * @param name defines the name of the range to start
  13501. * @param loop defines if looping must be turned on (false by default)
  13502. * @param speedRatio defines the speed ratio to apply (1 by default)
  13503. * @param onAnimationEnd defines a callback which will be called when animation will end
  13504. * @returns a new animatable
  13505. */
  13506. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13507. /** @hidden */
  13508. _markAsDirty(): void;
  13509. /** @hidden */
  13510. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13511. /** @hidden */
  13512. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13513. private _computeTransformMatrices;
  13514. /**
  13515. * Build all resources required to render a skeleton
  13516. */
  13517. prepare(): void;
  13518. /**
  13519. * Gets the list of animatables currently running for this skeleton
  13520. * @returns an array of animatables
  13521. */
  13522. getAnimatables(): IAnimatable[];
  13523. /**
  13524. * Clone the current skeleton
  13525. * @param name defines the name of the new skeleton
  13526. * @param id defines the id of the new skeleton
  13527. * @returns the new skeleton
  13528. */
  13529. clone(name: string, id: string): Skeleton;
  13530. /**
  13531. * Enable animation blending for this skeleton
  13532. * @param blendingSpeed defines the blending speed to apply
  13533. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13534. */
  13535. enableBlending(blendingSpeed?: number): void;
  13536. /**
  13537. * Releases all resources associated with the current skeleton
  13538. */
  13539. dispose(): void;
  13540. /**
  13541. * Serialize the skeleton in a JSON object
  13542. * @returns a JSON object
  13543. */
  13544. serialize(): any;
  13545. /**
  13546. * Creates a new skeleton from serialized data
  13547. * @param parsedSkeleton defines the serialized data
  13548. * @param scene defines the hosting scene
  13549. * @returns a new skeleton
  13550. */
  13551. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13552. /**
  13553. * Compute all node absolute transforms
  13554. * @param forceUpdate defines if computation must be done even if cache is up to date
  13555. */
  13556. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13557. /**
  13558. * Gets the root pose matrix
  13559. * @returns a matrix
  13560. */
  13561. getPoseMatrix(): Nullable<Matrix>;
  13562. /**
  13563. * Sorts bones per internal index
  13564. */
  13565. sortBones(): void;
  13566. private _sortBones;
  13567. }
  13568. }
  13569. declare module "babylonjs/Bones/bone" {
  13570. import { Skeleton } from "babylonjs/Bones/skeleton";
  13571. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13572. import { Nullable } from "babylonjs/types";
  13573. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13574. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13575. import { Node } from "babylonjs/node";
  13576. import { Space } from "babylonjs/Maths/math.axis";
  13577. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13578. /**
  13579. * Class used to store bone information
  13580. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13581. */
  13582. export class Bone extends Node {
  13583. /**
  13584. * defines the bone name
  13585. */
  13586. name: string;
  13587. private static _tmpVecs;
  13588. private static _tmpQuat;
  13589. private static _tmpMats;
  13590. /**
  13591. * Gets the list of child bones
  13592. */
  13593. children: Bone[];
  13594. /** Gets the animations associated with this bone */
  13595. animations: import("babylonjs/Animations/animation").Animation[];
  13596. /**
  13597. * Gets or sets bone length
  13598. */
  13599. length: number;
  13600. /**
  13601. * @hidden Internal only
  13602. * Set this value to map this bone to a different index in the transform matrices
  13603. * Set this value to -1 to exclude the bone from the transform matrices
  13604. */
  13605. _index: Nullable<number>;
  13606. private _skeleton;
  13607. private _localMatrix;
  13608. private _restPose;
  13609. private _baseMatrix;
  13610. private _absoluteTransform;
  13611. private _invertedAbsoluteTransform;
  13612. private _parent;
  13613. private _scalingDeterminant;
  13614. private _worldTransform;
  13615. private _localScaling;
  13616. private _localRotation;
  13617. private _localPosition;
  13618. private _needToDecompose;
  13619. private _needToCompose;
  13620. /** @hidden */
  13621. _linkedTransformNode: Nullable<TransformNode>;
  13622. /** @hidden */
  13623. _waitingTransformNodeId: Nullable<string>;
  13624. /** @hidden */
  13625. /** @hidden */
  13626. _matrix: Matrix;
  13627. /**
  13628. * Create a new bone
  13629. * @param name defines the bone name
  13630. * @param skeleton defines the parent skeleton
  13631. * @param parentBone defines the parent (can be null if the bone is the root)
  13632. * @param localMatrix defines the local matrix
  13633. * @param restPose defines the rest pose matrix
  13634. * @param baseMatrix defines the base matrix
  13635. * @param index defines index of the bone in the hiearchy
  13636. */
  13637. constructor(
  13638. /**
  13639. * defines the bone name
  13640. */
  13641. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13642. /**
  13643. * Gets the current object class name.
  13644. * @return the class name
  13645. */
  13646. getClassName(): string;
  13647. /**
  13648. * Gets the parent skeleton
  13649. * @returns a skeleton
  13650. */
  13651. getSkeleton(): Skeleton;
  13652. /**
  13653. * Gets parent bone
  13654. * @returns a bone or null if the bone is the root of the bone hierarchy
  13655. */
  13656. getParent(): Nullable<Bone>;
  13657. /**
  13658. * Returns an array containing the root bones
  13659. * @returns an array containing the root bones
  13660. */
  13661. getChildren(): Array<Bone>;
  13662. /**
  13663. * Sets the parent bone
  13664. * @param parent defines the parent (can be null if the bone is the root)
  13665. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13666. */
  13667. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13668. /**
  13669. * Gets the local matrix
  13670. * @returns a matrix
  13671. */
  13672. getLocalMatrix(): Matrix;
  13673. /**
  13674. * Gets the base matrix (initial matrix which remains unchanged)
  13675. * @returns a matrix
  13676. */
  13677. getBaseMatrix(): Matrix;
  13678. /**
  13679. * Gets the rest pose matrix
  13680. * @returns a matrix
  13681. */
  13682. getRestPose(): Matrix;
  13683. /**
  13684. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13685. */
  13686. getWorldMatrix(): Matrix;
  13687. /**
  13688. * Sets the local matrix to rest pose matrix
  13689. */
  13690. returnToRest(): void;
  13691. /**
  13692. * Gets the inverse of the absolute transform matrix.
  13693. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13694. * @returns a matrix
  13695. */
  13696. getInvertedAbsoluteTransform(): Matrix;
  13697. /**
  13698. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13699. * @returns a matrix
  13700. */
  13701. getAbsoluteTransform(): Matrix;
  13702. /**
  13703. * Links with the given transform node.
  13704. * The local matrix of this bone is copied from the transform node every frame.
  13705. * @param transformNode defines the transform node to link to
  13706. */
  13707. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13708. /**
  13709. * Gets the node used to drive the bone's transformation
  13710. * @returns a transform node or null
  13711. */
  13712. getTransformNode(): Nullable<TransformNode>;
  13713. /** Gets or sets current position (in local space) */
  13714. position: Vector3;
  13715. /** Gets or sets current rotation (in local space) */
  13716. rotation: Vector3;
  13717. /** Gets or sets current rotation quaternion (in local space) */
  13718. rotationQuaternion: Quaternion;
  13719. /** Gets or sets current scaling (in local space) */
  13720. scaling: Vector3;
  13721. /**
  13722. * Gets the animation properties override
  13723. */
  13724. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13725. private _decompose;
  13726. private _compose;
  13727. /**
  13728. * Update the base and local matrices
  13729. * @param matrix defines the new base or local matrix
  13730. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13731. * @param updateLocalMatrix defines if the local matrix should be updated
  13732. */
  13733. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13734. /** @hidden */
  13735. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13736. /**
  13737. * Flag the bone as dirty (Forcing it to update everything)
  13738. */
  13739. markAsDirty(): void;
  13740. /** @hidden */
  13741. _markAsDirtyAndCompose(): void;
  13742. private _markAsDirtyAndDecompose;
  13743. /**
  13744. * Translate the bone in local or world space
  13745. * @param vec The amount to translate the bone
  13746. * @param space The space that the translation is in
  13747. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13748. */
  13749. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13750. /**
  13751. * Set the postion of the bone in local or world space
  13752. * @param position The position to set the bone
  13753. * @param space The space that the position is in
  13754. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13755. */
  13756. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13757. /**
  13758. * Set the absolute position of the bone (world space)
  13759. * @param position The position to set the bone
  13760. * @param mesh The mesh that this bone is attached to
  13761. */
  13762. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13763. /**
  13764. * Scale the bone on the x, y and z axes (in local space)
  13765. * @param x The amount to scale the bone on the x axis
  13766. * @param y The amount to scale the bone on the y axis
  13767. * @param z The amount to scale the bone on the z axis
  13768. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13769. */
  13770. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13771. /**
  13772. * Set the bone scaling in local space
  13773. * @param scale defines the scaling vector
  13774. */
  13775. setScale(scale: Vector3): void;
  13776. /**
  13777. * Gets the current scaling in local space
  13778. * @returns the current scaling vector
  13779. */
  13780. getScale(): Vector3;
  13781. /**
  13782. * Gets the current scaling in local space and stores it in a target vector
  13783. * @param result defines the target vector
  13784. */
  13785. getScaleToRef(result: Vector3): void;
  13786. /**
  13787. * Set the yaw, pitch, and roll of the bone in local or world space
  13788. * @param yaw The rotation of the bone on the y axis
  13789. * @param pitch The rotation of the bone on the x axis
  13790. * @param roll The rotation of the bone on the z axis
  13791. * @param space The space that the axes of rotation are in
  13792. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13793. */
  13794. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13795. /**
  13796. * Add a rotation to the bone on an axis in local or world space
  13797. * @param axis The axis to rotate the bone on
  13798. * @param amount The amount to rotate the bone
  13799. * @param space The space that the axis is in
  13800. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13801. */
  13802. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13803. /**
  13804. * Set the rotation of the bone to a particular axis angle in local or world space
  13805. * @param axis The axis to rotate the bone on
  13806. * @param angle The angle that the bone should be rotated to
  13807. * @param space The space that the axis is in
  13808. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13809. */
  13810. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13811. /**
  13812. * Set the euler rotation of the bone in local of world space
  13813. * @param rotation The euler rotation that the bone should be set to
  13814. * @param space The space that the rotation is in
  13815. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13816. */
  13817. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13818. /**
  13819. * Set the quaternion rotation of the bone in local of world space
  13820. * @param quat The quaternion rotation that the bone should be set to
  13821. * @param space The space that the rotation is in
  13822. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13823. */
  13824. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13825. /**
  13826. * Set the rotation matrix of the bone in local of world space
  13827. * @param rotMat The rotation matrix that the bone should be set to
  13828. * @param space The space that the rotation is in
  13829. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13830. */
  13831. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13832. private _rotateWithMatrix;
  13833. private _getNegativeRotationToRef;
  13834. /**
  13835. * Get the position of the bone in local or world space
  13836. * @param space The space that the returned position is in
  13837. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13838. * @returns The position of the bone
  13839. */
  13840. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13841. /**
  13842. * Copy the position of the bone to a vector3 in local or world space
  13843. * @param space The space that the returned position is in
  13844. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13845. * @param result The vector3 to copy the position to
  13846. */
  13847. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13848. /**
  13849. * Get the absolute position of the bone (world space)
  13850. * @param mesh The mesh that this bone is attached to
  13851. * @returns The absolute position of the bone
  13852. */
  13853. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13854. /**
  13855. * Copy the absolute position of the bone (world space) to the result param
  13856. * @param mesh The mesh that this bone is attached to
  13857. * @param result The vector3 to copy the absolute position to
  13858. */
  13859. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13860. /**
  13861. * Compute the absolute transforms of this bone and its children
  13862. */
  13863. computeAbsoluteTransforms(): void;
  13864. /**
  13865. * Get the world direction from an axis that is in the local space of the bone
  13866. * @param localAxis The local direction that is used to compute the world direction
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The world direction
  13869. */
  13870. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13873. * @param localAxis The local direction that is used to compute the world direction
  13874. * @param mesh The mesh that this bone is attached to
  13875. * @param result The vector3 that the world direction will be copied to
  13876. */
  13877. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13878. /**
  13879. * Get the euler rotation of the bone in local or world space
  13880. * @param space The space that the rotation should be in
  13881. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13882. * @returns The euler rotation
  13883. */
  13884. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13885. /**
  13886. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13887. * @param space The space that the rotation should be in
  13888. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13889. * @param result The vector3 that the rotation should be copied to
  13890. */
  13891. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13892. /**
  13893. * Get the quaternion rotation of the bone in either local or world space
  13894. * @param space The space that the rotation should be in
  13895. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13896. * @returns The quaternion rotation
  13897. */
  13898. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13899. /**
  13900. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13901. * @param space The space that the rotation should be in
  13902. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13903. * @param result The quaternion that the rotation should be copied to
  13904. */
  13905. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13906. /**
  13907. * Get the rotation matrix of the bone in local or world space
  13908. * @param space The space that the rotation should be in
  13909. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13910. * @returns The rotation matrix
  13911. */
  13912. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13913. /**
  13914. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13915. * @param space The space that the rotation should be in
  13916. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13917. * @param result The quaternion that the rotation should be copied to
  13918. */
  13919. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13920. /**
  13921. * Get the world position of a point that is in the local space of the bone
  13922. * @param position The local position
  13923. * @param mesh The mesh that this bone is attached to
  13924. * @returns The world position
  13925. */
  13926. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13927. /**
  13928. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13929. * @param position The local position
  13930. * @param mesh The mesh that this bone is attached to
  13931. * @param result The vector3 that the world position should be copied to
  13932. */
  13933. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13934. /**
  13935. * Get the local position of a point that is in world space
  13936. * @param position The world position
  13937. * @param mesh The mesh that this bone is attached to
  13938. * @returns The local position
  13939. */
  13940. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13941. /**
  13942. * Get the local position of a point that is in world space and copy it to the result param
  13943. * @param position The world position
  13944. * @param mesh The mesh that this bone is attached to
  13945. * @param result The vector3 that the local position should be copied to
  13946. */
  13947. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13948. }
  13949. }
  13950. declare module "babylonjs/Meshes/transformNode" {
  13951. import { DeepImmutable } from "babylonjs/types";
  13952. import { Observable } from "babylonjs/Misc/observable";
  13953. import { Nullable } from "babylonjs/types";
  13954. import { Camera } from "babylonjs/Cameras/camera";
  13955. import { Scene } from "babylonjs/scene";
  13956. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13957. import { Node } from "babylonjs/node";
  13958. import { Bone } from "babylonjs/Bones/bone";
  13959. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13960. import { Space } from "babylonjs/Maths/math.axis";
  13961. /**
  13962. * 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.
  13963. * @see https://doc.babylonjs.com/how_to/transformnode
  13964. */
  13965. export class TransformNode extends Node {
  13966. /**
  13967. * Object will not rotate to face the camera
  13968. */
  13969. static BILLBOARDMODE_NONE: number;
  13970. /**
  13971. * Object will rotate to face the camera but only on the x axis
  13972. */
  13973. static BILLBOARDMODE_X: number;
  13974. /**
  13975. * Object will rotate to face the camera but only on the y axis
  13976. */
  13977. static BILLBOARDMODE_Y: number;
  13978. /**
  13979. * Object will rotate to face the camera but only on the z axis
  13980. */
  13981. static BILLBOARDMODE_Z: number;
  13982. /**
  13983. * Object will rotate to face the camera
  13984. */
  13985. static BILLBOARDMODE_ALL: number;
  13986. /**
  13987. * Object will rotate to face the camera's position instead of orientation
  13988. */
  13989. static BILLBOARDMODE_USE_POSITION: number;
  13990. private _forward;
  13991. private _forwardInverted;
  13992. private _up;
  13993. private _right;
  13994. private _rightInverted;
  13995. private _position;
  13996. private _rotation;
  13997. private _rotationQuaternion;
  13998. protected _scaling: Vector3;
  13999. protected _isDirty: boolean;
  14000. private _transformToBoneReferal;
  14001. private _isAbsoluteSynced;
  14002. private _billboardMode;
  14003. /**
  14004. * Gets or sets the billboard mode. Default is 0.
  14005. *
  14006. * | Value | Type | Description |
  14007. * | --- | --- | --- |
  14008. * | 0 | BILLBOARDMODE_NONE | |
  14009. * | 1 | BILLBOARDMODE_X | |
  14010. * | 2 | BILLBOARDMODE_Y | |
  14011. * | 4 | BILLBOARDMODE_Z | |
  14012. * | 7 | BILLBOARDMODE_ALL | |
  14013. *
  14014. */
  14015. billboardMode: number;
  14016. private _preserveParentRotationForBillboard;
  14017. /**
  14018. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14019. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14020. */
  14021. preserveParentRotationForBillboard: boolean;
  14022. /**
  14023. * 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
  14024. */
  14025. scalingDeterminant: number;
  14026. private _infiniteDistance;
  14027. /**
  14028. * Gets or sets the distance of the object to max, often used by skybox
  14029. */
  14030. infiniteDistance: boolean;
  14031. /**
  14032. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14033. * By default the system will update normals to compensate
  14034. */
  14035. ignoreNonUniformScaling: boolean;
  14036. /**
  14037. * 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
  14038. */
  14039. reIntegrateRotationIntoRotationQuaternion: boolean;
  14040. /** @hidden */
  14041. _poseMatrix: Nullable<Matrix>;
  14042. /** @hidden */
  14043. _localMatrix: Matrix;
  14044. private _usePivotMatrix;
  14045. private _absolutePosition;
  14046. private _absoluteScaling;
  14047. private _absoluteRotationQuaternion;
  14048. private _pivotMatrix;
  14049. private _pivotMatrixInverse;
  14050. protected _postMultiplyPivotMatrix: boolean;
  14051. protected _isWorldMatrixFrozen: boolean;
  14052. /** @hidden */
  14053. _indexInSceneTransformNodesArray: number;
  14054. /**
  14055. * An event triggered after the world matrix is updated
  14056. */
  14057. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14058. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14059. /**
  14060. * Gets a string identifying the name of the class
  14061. * @returns "TransformNode" string
  14062. */
  14063. getClassName(): string;
  14064. /**
  14065. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14066. */
  14067. position: Vector3;
  14068. /**
  14069. * 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)).
  14070. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14071. */
  14072. rotation: Vector3;
  14073. /**
  14074. * 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)).
  14075. */
  14076. scaling: Vector3;
  14077. /**
  14078. * 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).
  14079. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14080. */
  14081. rotationQuaternion: Nullable<Quaternion>;
  14082. /**
  14083. * The forward direction of that transform in world space.
  14084. */
  14085. readonly forward: Vector3;
  14086. /**
  14087. * The up direction of that transform in world space.
  14088. */
  14089. readonly up: Vector3;
  14090. /**
  14091. * The right direction of that transform in world space.
  14092. */
  14093. readonly right: Vector3;
  14094. /**
  14095. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14096. * @param matrix the matrix to copy the pose from
  14097. * @returns this TransformNode.
  14098. */
  14099. updatePoseMatrix(matrix: Matrix): TransformNode;
  14100. /**
  14101. * Returns the mesh Pose matrix.
  14102. * @returns the pose matrix
  14103. */
  14104. getPoseMatrix(): Matrix;
  14105. /** @hidden */
  14106. _isSynchronized(): boolean;
  14107. /** @hidden */
  14108. _initCache(): void;
  14109. /**
  14110. * Flag the transform node as dirty (Forcing it to update everything)
  14111. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14112. * @returns this transform node
  14113. */
  14114. markAsDirty(property: string): TransformNode;
  14115. /**
  14116. * Returns the current mesh absolute position.
  14117. * Returns a Vector3.
  14118. */
  14119. readonly absolutePosition: Vector3;
  14120. /**
  14121. * Returns the current mesh absolute scaling.
  14122. * Returns a Vector3.
  14123. */
  14124. readonly absoluteScaling: Vector3;
  14125. /**
  14126. * Returns the current mesh absolute rotation.
  14127. * Returns a Quaternion.
  14128. */
  14129. readonly absoluteRotationQuaternion: Quaternion;
  14130. /**
  14131. * Sets a new matrix to apply before all other transformation
  14132. * @param matrix defines the transform matrix
  14133. * @returns the current TransformNode
  14134. */
  14135. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14136. /**
  14137. * Sets a new pivot matrix to the current node
  14138. * @param matrix defines the new pivot matrix to use
  14139. * @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
  14140. * @returns the current TransformNode
  14141. */
  14142. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14143. /**
  14144. * Returns the mesh pivot matrix.
  14145. * Default : Identity.
  14146. * @returns the matrix
  14147. */
  14148. getPivotMatrix(): Matrix;
  14149. /**
  14150. * Instantiate (when possible) or clone that node with its hierarchy
  14151. * @param newParent defines the new parent to use for the instance (or clone)
  14152. * @returns an instance (or a clone) of the current node with its hiearchy
  14153. */
  14154. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14155. /**
  14156. * Prevents the World matrix to be computed any longer
  14157. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14158. * @returns the TransformNode.
  14159. */
  14160. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14161. /**
  14162. * Allows back the World matrix computation.
  14163. * @returns the TransformNode.
  14164. */
  14165. unfreezeWorldMatrix(): this;
  14166. /**
  14167. * True if the World matrix has been frozen.
  14168. */
  14169. readonly isWorldMatrixFrozen: boolean;
  14170. /**
  14171. * Retuns the mesh absolute position in the World.
  14172. * @returns a Vector3.
  14173. */
  14174. getAbsolutePosition(): Vector3;
  14175. /**
  14176. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14177. * @param absolutePosition the absolute position to set
  14178. * @returns the TransformNode.
  14179. */
  14180. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14181. /**
  14182. * Sets the mesh position in its local space.
  14183. * @param vector3 the position to set in localspace
  14184. * @returns the TransformNode.
  14185. */
  14186. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14187. /**
  14188. * Returns the mesh position in the local space from the current World matrix values.
  14189. * @returns a new Vector3.
  14190. */
  14191. getPositionExpressedInLocalSpace(): Vector3;
  14192. /**
  14193. * Translates the mesh along the passed Vector3 in its local space.
  14194. * @param vector3 the distance to translate in localspace
  14195. * @returns the TransformNode.
  14196. */
  14197. locallyTranslate(vector3: Vector3): TransformNode;
  14198. private static _lookAtVectorCache;
  14199. /**
  14200. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14201. * @param targetPoint the position (must be in same space as current mesh) to look at
  14202. * @param yawCor optional yaw (y-axis) correction in radians
  14203. * @param pitchCor optional pitch (x-axis) correction in radians
  14204. * @param rollCor optional roll (z-axis) correction in radians
  14205. * @param space the choosen space of the target
  14206. * @returns the TransformNode.
  14207. */
  14208. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14209. /**
  14210. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14211. * This Vector3 is expressed in the World space.
  14212. * @param localAxis axis to rotate
  14213. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14214. */
  14215. getDirection(localAxis: Vector3): Vector3;
  14216. /**
  14217. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14218. * localAxis is expressed in the mesh local space.
  14219. * result is computed in the Wordl space from the mesh World matrix.
  14220. * @param localAxis axis to rotate
  14221. * @param result the resulting transformnode
  14222. * @returns this TransformNode.
  14223. */
  14224. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14225. /**
  14226. * Sets this transform node rotation to the given local axis.
  14227. * @param localAxis the axis in local space
  14228. * @param yawCor optional yaw (y-axis) correction in radians
  14229. * @param pitchCor optional pitch (x-axis) correction in radians
  14230. * @param rollCor optional roll (z-axis) correction in radians
  14231. * @returns this TransformNode
  14232. */
  14233. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14234. /**
  14235. * Sets a new pivot point to the current node
  14236. * @param point defines the new pivot point to use
  14237. * @param space defines if the point is in world or local space (local by default)
  14238. * @returns the current TransformNode
  14239. */
  14240. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14241. /**
  14242. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14243. * @returns the pivot point
  14244. */
  14245. getPivotPoint(): Vector3;
  14246. /**
  14247. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14248. * @param result the vector3 to store the result
  14249. * @returns this TransformNode.
  14250. */
  14251. getPivotPointToRef(result: Vector3): TransformNode;
  14252. /**
  14253. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14254. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14255. */
  14256. getAbsolutePivotPoint(): Vector3;
  14257. /**
  14258. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14259. * @param result vector3 to store the result
  14260. * @returns this TransformNode.
  14261. */
  14262. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14263. /**
  14264. * Defines the passed node as the parent of the current node.
  14265. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14266. * @see https://doc.babylonjs.com/how_to/parenting
  14267. * @param node the node ot set as the parent
  14268. * @returns this TransformNode.
  14269. */
  14270. setParent(node: Nullable<Node>): TransformNode;
  14271. private _nonUniformScaling;
  14272. /**
  14273. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14274. */
  14275. readonly nonUniformScaling: boolean;
  14276. /** @hidden */
  14277. _updateNonUniformScalingState(value: boolean): boolean;
  14278. /**
  14279. * Attach the current TransformNode to another TransformNode associated with a bone
  14280. * @param bone Bone affecting the TransformNode
  14281. * @param affectedTransformNode TransformNode associated with the bone
  14282. * @returns this object
  14283. */
  14284. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14285. /**
  14286. * Detach the transform node if its associated with a bone
  14287. * @returns this object
  14288. */
  14289. detachFromBone(): TransformNode;
  14290. private static _rotationAxisCache;
  14291. /**
  14292. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14293. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14294. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14295. * The passed axis is also normalized.
  14296. * @param axis the axis to rotate around
  14297. * @param amount the amount to rotate in radians
  14298. * @param space Space to rotate in (Default: local)
  14299. * @returns the TransformNode.
  14300. */
  14301. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14302. /**
  14303. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14304. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14305. * The passed axis is also normalized. .
  14306. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14307. * @param point the point to rotate around
  14308. * @param axis the axis to rotate around
  14309. * @param amount the amount to rotate in radians
  14310. * @returns the TransformNode
  14311. */
  14312. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14313. /**
  14314. * Translates the mesh along the axis vector for the passed distance in the given space.
  14315. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14316. * @param axis the axis to translate in
  14317. * @param distance the distance to translate
  14318. * @param space Space to rotate in (Default: local)
  14319. * @returns the TransformNode.
  14320. */
  14321. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14322. /**
  14323. * Adds a rotation step to the mesh current rotation.
  14324. * x, y, z are Euler angles expressed in radians.
  14325. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14326. * This means this rotation is made in the mesh local space only.
  14327. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14328. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14329. * ```javascript
  14330. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14331. * ```
  14332. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14333. * 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.
  14334. * @param x Rotation to add
  14335. * @param y Rotation to add
  14336. * @param z Rotation to add
  14337. * @returns the TransformNode.
  14338. */
  14339. addRotation(x: number, y: number, z: number): TransformNode;
  14340. /**
  14341. * @hidden
  14342. */
  14343. protected _getEffectiveParent(): Nullable<Node>;
  14344. /**
  14345. * Computes the world matrix of the node
  14346. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14347. * @returns the world matrix
  14348. */
  14349. computeWorldMatrix(force?: boolean): Matrix;
  14350. protected _afterComputeWorldMatrix(): void;
  14351. /**
  14352. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14353. * @param func callback function to add
  14354. *
  14355. * @returns the TransformNode.
  14356. */
  14357. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14358. /**
  14359. * Removes a registered callback function.
  14360. * @param func callback function to remove
  14361. * @returns the TransformNode.
  14362. */
  14363. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14364. /**
  14365. * Gets the position of the current mesh in camera space
  14366. * @param camera defines the camera to use
  14367. * @returns a position
  14368. */
  14369. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14370. /**
  14371. * Returns the distance from the mesh to the active camera
  14372. * @param camera defines the camera to use
  14373. * @returns the distance
  14374. */
  14375. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14376. /**
  14377. * Clone the current transform node
  14378. * @param name Name of the new clone
  14379. * @param newParent New parent for the clone
  14380. * @param doNotCloneChildren Do not clone children hierarchy
  14381. * @returns the new transform node
  14382. */
  14383. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14384. /**
  14385. * Serializes the objects information.
  14386. * @param currentSerializationObject defines the object to serialize in
  14387. * @returns the serialized object
  14388. */
  14389. serialize(currentSerializationObject?: any): any;
  14390. /**
  14391. * Returns a new TransformNode object parsed from the source provided.
  14392. * @param parsedTransformNode is the source.
  14393. * @param scene the scne the object belongs to
  14394. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14395. * @returns a new TransformNode object parsed from the source provided.
  14396. */
  14397. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14398. /**
  14399. * Get all child-transformNodes of this node
  14400. * @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
  14401. * @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
  14402. * @returns an array of TransformNode
  14403. */
  14404. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14405. /**
  14406. * Releases resources associated with this transform node.
  14407. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14408. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14409. */
  14410. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14411. /**
  14412. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14413. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14414. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14415. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14416. * @returns the current mesh
  14417. */
  14418. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14419. private _syncAbsoluteScalingAndRotation;
  14420. }
  14421. }
  14422. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14423. import { Observable } from "babylonjs/Misc/observable";
  14424. import { Nullable } from "babylonjs/types";
  14425. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14426. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14428. import { Ray } from "babylonjs/Culling/ray";
  14429. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14430. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14431. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14432. /**
  14433. * Defines the types of pose enabled controllers that are supported
  14434. */
  14435. export enum PoseEnabledControllerType {
  14436. /**
  14437. * HTC Vive
  14438. */
  14439. VIVE = 0,
  14440. /**
  14441. * Oculus Rift
  14442. */
  14443. OCULUS = 1,
  14444. /**
  14445. * Windows mixed reality
  14446. */
  14447. WINDOWS = 2,
  14448. /**
  14449. * Samsung gear VR
  14450. */
  14451. GEAR_VR = 3,
  14452. /**
  14453. * Google Daydream
  14454. */
  14455. DAYDREAM = 4,
  14456. /**
  14457. * Generic
  14458. */
  14459. GENERIC = 5
  14460. }
  14461. /**
  14462. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14463. */
  14464. export interface MutableGamepadButton {
  14465. /**
  14466. * Value of the button/trigger
  14467. */
  14468. value: number;
  14469. /**
  14470. * If the button/trigger is currently touched
  14471. */
  14472. touched: boolean;
  14473. /**
  14474. * If the button/trigger is currently pressed
  14475. */
  14476. pressed: boolean;
  14477. }
  14478. /**
  14479. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14480. * @hidden
  14481. */
  14482. export interface ExtendedGamepadButton extends GamepadButton {
  14483. /**
  14484. * If the button/trigger is currently pressed
  14485. */
  14486. readonly pressed: boolean;
  14487. /**
  14488. * If the button/trigger is currently touched
  14489. */
  14490. readonly touched: boolean;
  14491. /**
  14492. * Value of the button/trigger
  14493. */
  14494. readonly value: number;
  14495. }
  14496. /** @hidden */
  14497. export interface _GamePadFactory {
  14498. /**
  14499. * Returns wether or not the current gamepad can be created for this type of controller.
  14500. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14501. * @returns true if it can be created, otherwise false
  14502. */
  14503. canCreate(gamepadInfo: any): boolean;
  14504. /**
  14505. * Creates a new instance of the Gamepad.
  14506. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14507. * @returns the new gamepad instance
  14508. */
  14509. create(gamepadInfo: any): Gamepad;
  14510. }
  14511. /**
  14512. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14513. */
  14514. export class PoseEnabledControllerHelper {
  14515. /** @hidden */
  14516. static _ControllerFactories: _GamePadFactory[];
  14517. /** @hidden */
  14518. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14519. /**
  14520. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14521. * @param vrGamepad the gamepad to initialized
  14522. * @returns a vr controller of the type the gamepad identified as
  14523. */
  14524. static InitiateController(vrGamepad: any): Gamepad;
  14525. }
  14526. /**
  14527. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14528. */
  14529. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14530. /**
  14531. * If the controller is used in a webXR session
  14532. */
  14533. isXR: boolean;
  14534. private _deviceRoomPosition;
  14535. private _deviceRoomRotationQuaternion;
  14536. /**
  14537. * The device position in babylon space
  14538. */
  14539. devicePosition: Vector3;
  14540. /**
  14541. * The device rotation in babylon space
  14542. */
  14543. deviceRotationQuaternion: Quaternion;
  14544. /**
  14545. * The scale factor of the device in babylon space
  14546. */
  14547. deviceScaleFactor: number;
  14548. /**
  14549. * (Likely devicePosition should be used instead) The device position in its room space
  14550. */
  14551. position: Vector3;
  14552. /**
  14553. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14554. */
  14555. rotationQuaternion: Quaternion;
  14556. /**
  14557. * The type of controller (Eg. Windows mixed reality)
  14558. */
  14559. controllerType: PoseEnabledControllerType;
  14560. protected _calculatedPosition: Vector3;
  14561. private _calculatedRotation;
  14562. /**
  14563. * The raw pose from the device
  14564. */
  14565. rawPose: DevicePose;
  14566. private _trackPosition;
  14567. private _maxRotationDistFromHeadset;
  14568. private _draggedRoomRotation;
  14569. /**
  14570. * @hidden
  14571. */
  14572. _disableTrackPosition(fixedPosition: Vector3): void;
  14573. /**
  14574. * Internal, the mesh attached to the controller
  14575. * @hidden
  14576. */
  14577. _mesh: Nullable<AbstractMesh>;
  14578. private _poseControlledCamera;
  14579. private _leftHandSystemQuaternion;
  14580. /**
  14581. * Internal, matrix used to convert room space to babylon space
  14582. * @hidden
  14583. */
  14584. _deviceToWorld: Matrix;
  14585. /**
  14586. * Node to be used when casting a ray from the controller
  14587. * @hidden
  14588. */
  14589. _pointingPoseNode: Nullable<TransformNode>;
  14590. /**
  14591. * Name of the child mesh that can be used to cast a ray from the controller
  14592. */
  14593. static readonly POINTING_POSE: string;
  14594. /**
  14595. * Creates a new PoseEnabledController from a gamepad
  14596. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14597. */
  14598. constructor(browserGamepad: any);
  14599. private _workingMatrix;
  14600. /**
  14601. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14602. */
  14603. update(): void;
  14604. /**
  14605. * Updates only the pose device and mesh without doing any button event checking
  14606. */
  14607. protected _updatePoseAndMesh(): void;
  14608. /**
  14609. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14610. * @param poseData raw pose fromthe device
  14611. */
  14612. updateFromDevice(poseData: DevicePose): void;
  14613. /**
  14614. * @hidden
  14615. */
  14616. _meshAttachedObservable: Observable<AbstractMesh>;
  14617. /**
  14618. * Attaches a mesh to the controller
  14619. * @param mesh the mesh to be attached
  14620. */
  14621. attachToMesh(mesh: AbstractMesh): void;
  14622. /**
  14623. * Attaches the controllers mesh to a camera
  14624. * @param camera the camera the mesh should be attached to
  14625. */
  14626. attachToPoseControlledCamera(camera: TargetCamera): void;
  14627. /**
  14628. * Disposes of the controller
  14629. */
  14630. dispose(): void;
  14631. /**
  14632. * The mesh that is attached to the controller
  14633. */
  14634. readonly mesh: Nullable<AbstractMesh>;
  14635. /**
  14636. * Gets the ray of the controller in the direction the controller is pointing
  14637. * @param length the length the resulting ray should be
  14638. * @returns a ray in the direction the controller is pointing
  14639. */
  14640. getForwardRay(length?: number): Ray;
  14641. }
  14642. }
  14643. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14644. import { Observable } from "babylonjs/Misc/observable";
  14645. import { Scene } from "babylonjs/scene";
  14646. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14647. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14648. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14649. /**
  14650. * Defines the WebVRController object that represents controllers tracked in 3D space
  14651. */
  14652. export abstract class WebVRController extends PoseEnabledController {
  14653. /**
  14654. * Internal, the default controller model for the controller
  14655. */
  14656. protected _defaultModel: AbstractMesh;
  14657. /**
  14658. * Fired when the trigger state has changed
  14659. */
  14660. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14661. /**
  14662. * Fired when the main button state has changed
  14663. */
  14664. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14665. /**
  14666. * Fired when the secondary button state has changed
  14667. */
  14668. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14669. /**
  14670. * Fired when the pad state has changed
  14671. */
  14672. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14673. /**
  14674. * Fired when controllers stick values have changed
  14675. */
  14676. onPadValuesChangedObservable: Observable<StickValues>;
  14677. /**
  14678. * Array of button availible on the controller
  14679. */
  14680. protected _buttons: Array<MutableGamepadButton>;
  14681. private _onButtonStateChange;
  14682. /**
  14683. * Fired when a controller button's state has changed
  14684. * @param callback the callback containing the button that was modified
  14685. */
  14686. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14687. /**
  14688. * X and Y axis corresponding to the controllers joystick
  14689. */
  14690. pad: StickValues;
  14691. /**
  14692. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14693. */
  14694. hand: string;
  14695. /**
  14696. * The default controller model for the controller
  14697. */
  14698. readonly defaultModel: AbstractMesh;
  14699. /**
  14700. * Creates a new WebVRController from a gamepad
  14701. * @param vrGamepad the gamepad that the WebVRController should be created from
  14702. */
  14703. constructor(vrGamepad: any);
  14704. /**
  14705. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14706. */
  14707. update(): void;
  14708. /**
  14709. * Function to be called when a button is modified
  14710. */
  14711. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14712. /**
  14713. * Loads a mesh and attaches it to the controller
  14714. * @param scene the scene the mesh should be added to
  14715. * @param meshLoaded callback for when the mesh has been loaded
  14716. */
  14717. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14718. private _setButtonValue;
  14719. private _changes;
  14720. private _checkChanges;
  14721. /**
  14722. * Disposes of th webVRCOntroller
  14723. */
  14724. dispose(): void;
  14725. }
  14726. }
  14727. declare module "babylonjs/Lights/hemisphericLight" {
  14728. import { Nullable } from "babylonjs/types";
  14729. import { Scene } from "babylonjs/scene";
  14730. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14731. import { Color3 } from "babylonjs/Maths/math.color";
  14732. import { Effect } from "babylonjs/Materials/effect";
  14733. import { Light } from "babylonjs/Lights/light";
  14734. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14735. /**
  14736. * The HemisphericLight simulates the ambient environment light,
  14737. * so the passed direction is the light reflection direction, not the incoming direction.
  14738. */
  14739. export class HemisphericLight extends Light {
  14740. /**
  14741. * The groundColor is the light in the opposite direction to the one specified during creation.
  14742. * 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.
  14743. */
  14744. groundColor: Color3;
  14745. /**
  14746. * The light reflection direction, not the incoming direction.
  14747. */
  14748. direction: Vector3;
  14749. /**
  14750. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14751. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14752. * The HemisphericLight can't cast shadows.
  14753. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14754. * @param name The friendly name of the light
  14755. * @param direction The direction of the light reflection
  14756. * @param scene The scene the light belongs to
  14757. */
  14758. constructor(name: string, direction: Vector3, scene: Scene);
  14759. protected _buildUniformLayout(): void;
  14760. /**
  14761. * Returns the string "HemisphericLight".
  14762. * @return The class name
  14763. */
  14764. getClassName(): string;
  14765. /**
  14766. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14767. * Returns the updated direction.
  14768. * @param target The target the direction should point to
  14769. * @return The computed direction
  14770. */
  14771. setDirectionToTarget(target: Vector3): Vector3;
  14772. /**
  14773. * Returns the shadow generator associated to the light.
  14774. * @returns Always null for hemispheric lights because it does not support shadows.
  14775. */
  14776. getShadowGenerator(): Nullable<IShadowGenerator>;
  14777. /**
  14778. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14779. * @param effect The effect to update
  14780. * @param lightIndex The index of the light in the effect to update
  14781. * @returns The hemispheric light
  14782. */
  14783. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14784. /**
  14785. * Computes the world matrix of the node
  14786. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14787. * @param useWasUpdatedFlag defines a reserved property
  14788. * @returns the world matrix
  14789. */
  14790. computeWorldMatrix(): Matrix;
  14791. /**
  14792. * Returns the integer 3.
  14793. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14794. */
  14795. getTypeID(): number;
  14796. /**
  14797. * Prepares the list of defines specific to the light type.
  14798. * @param defines the list of defines
  14799. * @param lightIndex defines the index of the light for the effect
  14800. */
  14801. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14802. }
  14803. }
  14804. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14805. /** @hidden */
  14806. export var vrMultiviewToSingleviewPixelShader: {
  14807. name: string;
  14808. shader: string;
  14809. };
  14810. }
  14811. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14812. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14813. import { Scene } from "babylonjs/scene";
  14814. /**
  14815. * Renders to multiple views with a single draw call
  14816. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14817. */
  14818. export class MultiviewRenderTarget extends RenderTargetTexture {
  14819. /**
  14820. * Creates a multiview render target
  14821. * @param scene scene used with the render target
  14822. * @param size the size of the render target (used for each view)
  14823. */
  14824. constructor(scene: Scene, size?: number | {
  14825. width: number;
  14826. height: number;
  14827. } | {
  14828. ratio: number;
  14829. });
  14830. /**
  14831. * @hidden
  14832. * @param faceIndex the face index, if its a cube texture
  14833. */
  14834. _bindFrameBuffer(faceIndex?: number): void;
  14835. /**
  14836. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14837. * @returns the view count
  14838. */
  14839. getViewCount(): number;
  14840. }
  14841. }
  14842. declare module "babylonjs/Maths/math.frustum" {
  14843. import { Matrix } from "babylonjs/Maths/math.vector";
  14844. import { DeepImmutable } from "babylonjs/types";
  14845. import { Plane } from "babylonjs/Maths/math.plane";
  14846. /**
  14847. * Reprasents a camera frustum
  14848. */
  14849. export class Frustum {
  14850. /**
  14851. * Gets the planes representing the frustum
  14852. * @param transform matrix to be applied to the returned planes
  14853. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14854. */
  14855. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14856. /**
  14857. * Gets the near frustum plane transformed by the transform matrix
  14858. * @param transform transformation matrix to be applied to the resulting frustum plane
  14859. * @param frustumPlane the resuling frustum plane
  14860. */
  14861. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14862. /**
  14863. * Gets the far frustum plane transformed by the transform matrix
  14864. * @param transform transformation matrix to be applied to the resulting frustum plane
  14865. * @param frustumPlane the resuling frustum plane
  14866. */
  14867. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14868. /**
  14869. * Gets the left frustum plane transformed by the transform matrix
  14870. * @param transform transformation matrix to be applied to the resulting frustum plane
  14871. * @param frustumPlane the resuling frustum plane
  14872. */
  14873. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14874. /**
  14875. * Gets the right frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the top frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the bottom frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14894. * @param transform transformation matrix to be applied to the resulting frustum planes
  14895. * @param frustumPlanes the resuling frustum planes
  14896. */
  14897. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14898. }
  14899. }
  14900. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14901. import { Camera } from "babylonjs/Cameras/camera";
  14902. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14903. import { Nullable } from "babylonjs/types";
  14904. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14905. import { Matrix } from "babylonjs/Maths/math.vector";
  14906. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14907. module "babylonjs/Engines/engine" {
  14908. interface Engine {
  14909. /**
  14910. * Creates a new multiview render target
  14911. * @param width defines the width of the texture
  14912. * @param height defines the height of the texture
  14913. * @returns the created multiview texture
  14914. */
  14915. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14916. /**
  14917. * Binds a multiview framebuffer to be drawn to
  14918. * @param multiviewTexture texture to bind
  14919. */
  14920. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14921. }
  14922. }
  14923. module "babylonjs/Cameras/camera" {
  14924. interface Camera {
  14925. /**
  14926. * @hidden
  14927. * 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)
  14928. */
  14929. _useMultiviewToSingleView: boolean;
  14930. /**
  14931. * @hidden
  14932. * 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)
  14933. */
  14934. _multiviewTexture: Nullable<RenderTargetTexture>;
  14935. /**
  14936. * @hidden
  14937. * ensures the multiview texture of the camera exists and has the specified width/height
  14938. * @param width height to set on the multiview texture
  14939. * @param height width to set on the multiview texture
  14940. */
  14941. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14942. }
  14943. }
  14944. module "babylonjs/scene" {
  14945. interface Scene {
  14946. /** @hidden */
  14947. _transformMatrixR: Matrix;
  14948. /** @hidden */
  14949. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14950. /** @hidden */
  14951. _createMultiviewUbo(): void;
  14952. /** @hidden */
  14953. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14954. /** @hidden */
  14955. _renderMultiviewToSingleView(camera: Camera): void;
  14956. }
  14957. }
  14958. }
  14959. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14960. import { Camera } from "babylonjs/Cameras/camera";
  14961. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14962. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14963. import "babylonjs/Engines/Extensions/engine.multiview";
  14964. /**
  14965. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14966. * This will not be used for webXR as it supports displaying texture arrays directly
  14967. */
  14968. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14969. /**
  14970. * Initializes a VRMultiviewToSingleview
  14971. * @param name name of the post process
  14972. * @param camera camera to be applied to
  14973. * @param scaleFactor scaling factor to the size of the output texture
  14974. */
  14975. constructor(name: string, camera: Camera, scaleFactor: number);
  14976. }
  14977. }
  14978. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14979. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14980. import { Nullable } from "babylonjs/types";
  14981. import { Size } from "babylonjs/Maths/math.size";
  14982. import { Observable } from "babylonjs/Misc/observable";
  14983. module "babylonjs/Engines/engine" {
  14984. interface Engine {
  14985. /** @hidden */
  14986. _vrDisplay: any;
  14987. /** @hidden */
  14988. _vrSupported: boolean;
  14989. /** @hidden */
  14990. _oldSize: Size;
  14991. /** @hidden */
  14992. _oldHardwareScaleFactor: number;
  14993. /** @hidden */
  14994. _vrExclusivePointerMode: boolean;
  14995. /** @hidden */
  14996. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14997. /** @hidden */
  14998. _onVRDisplayPointerRestricted: () => void;
  14999. /** @hidden */
  15000. _onVRDisplayPointerUnrestricted: () => void;
  15001. /** @hidden */
  15002. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15003. /** @hidden */
  15004. _onVrDisplayDisconnect: Nullable<() => void>;
  15005. /** @hidden */
  15006. _onVrDisplayPresentChange: Nullable<() => void>;
  15007. /**
  15008. * Observable signaled when VR display mode changes
  15009. */
  15010. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15011. /**
  15012. * Observable signaled when VR request present is complete
  15013. */
  15014. onVRRequestPresentComplete: Observable<boolean>;
  15015. /**
  15016. * Observable signaled when VR request present starts
  15017. */
  15018. onVRRequestPresentStart: Observable<Engine>;
  15019. /**
  15020. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15021. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15022. */
  15023. isInVRExclusivePointerMode: boolean;
  15024. /**
  15025. * Gets a boolean indicating if a webVR device was detected
  15026. * @returns true if a webVR device was detected
  15027. */
  15028. isVRDevicePresent(): boolean;
  15029. /**
  15030. * Gets the current webVR device
  15031. * @returns the current webVR device (or null)
  15032. */
  15033. getVRDevice(): any;
  15034. /**
  15035. * Initializes a webVR display and starts listening to display change events
  15036. * The onVRDisplayChangedObservable will be notified upon these changes
  15037. * @returns A promise containing a VRDisplay and if vr is supported
  15038. */
  15039. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15040. /** @hidden */
  15041. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15042. /**
  15043. * Call this function to switch to webVR mode
  15044. * Will do nothing if webVR is not supported or if there is no webVR device
  15045. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15046. */
  15047. enableVR(): void;
  15048. /** @hidden */
  15049. _onVRFullScreenTriggered(): void;
  15050. }
  15051. }
  15052. }
  15053. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15054. import { Nullable } from "babylonjs/types";
  15055. import { Observable } from "babylonjs/Misc/observable";
  15056. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15057. import { Scene } from "babylonjs/scene";
  15058. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15059. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15060. import { Node } from "babylonjs/node";
  15061. import { Ray } from "babylonjs/Culling/ray";
  15062. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15063. import "babylonjs/Engines/Extensions/engine.webVR";
  15064. /**
  15065. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15066. * IMPORTANT!! The data is right-hand data.
  15067. * @export
  15068. * @interface DevicePose
  15069. */
  15070. export interface DevicePose {
  15071. /**
  15072. * The position of the device, values in array are [x,y,z].
  15073. */
  15074. readonly position: Nullable<Float32Array>;
  15075. /**
  15076. * The linearVelocity of the device, values in array are [x,y,z].
  15077. */
  15078. readonly linearVelocity: Nullable<Float32Array>;
  15079. /**
  15080. * The linearAcceleration of the device, values in array are [x,y,z].
  15081. */
  15082. readonly linearAcceleration: Nullable<Float32Array>;
  15083. /**
  15084. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15085. */
  15086. readonly orientation: Nullable<Float32Array>;
  15087. /**
  15088. * The angularVelocity of the device, values in array are [x,y,z].
  15089. */
  15090. readonly angularVelocity: Nullable<Float32Array>;
  15091. /**
  15092. * The angularAcceleration of the device, values in array are [x,y,z].
  15093. */
  15094. readonly angularAcceleration: Nullable<Float32Array>;
  15095. }
  15096. /**
  15097. * Interface representing a pose controlled object in Babylon.
  15098. * A pose controlled object has both regular pose values as well as pose values
  15099. * from an external device such as a VR head mounted display
  15100. */
  15101. export interface PoseControlled {
  15102. /**
  15103. * The position of the object in babylon space.
  15104. */
  15105. position: Vector3;
  15106. /**
  15107. * The rotation quaternion of the object in babylon space.
  15108. */
  15109. rotationQuaternion: Quaternion;
  15110. /**
  15111. * The position of the device in babylon space.
  15112. */
  15113. devicePosition?: Vector3;
  15114. /**
  15115. * The rotation quaternion of the device in babylon space.
  15116. */
  15117. deviceRotationQuaternion: Quaternion;
  15118. /**
  15119. * The raw pose coming from the device.
  15120. */
  15121. rawPose: Nullable<DevicePose>;
  15122. /**
  15123. * The scale of the device to be used when translating from device space to babylon space.
  15124. */
  15125. deviceScaleFactor: number;
  15126. /**
  15127. * Updates the poseControlled values based on the input device pose.
  15128. * @param poseData the pose data to update the object with
  15129. */
  15130. updateFromDevice(poseData: DevicePose): void;
  15131. }
  15132. /**
  15133. * Set of options to customize the webVRCamera
  15134. */
  15135. export interface WebVROptions {
  15136. /**
  15137. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15138. */
  15139. trackPosition?: boolean;
  15140. /**
  15141. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15142. */
  15143. positionScale?: number;
  15144. /**
  15145. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15146. */
  15147. displayName?: string;
  15148. /**
  15149. * Should the native controller meshes be initialized. (default: true)
  15150. */
  15151. controllerMeshes?: boolean;
  15152. /**
  15153. * Creating a default HemiLight only on controllers. (default: true)
  15154. */
  15155. defaultLightingOnControllers?: boolean;
  15156. /**
  15157. * If you don't want to use the default VR button of the helper. (default: false)
  15158. */
  15159. useCustomVRButton?: boolean;
  15160. /**
  15161. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15162. */
  15163. customVRButton?: HTMLButtonElement;
  15164. /**
  15165. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15166. */
  15167. rayLength?: number;
  15168. /**
  15169. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15170. */
  15171. defaultHeight?: number;
  15172. /**
  15173. * If multiview should be used if availible (default: false)
  15174. */
  15175. useMultiview?: boolean;
  15176. }
  15177. /**
  15178. * This represents a WebVR camera.
  15179. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15180. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15181. */
  15182. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15183. private webVROptions;
  15184. /**
  15185. * @hidden
  15186. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15187. */
  15188. _vrDevice: any;
  15189. /**
  15190. * The rawPose of the vrDevice.
  15191. */
  15192. rawPose: Nullable<DevicePose>;
  15193. private _onVREnabled;
  15194. private _specsVersion;
  15195. private _attached;
  15196. private _frameData;
  15197. protected _descendants: Array<Node>;
  15198. private _deviceRoomPosition;
  15199. /** @hidden */
  15200. _deviceRoomRotationQuaternion: Quaternion;
  15201. private _standingMatrix;
  15202. /**
  15203. * Represents device position in babylon space.
  15204. */
  15205. devicePosition: Vector3;
  15206. /**
  15207. * Represents device rotation in babylon space.
  15208. */
  15209. deviceRotationQuaternion: Quaternion;
  15210. /**
  15211. * The scale of the device to be used when translating from device space to babylon space.
  15212. */
  15213. deviceScaleFactor: number;
  15214. private _deviceToWorld;
  15215. private _worldToDevice;
  15216. /**
  15217. * References to the webVR controllers for the vrDevice.
  15218. */
  15219. controllers: Array<WebVRController>;
  15220. /**
  15221. * Emits an event when a controller is attached.
  15222. */
  15223. onControllersAttachedObservable: Observable<WebVRController[]>;
  15224. /**
  15225. * Emits an event when a controller's mesh has been loaded;
  15226. */
  15227. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15228. /**
  15229. * Emits an event when the HMD's pose has been updated.
  15230. */
  15231. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15232. private _poseSet;
  15233. /**
  15234. * If the rig cameras be used as parent instead of this camera.
  15235. */
  15236. rigParenting: boolean;
  15237. private _lightOnControllers;
  15238. private _defaultHeight?;
  15239. /**
  15240. * Instantiates a WebVRFreeCamera.
  15241. * @param name The name of the WebVRFreeCamera
  15242. * @param position The starting anchor position for the camera
  15243. * @param scene The scene the camera belongs to
  15244. * @param webVROptions a set of customizable options for the webVRCamera
  15245. */
  15246. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15247. /**
  15248. * Gets the device distance from the ground in meters.
  15249. * @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.
  15250. */
  15251. deviceDistanceToRoomGround(): number;
  15252. /**
  15253. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15254. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15255. */
  15256. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15257. /**
  15258. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15259. * @returns A promise with a boolean set to if the standing matrix is supported.
  15260. */
  15261. useStandingMatrixAsync(): Promise<boolean>;
  15262. /**
  15263. * Disposes the camera
  15264. */
  15265. dispose(): void;
  15266. /**
  15267. * Gets a vrController by name.
  15268. * @param name The name of the controller to retreive
  15269. * @returns the controller matching the name specified or null if not found
  15270. */
  15271. getControllerByName(name: string): Nullable<WebVRController>;
  15272. private _leftController;
  15273. /**
  15274. * The controller corresponding to the users left hand.
  15275. */
  15276. readonly leftController: Nullable<WebVRController>;
  15277. private _rightController;
  15278. /**
  15279. * The controller corresponding to the users right hand.
  15280. */
  15281. readonly rightController: Nullable<WebVRController>;
  15282. /**
  15283. * Casts a ray forward from the vrCamera's gaze.
  15284. * @param length Length of the ray (default: 100)
  15285. * @returns the ray corresponding to the gaze
  15286. */
  15287. getForwardRay(length?: number): Ray;
  15288. /**
  15289. * @hidden
  15290. * Updates the camera based on device's frame data
  15291. */
  15292. _checkInputs(): void;
  15293. /**
  15294. * Updates the poseControlled values based on the input device pose.
  15295. * @param poseData Pose coming from the device
  15296. */
  15297. updateFromDevice(poseData: DevicePose): void;
  15298. private _htmlElementAttached;
  15299. private _detachIfAttached;
  15300. /**
  15301. * WebVR's attach control will start broadcasting frames to the device.
  15302. * Note that in certain browsers (chrome for example) this function must be called
  15303. * within a user-interaction callback. Example:
  15304. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15305. *
  15306. * @param element html element to attach the vrDevice to
  15307. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15308. */
  15309. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15310. /**
  15311. * Detaches the camera from the html element and disables VR
  15312. *
  15313. * @param element html element to detach from
  15314. */
  15315. detachControl(element: HTMLElement): void;
  15316. /**
  15317. * @returns the name of this class
  15318. */
  15319. getClassName(): string;
  15320. /**
  15321. * Calls resetPose on the vrDisplay
  15322. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15323. */
  15324. resetToCurrentRotation(): void;
  15325. /**
  15326. * @hidden
  15327. * Updates the rig cameras (left and right eye)
  15328. */
  15329. _updateRigCameras(): void;
  15330. private _workingVector;
  15331. private _oneVector;
  15332. private _workingMatrix;
  15333. private updateCacheCalled;
  15334. private _correctPositionIfNotTrackPosition;
  15335. /**
  15336. * @hidden
  15337. * Updates the cached values of the camera
  15338. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15339. */
  15340. _updateCache(ignoreParentClass?: boolean): void;
  15341. /**
  15342. * @hidden
  15343. * Get current device position in babylon world
  15344. */
  15345. _computeDevicePosition(): void;
  15346. /**
  15347. * Updates the current device position and rotation in the babylon world
  15348. */
  15349. update(): void;
  15350. /**
  15351. * @hidden
  15352. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15353. * @returns an identity matrix
  15354. */
  15355. _getViewMatrix(): Matrix;
  15356. private _tmpMatrix;
  15357. /**
  15358. * This function is called by the two RIG cameras.
  15359. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15360. * @hidden
  15361. */
  15362. _getWebVRViewMatrix(): Matrix;
  15363. /** @hidden */
  15364. _getWebVRProjectionMatrix(): Matrix;
  15365. private _onGamepadConnectedObserver;
  15366. private _onGamepadDisconnectedObserver;
  15367. private _updateCacheWhenTrackingDisabledObserver;
  15368. /**
  15369. * Initializes the controllers and their meshes
  15370. */
  15371. initControllers(): void;
  15372. }
  15373. }
  15374. declare module "babylonjs/PostProcesses/postProcess" {
  15375. import { Nullable } from "babylonjs/types";
  15376. import { SmartArray } from "babylonjs/Misc/smartArray";
  15377. import { Observable } from "babylonjs/Misc/observable";
  15378. import { Vector2 } from "babylonjs/Maths/math.vector";
  15379. import { Camera } from "babylonjs/Cameras/camera";
  15380. import { Effect } from "babylonjs/Materials/effect";
  15381. import "babylonjs/Shaders/postprocess.vertex";
  15382. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15383. import { Engine } from "babylonjs/Engines/engine";
  15384. import { Color4 } from "babylonjs/Maths/math.color";
  15385. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15386. /**
  15387. * Size options for a post process
  15388. */
  15389. export type PostProcessOptions = {
  15390. width: number;
  15391. height: number;
  15392. };
  15393. /**
  15394. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15395. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15396. */
  15397. export class PostProcess {
  15398. /** Name of the PostProcess. */
  15399. name: string;
  15400. /**
  15401. * Gets or sets the unique id of the post process
  15402. */
  15403. uniqueId: number;
  15404. /**
  15405. * Width of the texture to apply the post process on
  15406. */
  15407. width: number;
  15408. /**
  15409. * Height of the texture to apply the post process on
  15410. */
  15411. height: number;
  15412. /**
  15413. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15414. * @hidden
  15415. */
  15416. _outputTexture: Nullable<InternalTexture>;
  15417. /**
  15418. * Sampling mode used by the shader
  15419. * See https://doc.babylonjs.com/classes/3.1/texture
  15420. */
  15421. renderTargetSamplingMode: number;
  15422. /**
  15423. * Clear color to use when screen clearing
  15424. */
  15425. clearColor: Color4;
  15426. /**
  15427. * If the buffer needs to be cleared before applying the post process. (default: true)
  15428. * Should be set to false if shader will overwrite all previous pixels.
  15429. */
  15430. autoClear: boolean;
  15431. /**
  15432. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15433. */
  15434. alphaMode: number;
  15435. /**
  15436. * Sets the setAlphaBlendConstants of the babylon engine
  15437. */
  15438. alphaConstants: Color4;
  15439. /**
  15440. * Animations to be used for the post processing
  15441. */
  15442. animations: import("babylonjs/Animations/animation").Animation[];
  15443. /**
  15444. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15445. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15446. */
  15447. enablePixelPerfectMode: boolean;
  15448. /**
  15449. * Force the postprocess to be applied without taking in account viewport
  15450. */
  15451. forceFullscreenViewport: boolean;
  15452. /**
  15453. * List of inspectable custom properties (used by the Inspector)
  15454. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15455. */
  15456. inspectableCustomProperties: IInspectable[];
  15457. /**
  15458. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15459. *
  15460. * | Value | Type | Description |
  15461. * | ----- | ----------------------------------- | ----------- |
  15462. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15463. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15464. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15465. *
  15466. */
  15467. scaleMode: number;
  15468. /**
  15469. * Force textures to be a power of two (default: false)
  15470. */
  15471. alwaysForcePOT: boolean;
  15472. private _samples;
  15473. /**
  15474. * Number of sample textures (default: 1)
  15475. */
  15476. samples: number;
  15477. /**
  15478. * Modify the scale of the post process to be the same as the viewport (default: false)
  15479. */
  15480. adaptScaleToCurrentViewport: boolean;
  15481. private _camera;
  15482. private _scene;
  15483. private _engine;
  15484. private _options;
  15485. private _reusable;
  15486. private _textureType;
  15487. /**
  15488. * Smart array of input and output textures for the post process.
  15489. * @hidden
  15490. */
  15491. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15492. /**
  15493. * The index in _textures that corresponds to the output texture.
  15494. * @hidden
  15495. */
  15496. _currentRenderTextureInd: number;
  15497. private _effect;
  15498. private _samplers;
  15499. private _fragmentUrl;
  15500. private _vertexUrl;
  15501. private _parameters;
  15502. private _scaleRatio;
  15503. protected _indexParameters: any;
  15504. private _shareOutputWithPostProcess;
  15505. private _texelSize;
  15506. private _forcedOutputTexture;
  15507. /**
  15508. * Returns the fragment url or shader name used in the post process.
  15509. * @returns the fragment url or name in the shader store.
  15510. */
  15511. getEffectName(): string;
  15512. /**
  15513. * An event triggered when the postprocess is activated.
  15514. */
  15515. onActivateObservable: Observable<Camera>;
  15516. private _onActivateObserver;
  15517. /**
  15518. * A function that is added to the onActivateObservable
  15519. */
  15520. onActivate: Nullable<(camera: Camera) => void>;
  15521. /**
  15522. * An event triggered when the postprocess changes its size.
  15523. */
  15524. onSizeChangedObservable: Observable<PostProcess>;
  15525. private _onSizeChangedObserver;
  15526. /**
  15527. * A function that is added to the onSizeChangedObservable
  15528. */
  15529. onSizeChanged: (postProcess: PostProcess) => void;
  15530. /**
  15531. * An event triggered when the postprocess applies its effect.
  15532. */
  15533. onApplyObservable: Observable<Effect>;
  15534. private _onApplyObserver;
  15535. /**
  15536. * A function that is added to the onApplyObservable
  15537. */
  15538. onApply: (effect: Effect) => void;
  15539. /**
  15540. * An event triggered before rendering the postprocess
  15541. */
  15542. onBeforeRenderObservable: Observable<Effect>;
  15543. private _onBeforeRenderObserver;
  15544. /**
  15545. * A function that is added to the onBeforeRenderObservable
  15546. */
  15547. onBeforeRender: (effect: Effect) => void;
  15548. /**
  15549. * An event triggered after rendering the postprocess
  15550. */
  15551. onAfterRenderObservable: Observable<Effect>;
  15552. private _onAfterRenderObserver;
  15553. /**
  15554. * A function that is added to the onAfterRenderObservable
  15555. */
  15556. onAfterRender: (efect: Effect) => void;
  15557. /**
  15558. * 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
  15559. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15560. */
  15561. inputTexture: InternalTexture;
  15562. /**
  15563. * Gets the camera which post process is applied to.
  15564. * @returns The camera the post process is applied to.
  15565. */
  15566. getCamera(): Camera;
  15567. /**
  15568. * Gets the texel size of the postprocess.
  15569. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15570. */
  15571. readonly texelSize: Vector2;
  15572. /**
  15573. * Creates a new instance PostProcess
  15574. * @param name The name of the PostProcess.
  15575. * @param fragmentUrl The url of the fragment shader to be used.
  15576. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15577. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15578. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15579. * @param camera The camera to apply the render pass to.
  15580. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15581. * @param engine The engine which the post process will be applied. (default: current engine)
  15582. * @param reusable If the post process can be reused on the same frame. (default: false)
  15583. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15584. * @param textureType Type of textures used when performing the post process. (default: 0)
  15585. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15586. * @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
  15587. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15588. */
  15589. constructor(
  15590. /** Name of the PostProcess. */
  15591. 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);
  15592. /**
  15593. * Gets a string idenfifying the name of the class
  15594. * @returns "PostProcess" string
  15595. */
  15596. getClassName(): string;
  15597. /**
  15598. * Gets the engine which this post process belongs to.
  15599. * @returns The engine the post process was enabled with.
  15600. */
  15601. getEngine(): Engine;
  15602. /**
  15603. * The effect that is created when initializing the post process.
  15604. * @returns The created effect corresponding the the postprocess.
  15605. */
  15606. getEffect(): Effect;
  15607. /**
  15608. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15609. * @param postProcess The post process to share the output with.
  15610. * @returns This post process.
  15611. */
  15612. shareOutputWith(postProcess: PostProcess): PostProcess;
  15613. /**
  15614. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15615. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15616. */
  15617. useOwnOutput(): void;
  15618. /**
  15619. * Updates the effect with the current post process compile time values and recompiles the shader.
  15620. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15621. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15622. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15623. * @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
  15624. * @param onCompiled Called when the shader has been compiled.
  15625. * @param onError Called if there is an error when compiling a shader.
  15626. */
  15627. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15628. /**
  15629. * The post process is reusable if it can be used multiple times within one frame.
  15630. * @returns If the post process is reusable
  15631. */
  15632. isReusable(): boolean;
  15633. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15634. markTextureDirty(): void;
  15635. /**
  15636. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15637. * 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.
  15638. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15639. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15640. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15641. * @returns The target texture that was bound to be written to.
  15642. */
  15643. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15644. /**
  15645. * If the post process is supported.
  15646. */
  15647. readonly isSupported: boolean;
  15648. /**
  15649. * The aspect ratio of the output texture.
  15650. */
  15651. readonly aspectRatio: number;
  15652. /**
  15653. * Get a value indicating if the post-process is ready to be used
  15654. * @returns true if the post-process is ready (shader is compiled)
  15655. */
  15656. isReady(): boolean;
  15657. /**
  15658. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15659. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15660. */
  15661. apply(): Nullable<Effect>;
  15662. private _disposeTextures;
  15663. /**
  15664. * Disposes the post process.
  15665. * @param camera The camera to dispose the post process on.
  15666. */
  15667. dispose(camera?: Camera): void;
  15668. }
  15669. }
  15670. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15671. /** @hidden */
  15672. export var kernelBlurVaryingDeclaration: {
  15673. name: string;
  15674. shader: string;
  15675. };
  15676. }
  15677. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15678. /** @hidden */
  15679. export var kernelBlurFragment: {
  15680. name: string;
  15681. shader: string;
  15682. };
  15683. }
  15684. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15685. /** @hidden */
  15686. export var kernelBlurFragment2: {
  15687. name: string;
  15688. shader: string;
  15689. };
  15690. }
  15691. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15692. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15693. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15694. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15695. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15696. /** @hidden */
  15697. export var kernelBlurPixelShader: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15703. /** @hidden */
  15704. export var kernelBlurVertex: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15712. /** @hidden */
  15713. export var kernelBlurVertexShader: {
  15714. name: string;
  15715. shader: string;
  15716. };
  15717. }
  15718. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15719. import { Vector2 } from "babylonjs/Maths/math.vector";
  15720. import { Nullable } from "babylonjs/types";
  15721. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15722. import { Camera } from "babylonjs/Cameras/camera";
  15723. import { Effect } from "babylonjs/Materials/effect";
  15724. import { Engine } from "babylonjs/Engines/engine";
  15725. import "babylonjs/Shaders/kernelBlur.fragment";
  15726. import "babylonjs/Shaders/kernelBlur.vertex";
  15727. /**
  15728. * The Blur Post Process which blurs an image based on a kernel and direction.
  15729. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15730. */
  15731. export class BlurPostProcess extends PostProcess {
  15732. /** The direction in which to blur the image. */
  15733. direction: Vector2;
  15734. private blockCompilation;
  15735. protected _kernel: number;
  15736. protected _idealKernel: number;
  15737. protected _packedFloat: boolean;
  15738. private _staticDefines;
  15739. /**
  15740. * Sets the length in pixels of the blur sample region
  15741. */
  15742. /**
  15743. * Gets the length in pixels of the blur sample region
  15744. */
  15745. kernel: number;
  15746. /**
  15747. * Sets wether or not the blur needs to unpack/repack floats
  15748. */
  15749. /**
  15750. * Gets wether or not the blur is unpacking/repacking floats
  15751. */
  15752. packedFloat: boolean;
  15753. /**
  15754. * Creates a new instance BlurPostProcess
  15755. * @param name The name of the effect.
  15756. * @param direction The direction in which to blur the image.
  15757. * @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.
  15758. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15759. * @param camera The camera to apply the render pass to.
  15760. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15761. * @param engine The engine which the post process will be applied. (default: current engine)
  15762. * @param reusable If the post process can be reused on the same frame. (default: false)
  15763. * @param textureType Type of textures used when performing the post process. (default: 0)
  15764. * @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)
  15765. */
  15766. constructor(name: string,
  15767. /** The direction in which to blur the image. */
  15768. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15769. /**
  15770. * Updates the effect with the current post process compile time values and recompiles the shader.
  15771. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15772. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15773. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15774. * @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
  15775. * @param onCompiled Called when the shader has been compiled.
  15776. * @param onError Called if there is an error when compiling a shader.
  15777. */
  15778. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15779. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15780. /**
  15781. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15782. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15783. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15784. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15785. * The gaps between physical kernels are compensated for in the weighting of the samples
  15786. * @param idealKernel Ideal blur kernel.
  15787. * @return Nearest best kernel.
  15788. */
  15789. protected _nearestBestKernel(idealKernel: number): number;
  15790. /**
  15791. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15792. * @param x The point on the Gaussian distribution to sample.
  15793. * @return the value of the Gaussian function at x.
  15794. */
  15795. protected _gaussianWeight(x: number): number;
  15796. /**
  15797. * Generates a string that can be used as a floating point number in GLSL.
  15798. * @param x Value to print.
  15799. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15800. * @return GLSL float string.
  15801. */
  15802. protected _glslFloat(x: number, decimalFigures?: number): string;
  15803. }
  15804. }
  15805. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15806. import { Scene } from "babylonjs/scene";
  15807. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15808. import { Plane } from "babylonjs/Maths/math.plane";
  15809. /**
  15810. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15811. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15812. * You can then easily use it as a reflectionTexture on a flat surface.
  15813. * In case the surface is not a plane, please consider relying on reflection probes.
  15814. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15815. */
  15816. export class MirrorTexture extends RenderTargetTexture {
  15817. private scene;
  15818. /**
  15819. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15820. * 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.
  15821. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15822. */
  15823. mirrorPlane: Plane;
  15824. /**
  15825. * Define the blur ratio used to blur the reflection if needed.
  15826. */
  15827. blurRatio: number;
  15828. /**
  15829. * Define the adaptive blur kernel used to blur the reflection if needed.
  15830. * This will autocompute the closest best match for the `blurKernel`
  15831. */
  15832. adaptiveBlurKernel: number;
  15833. /**
  15834. * Define the blur kernel used to blur the reflection if needed.
  15835. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15836. */
  15837. blurKernel: number;
  15838. /**
  15839. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15840. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15841. */
  15842. blurKernelX: number;
  15843. /**
  15844. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15845. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15846. */
  15847. blurKernelY: number;
  15848. private _autoComputeBlurKernel;
  15849. protected _onRatioRescale(): void;
  15850. private _updateGammaSpace;
  15851. private _imageProcessingConfigChangeObserver;
  15852. private _transformMatrix;
  15853. private _mirrorMatrix;
  15854. private _savedViewMatrix;
  15855. private _blurX;
  15856. private _blurY;
  15857. private _adaptiveBlurKernel;
  15858. private _blurKernelX;
  15859. private _blurKernelY;
  15860. private _blurRatio;
  15861. /**
  15862. * Instantiates a Mirror Texture.
  15863. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15864. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15865. * You can then easily use it as a reflectionTexture on a flat surface.
  15866. * In case the surface is not a plane, please consider relying on reflection probes.
  15867. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15868. * @param name
  15869. * @param size
  15870. * @param scene
  15871. * @param generateMipMaps
  15872. * @param type
  15873. * @param samplingMode
  15874. * @param generateDepthBuffer
  15875. */
  15876. constructor(name: string, size: number | {
  15877. width: number;
  15878. height: number;
  15879. } | {
  15880. ratio: number;
  15881. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15882. private _preparePostProcesses;
  15883. /**
  15884. * Clone the mirror texture.
  15885. * @returns the cloned texture
  15886. */
  15887. clone(): MirrorTexture;
  15888. /**
  15889. * Serialize the texture to a JSON representation you could use in Parse later on
  15890. * @returns the serialized JSON representation
  15891. */
  15892. serialize(): any;
  15893. /**
  15894. * Dispose the texture and release its associated resources.
  15895. */
  15896. dispose(): void;
  15897. }
  15898. }
  15899. declare module "babylonjs/Materials/Textures/texture" {
  15900. import { Observable } from "babylonjs/Misc/observable";
  15901. import { Nullable } from "babylonjs/types";
  15902. import { Scene } from "babylonjs/scene";
  15903. import { Matrix } from "babylonjs/Maths/math.vector";
  15904. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15905. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15906. import { Engine } from "babylonjs/Engines/engine";
  15907. /**
  15908. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15909. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15910. */
  15911. export class Texture extends BaseTexture {
  15912. /** @hidden */
  15913. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15914. /** @hidden */
  15915. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15916. /** @hidden */
  15917. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15918. /** nearest is mag = nearest and min = nearest and mip = linear */
  15919. static readonly NEAREST_SAMPLINGMODE: number;
  15920. /** nearest is mag = nearest and min = nearest and mip = linear */
  15921. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15922. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15923. static readonly BILINEAR_SAMPLINGMODE: number;
  15924. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15925. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15926. /** Trilinear is mag = linear and min = linear and mip = linear */
  15927. static readonly TRILINEAR_SAMPLINGMODE: number;
  15928. /** Trilinear is mag = linear and min = linear and mip = linear */
  15929. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15930. /** mag = nearest and min = nearest and mip = nearest */
  15931. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15932. /** mag = nearest and min = linear and mip = nearest */
  15933. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15934. /** mag = nearest and min = linear and mip = linear */
  15935. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15936. /** mag = nearest and min = linear and mip = none */
  15937. static readonly NEAREST_LINEAR: number;
  15938. /** mag = nearest and min = nearest and mip = none */
  15939. static readonly NEAREST_NEAREST: number;
  15940. /** mag = linear and min = nearest and mip = nearest */
  15941. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15942. /** mag = linear and min = nearest and mip = linear */
  15943. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15944. /** mag = linear and min = linear and mip = none */
  15945. static readonly LINEAR_LINEAR: number;
  15946. /** mag = linear and min = nearest and mip = none */
  15947. static readonly LINEAR_NEAREST: number;
  15948. /** Explicit coordinates mode */
  15949. static readonly EXPLICIT_MODE: number;
  15950. /** Spherical coordinates mode */
  15951. static readonly SPHERICAL_MODE: number;
  15952. /** Planar coordinates mode */
  15953. static readonly PLANAR_MODE: number;
  15954. /** Cubic coordinates mode */
  15955. static readonly CUBIC_MODE: number;
  15956. /** Projection coordinates mode */
  15957. static readonly PROJECTION_MODE: number;
  15958. /** Inverse Cubic coordinates mode */
  15959. static readonly SKYBOX_MODE: number;
  15960. /** Inverse Cubic coordinates mode */
  15961. static readonly INVCUBIC_MODE: number;
  15962. /** Equirectangular coordinates mode */
  15963. static readonly EQUIRECTANGULAR_MODE: number;
  15964. /** Equirectangular Fixed coordinates mode */
  15965. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15966. /** Equirectangular Fixed Mirrored coordinates mode */
  15967. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15968. /** Texture is not repeating outside of 0..1 UVs */
  15969. static readonly CLAMP_ADDRESSMODE: number;
  15970. /** Texture is repeating outside of 0..1 UVs */
  15971. static readonly WRAP_ADDRESSMODE: number;
  15972. /** Texture is repeating and mirrored */
  15973. static readonly MIRROR_ADDRESSMODE: number;
  15974. /**
  15975. * 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
  15976. */
  15977. static UseSerializedUrlIfAny: boolean;
  15978. /**
  15979. * Define the url of the texture.
  15980. */
  15981. url: Nullable<string>;
  15982. /**
  15983. * Define an offset on the texture to offset the u coordinates of the UVs
  15984. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15985. */
  15986. uOffset: number;
  15987. /**
  15988. * Define an offset on the texture to offset the v coordinates of the UVs
  15989. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15990. */
  15991. vOffset: number;
  15992. /**
  15993. * Define an offset on the texture to scale the u coordinates of the UVs
  15994. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15995. */
  15996. uScale: number;
  15997. /**
  15998. * Define an offset on the texture to scale the v coordinates of the UVs
  15999. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16000. */
  16001. vScale: number;
  16002. /**
  16003. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16004. * @see http://doc.babylonjs.com/how_to/more_materials
  16005. */
  16006. uAng: number;
  16007. /**
  16008. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16009. * @see http://doc.babylonjs.com/how_to/more_materials
  16010. */
  16011. vAng: number;
  16012. /**
  16013. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16014. * @see http://doc.babylonjs.com/how_to/more_materials
  16015. */
  16016. wAng: number;
  16017. /**
  16018. * Defines the center of rotation (U)
  16019. */
  16020. uRotationCenter: number;
  16021. /**
  16022. * Defines the center of rotation (V)
  16023. */
  16024. vRotationCenter: number;
  16025. /**
  16026. * Defines the center of rotation (W)
  16027. */
  16028. wRotationCenter: number;
  16029. /**
  16030. * Are mip maps generated for this texture or not.
  16031. */
  16032. readonly noMipmap: boolean;
  16033. /**
  16034. * List of inspectable custom properties (used by the Inspector)
  16035. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16036. */
  16037. inspectableCustomProperties: Nullable<IInspectable[]>;
  16038. private _noMipmap;
  16039. /** @hidden */
  16040. _invertY: boolean;
  16041. private _rowGenerationMatrix;
  16042. private _cachedTextureMatrix;
  16043. private _projectionModeMatrix;
  16044. private _t0;
  16045. private _t1;
  16046. private _t2;
  16047. private _cachedUOffset;
  16048. private _cachedVOffset;
  16049. private _cachedUScale;
  16050. private _cachedVScale;
  16051. private _cachedUAng;
  16052. private _cachedVAng;
  16053. private _cachedWAng;
  16054. private _cachedProjectionMatrixId;
  16055. private _cachedCoordinatesMode;
  16056. /** @hidden */
  16057. protected _initialSamplingMode: number;
  16058. /** @hidden */
  16059. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16060. private _deleteBuffer;
  16061. protected _format: Nullable<number>;
  16062. private _delayedOnLoad;
  16063. private _delayedOnError;
  16064. /**
  16065. * Observable triggered once the texture has been loaded.
  16066. */
  16067. onLoadObservable: Observable<Texture>;
  16068. protected _isBlocking: boolean;
  16069. /**
  16070. * Is the texture preventing material to render while loading.
  16071. * If false, a default texture will be used instead of the loading one during the preparation step.
  16072. */
  16073. isBlocking: boolean;
  16074. /**
  16075. * Get the current sampling mode associated with the texture.
  16076. */
  16077. readonly samplingMode: number;
  16078. /**
  16079. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16080. */
  16081. readonly invertY: boolean;
  16082. /**
  16083. * Instantiates a new texture.
  16084. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16085. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16086. * @param url define the url of the picture to load as a texture
  16087. * @param scene define the scene or engine the texture will belong to
  16088. * @param noMipmap define if the texture will require mip maps or not
  16089. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16090. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16091. * @param onLoad define a callback triggered when the texture has been loaded
  16092. * @param onError define a callback triggered when an error occurred during the loading session
  16093. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16094. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16096. */
  16097. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16098. /**
  16099. * Update the url (and optional buffer) of this texture if url was null during construction.
  16100. * @param url the url of the texture
  16101. * @param buffer the buffer of the texture (defaults to null)
  16102. * @param onLoad callback called when the texture is loaded (defaults to null)
  16103. */
  16104. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16105. /**
  16106. * Finish the loading sequence of a texture flagged as delayed load.
  16107. * @hidden
  16108. */
  16109. delayLoad(): void;
  16110. private _prepareRowForTextureGeneration;
  16111. /**
  16112. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16113. * @returns the transform matrix of the texture.
  16114. */
  16115. getTextureMatrix(): Matrix;
  16116. /**
  16117. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16118. * @returns The reflection texture transform
  16119. */
  16120. getReflectionTextureMatrix(): Matrix;
  16121. /**
  16122. * Clones the texture.
  16123. * @returns the cloned texture
  16124. */
  16125. clone(): Texture;
  16126. /**
  16127. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16128. * @returns The JSON representation of the texture
  16129. */
  16130. serialize(): any;
  16131. /**
  16132. * Get the current class name of the texture useful for serialization or dynamic coding.
  16133. * @returns "Texture"
  16134. */
  16135. getClassName(): string;
  16136. /**
  16137. * Dispose the texture and release its associated resources.
  16138. */
  16139. dispose(): void;
  16140. /**
  16141. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16142. * @param parsedTexture Define the JSON representation of the texture
  16143. * @param scene Define the scene the parsed texture should be instantiated in
  16144. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16145. * @returns The parsed texture if successful
  16146. */
  16147. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16148. /**
  16149. * Creates a texture from its base 64 representation.
  16150. * @param data Define the base64 payload without the data: prefix
  16151. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16152. * @param scene Define the scene the texture should belong to
  16153. * @param noMipmap Forces the texture to not create mip map information if true
  16154. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16155. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16156. * @param onLoad define a callback triggered when the texture has been loaded
  16157. * @param onError define a callback triggered when an error occurred during the loading session
  16158. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16159. * @returns the created texture
  16160. */
  16161. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16162. /**
  16163. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16164. * @param data Define the base64 payload without the data: prefix
  16165. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16166. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16167. * @param scene Define the scene the texture should belong to
  16168. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16169. * @param noMipmap Forces the texture to not create mip map information if true
  16170. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16171. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16172. * @param onLoad define a callback triggered when the texture has been loaded
  16173. * @param onError define a callback triggered when an error occurred during the loading session
  16174. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16175. * @returns the created texture
  16176. */
  16177. 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;
  16178. }
  16179. }
  16180. declare module "babylonjs/PostProcesses/postProcessManager" {
  16181. import { Nullable } from "babylonjs/types";
  16182. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16183. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16184. import { Scene } from "babylonjs/scene";
  16185. /**
  16186. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16187. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16188. */
  16189. export class PostProcessManager {
  16190. private _scene;
  16191. private _indexBuffer;
  16192. private _vertexBuffers;
  16193. /**
  16194. * Creates a new instance PostProcess
  16195. * @param scene The scene that the post process is associated with.
  16196. */
  16197. constructor(scene: Scene);
  16198. private _prepareBuffers;
  16199. private _buildIndexBuffer;
  16200. /**
  16201. * Rebuilds the vertex buffers of the manager.
  16202. * @hidden
  16203. */
  16204. _rebuild(): void;
  16205. /**
  16206. * Prepares a frame to be run through a post process.
  16207. * @param sourceTexture The input texture to the post procesess. (default: null)
  16208. * @param postProcesses An array of post processes to be run. (default: null)
  16209. * @returns True if the post processes were able to be run.
  16210. * @hidden
  16211. */
  16212. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16213. /**
  16214. * Manually render a set of post processes to a texture.
  16215. * @param postProcesses An array of post processes to be run.
  16216. * @param targetTexture The target texture to render to.
  16217. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16218. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16219. * @param lodLevel defines which lod of the texture to render to
  16220. */
  16221. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16222. /**
  16223. * Finalize the result of the output of the postprocesses.
  16224. * @param doNotPresent If true the result will not be displayed to the screen.
  16225. * @param targetTexture The target texture to render to.
  16226. * @param faceIndex The index of the face to bind the target texture to.
  16227. * @param postProcesses The array of post processes to render.
  16228. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16229. * @hidden
  16230. */
  16231. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16232. /**
  16233. * Disposes of the post process manager.
  16234. */
  16235. dispose(): void;
  16236. }
  16237. }
  16238. declare module "babylonjs/Misc/gradients" {
  16239. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16240. /** Interface used by value gradients (color, factor, ...) */
  16241. export interface IValueGradient {
  16242. /**
  16243. * Gets or sets the gradient value (between 0 and 1)
  16244. */
  16245. gradient: number;
  16246. }
  16247. /** Class used to store color4 gradient */
  16248. export class ColorGradient implements IValueGradient {
  16249. /**
  16250. * Gets or sets the gradient value (between 0 and 1)
  16251. */
  16252. gradient: number;
  16253. /**
  16254. * Gets or sets first associated color
  16255. */
  16256. color1: Color4;
  16257. /**
  16258. * Gets or sets second associated color
  16259. */
  16260. color2?: Color4;
  16261. /**
  16262. * Will get a color picked randomly between color1 and color2.
  16263. * If color2 is undefined then color1 will be used
  16264. * @param result defines the target Color4 to store the result in
  16265. */
  16266. getColorToRef(result: Color4): void;
  16267. }
  16268. /** Class used to store color 3 gradient */
  16269. export class Color3Gradient implements IValueGradient {
  16270. /**
  16271. * Gets or sets the gradient value (between 0 and 1)
  16272. */
  16273. gradient: number;
  16274. /**
  16275. * Gets or sets the associated color
  16276. */
  16277. color: Color3;
  16278. }
  16279. /** Class used to store factor gradient */
  16280. export class FactorGradient implements IValueGradient {
  16281. /**
  16282. * Gets or sets the gradient value (between 0 and 1)
  16283. */
  16284. gradient: number;
  16285. /**
  16286. * Gets or sets first associated factor
  16287. */
  16288. factor1: number;
  16289. /**
  16290. * Gets or sets second associated factor
  16291. */
  16292. factor2?: number;
  16293. /**
  16294. * Will get a number picked randomly between factor1 and factor2.
  16295. * If factor2 is undefined then factor1 will be used
  16296. * @returns the picked number
  16297. */
  16298. getFactor(): number;
  16299. }
  16300. /**
  16301. * Helper used to simplify some generic gradient tasks
  16302. */
  16303. export class GradientHelper {
  16304. /**
  16305. * Gets the current gradient from an array of IValueGradient
  16306. * @param ratio defines the current ratio to get
  16307. * @param gradients defines the array of IValueGradient
  16308. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16309. */
  16310. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16311. }
  16312. }
  16313. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16314. import { Scene } from "babylonjs/scene";
  16315. import { ISceneComponent } from "babylonjs/sceneComponent";
  16316. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16317. module "babylonjs/abstractScene" {
  16318. interface AbstractScene {
  16319. /**
  16320. * The list of procedural textures added to the scene
  16321. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16322. */
  16323. proceduralTextures: Array<ProceduralTexture>;
  16324. }
  16325. }
  16326. /**
  16327. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16328. * in a given scene.
  16329. */
  16330. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16331. /**
  16332. * The component name helpfull to identify the component in the list of scene components.
  16333. */
  16334. readonly name: string;
  16335. /**
  16336. * The scene the component belongs to.
  16337. */
  16338. scene: Scene;
  16339. /**
  16340. * Creates a new instance of the component for the given scene
  16341. * @param scene Defines the scene to register the component in
  16342. */
  16343. constructor(scene: Scene);
  16344. /**
  16345. * Registers the component in a given scene
  16346. */
  16347. register(): void;
  16348. /**
  16349. * Rebuilds the elements related to this component in case of
  16350. * context lost for instance.
  16351. */
  16352. rebuild(): void;
  16353. /**
  16354. * Disposes the component and the associated ressources.
  16355. */
  16356. dispose(): void;
  16357. private _beforeClear;
  16358. }
  16359. }
  16360. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16361. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16362. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16363. module "babylonjs/Engines/engine" {
  16364. interface Engine {
  16365. /**
  16366. * Creates a new render target cube texture
  16367. * @param size defines the size of the texture
  16368. * @param options defines the options used to create the texture
  16369. * @returns a new render target cube texture stored in an InternalTexture
  16370. */
  16371. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16372. }
  16373. }
  16374. }
  16375. declare module "babylonjs/Shaders/procedural.vertex" {
  16376. /** @hidden */
  16377. export var proceduralVertexShader: {
  16378. name: string;
  16379. shader: string;
  16380. };
  16381. }
  16382. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16383. import { Observable } from "babylonjs/Misc/observable";
  16384. import { Nullable } from "babylonjs/types";
  16385. import { Scene } from "babylonjs/scene";
  16386. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16387. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16388. import { Effect } from "babylonjs/Materials/effect";
  16389. import { Texture } from "babylonjs/Materials/Textures/texture";
  16390. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16391. import "babylonjs/Shaders/procedural.vertex";
  16392. /**
  16393. * 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.
  16394. * This is the base class of any Procedural texture and contains most of the shareable code.
  16395. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16396. */
  16397. export class ProceduralTexture extends Texture {
  16398. isCube: boolean;
  16399. /**
  16400. * Define if the texture is enabled or not (disabled texture will not render)
  16401. */
  16402. isEnabled: boolean;
  16403. /**
  16404. * Define if the texture must be cleared before rendering (default is true)
  16405. */
  16406. autoClear: boolean;
  16407. /**
  16408. * Callback called when the texture is generated
  16409. */
  16410. onGenerated: () => void;
  16411. /**
  16412. * Event raised when the texture is generated
  16413. */
  16414. onGeneratedObservable: Observable<ProceduralTexture>;
  16415. /** @hidden */
  16416. _generateMipMaps: boolean;
  16417. /** @hidden **/
  16418. _effect: Effect;
  16419. /** @hidden */
  16420. _textures: {
  16421. [key: string]: Texture;
  16422. };
  16423. private _size;
  16424. private _currentRefreshId;
  16425. private _refreshRate;
  16426. private _vertexBuffers;
  16427. private _indexBuffer;
  16428. private _uniforms;
  16429. private _samplers;
  16430. private _fragment;
  16431. private _floats;
  16432. private _ints;
  16433. private _floatsArrays;
  16434. private _colors3;
  16435. private _colors4;
  16436. private _vectors2;
  16437. private _vectors3;
  16438. private _matrices;
  16439. private _fallbackTexture;
  16440. private _fallbackTextureUsed;
  16441. private _engine;
  16442. private _cachedDefines;
  16443. private _contentUpdateId;
  16444. private _contentData;
  16445. /**
  16446. * Instantiates a new procedural texture.
  16447. * 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.
  16448. * This is the base class of any Procedural texture and contains most of the shareable code.
  16449. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16450. * @param name Define the name of the texture
  16451. * @param size Define the size of the texture to create
  16452. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16453. * @param scene Define the scene the texture belongs to
  16454. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16455. * @param generateMipMaps Define if the texture should creates mip maps or not
  16456. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16457. */
  16458. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16459. /**
  16460. * The effect that is created when initializing the post process.
  16461. * @returns The created effect corresponding the the postprocess.
  16462. */
  16463. getEffect(): Effect;
  16464. /**
  16465. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16466. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16467. */
  16468. getContent(): Nullable<ArrayBufferView>;
  16469. private _createIndexBuffer;
  16470. /** @hidden */
  16471. _rebuild(): void;
  16472. /**
  16473. * Resets the texture in order to recreate its associated resources.
  16474. * This can be called in case of context loss
  16475. */
  16476. reset(): void;
  16477. protected _getDefines(): string;
  16478. /**
  16479. * Is the texture ready to be used ? (rendered at least once)
  16480. * @returns true if ready, otherwise, false.
  16481. */
  16482. isReady(): boolean;
  16483. /**
  16484. * Resets the refresh counter of the texture and start bak from scratch.
  16485. * Could be useful to regenerate the texture if it is setup to render only once.
  16486. */
  16487. resetRefreshCounter(): void;
  16488. /**
  16489. * Set the fragment shader to use in order to render the texture.
  16490. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16491. */
  16492. setFragment(fragment: any): void;
  16493. /**
  16494. * Define the refresh rate of the texture or the rendering frequency.
  16495. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16496. */
  16497. refreshRate: number;
  16498. /** @hidden */
  16499. _shouldRender(): boolean;
  16500. /**
  16501. * Get the size the texture is rendering at.
  16502. * @returns the size (texture is always squared)
  16503. */
  16504. getRenderSize(): number;
  16505. /**
  16506. * Resize the texture to new value.
  16507. * @param size Define the new size the texture should have
  16508. * @param generateMipMaps Define whether the new texture should create mip maps
  16509. */
  16510. resize(size: number, generateMipMaps: boolean): void;
  16511. private _checkUniform;
  16512. /**
  16513. * Set a texture in the shader program used to render.
  16514. * @param name Define the name of the uniform samplers as defined in the shader
  16515. * @param texture Define the texture to bind to this sampler
  16516. * @return the texture itself allowing "fluent" like uniform updates
  16517. */
  16518. setTexture(name: string, texture: Texture): ProceduralTexture;
  16519. /**
  16520. * Set a float in the shader.
  16521. * @param name Define the name of the uniform as defined in the shader
  16522. * @param value Define the value to give to the uniform
  16523. * @return the texture itself allowing "fluent" like uniform updates
  16524. */
  16525. setFloat(name: string, value: number): ProceduralTexture;
  16526. /**
  16527. * Set a int in the shader.
  16528. * @param name Define the name of the uniform as defined in the shader
  16529. * @param value Define the value to give to the uniform
  16530. * @return the texture itself allowing "fluent" like uniform updates
  16531. */
  16532. setInt(name: string, value: number): ProceduralTexture;
  16533. /**
  16534. * Set an array of floats in the shader.
  16535. * @param name Define the name of the uniform as defined in the shader
  16536. * @param value Define the value to give to the uniform
  16537. * @return the texture itself allowing "fluent" like uniform updates
  16538. */
  16539. setFloats(name: string, value: number[]): ProceduralTexture;
  16540. /**
  16541. * Set a vec3 in the shader from a Color3.
  16542. * @param name Define the name of the uniform as defined in the shader
  16543. * @param value Define the value to give to the uniform
  16544. * @return the texture itself allowing "fluent" like uniform updates
  16545. */
  16546. setColor3(name: string, value: Color3): ProceduralTexture;
  16547. /**
  16548. * Set a vec4 in the shader from a Color4.
  16549. * @param name Define the name of the uniform as defined in the shader
  16550. * @param value Define the value to give to the uniform
  16551. * @return the texture itself allowing "fluent" like uniform updates
  16552. */
  16553. setColor4(name: string, value: Color4): ProceduralTexture;
  16554. /**
  16555. * Set a vec2 in the shader from a Vector2.
  16556. * @param name Define the name of the uniform as defined in the shader
  16557. * @param value Define the value to give to the uniform
  16558. * @return the texture itself allowing "fluent" like uniform updates
  16559. */
  16560. setVector2(name: string, value: Vector2): ProceduralTexture;
  16561. /**
  16562. * Set a vec3 in the shader from a Vector3.
  16563. * @param name Define the name of the uniform as defined in the shader
  16564. * @param value Define the value to give to the uniform
  16565. * @return the texture itself allowing "fluent" like uniform updates
  16566. */
  16567. setVector3(name: string, value: Vector3): ProceduralTexture;
  16568. /**
  16569. * Set a mat4 in the shader from a MAtrix.
  16570. * @param name Define the name of the uniform as defined in the shader
  16571. * @param value Define the value to give to the uniform
  16572. * @return the texture itself allowing "fluent" like uniform updates
  16573. */
  16574. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16575. /**
  16576. * Render the texture to its associated render target.
  16577. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16578. */
  16579. render(useCameraPostProcess?: boolean): void;
  16580. /**
  16581. * Clone the texture.
  16582. * @returns the cloned texture
  16583. */
  16584. clone(): ProceduralTexture;
  16585. /**
  16586. * Dispose the texture and release its asoociated resources.
  16587. */
  16588. dispose(): void;
  16589. }
  16590. }
  16591. declare module "babylonjs/Particles/baseParticleSystem" {
  16592. import { Nullable } from "babylonjs/types";
  16593. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16595. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16596. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16597. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16598. import { Scene } from "babylonjs/scene";
  16599. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16600. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16601. import { Texture } from "babylonjs/Materials/Textures/texture";
  16602. import { Color4 } from "babylonjs/Maths/math.color";
  16603. import { Animation } from "babylonjs/Animations/animation";
  16604. /**
  16605. * This represents the base class for particle system in Babylon.
  16606. * 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.
  16607. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16608. * @example https://doc.babylonjs.com/babylon101/particles
  16609. */
  16610. export class BaseParticleSystem {
  16611. /**
  16612. * Source color is added to the destination color without alpha affecting the result
  16613. */
  16614. static BLENDMODE_ONEONE: number;
  16615. /**
  16616. * Blend current color and particle color using particle’s alpha
  16617. */
  16618. static BLENDMODE_STANDARD: number;
  16619. /**
  16620. * Add current color and particle color multiplied by particle’s alpha
  16621. */
  16622. static BLENDMODE_ADD: number;
  16623. /**
  16624. * Multiply current color with particle color
  16625. */
  16626. static BLENDMODE_MULTIPLY: number;
  16627. /**
  16628. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16629. */
  16630. static BLENDMODE_MULTIPLYADD: number;
  16631. /**
  16632. * List of animations used by the particle system.
  16633. */
  16634. animations: Animation[];
  16635. /**
  16636. * The id of the Particle system.
  16637. */
  16638. id: string;
  16639. /**
  16640. * The friendly name of the Particle system.
  16641. */
  16642. name: string;
  16643. /**
  16644. * The rendering group used by the Particle system to chose when to render.
  16645. */
  16646. renderingGroupId: number;
  16647. /**
  16648. * The emitter represents the Mesh or position we are attaching the particle system to.
  16649. */
  16650. emitter: Nullable<AbstractMesh | Vector3>;
  16651. /**
  16652. * The maximum number of particles to emit per frame
  16653. */
  16654. emitRate: number;
  16655. /**
  16656. * If you want to launch only a few particles at once, that can be done, as well.
  16657. */
  16658. manualEmitCount: number;
  16659. /**
  16660. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16661. */
  16662. updateSpeed: number;
  16663. /**
  16664. * The amount of time the particle system is running (depends of the overall update speed).
  16665. */
  16666. targetStopDuration: number;
  16667. /**
  16668. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16669. */
  16670. disposeOnStop: boolean;
  16671. /**
  16672. * Minimum power of emitting particles.
  16673. */
  16674. minEmitPower: number;
  16675. /**
  16676. * Maximum power of emitting particles.
  16677. */
  16678. maxEmitPower: number;
  16679. /**
  16680. * Minimum life time of emitting particles.
  16681. */
  16682. minLifeTime: number;
  16683. /**
  16684. * Maximum life time of emitting particles.
  16685. */
  16686. maxLifeTime: number;
  16687. /**
  16688. * Minimum Size of emitting particles.
  16689. */
  16690. minSize: number;
  16691. /**
  16692. * Maximum Size of emitting particles.
  16693. */
  16694. maxSize: number;
  16695. /**
  16696. * Minimum scale of emitting particles on X axis.
  16697. */
  16698. minScaleX: number;
  16699. /**
  16700. * Maximum scale of emitting particles on X axis.
  16701. */
  16702. maxScaleX: number;
  16703. /**
  16704. * Minimum scale of emitting particles on Y axis.
  16705. */
  16706. minScaleY: number;
  16707. /**
  16708. * Maximum scale of emitting particles on Y axis.
  16709. */
  16710. maxScaleY: number;
  16711. /**
  16712. * Gets or sets the minimal initial rotation in radians.
  16713. */
  16714. minInitialRotation: number;
  16715. /**
  16716. * Gets or sets the maximal initial rotation in radians.
  16717. */
  16718. maxInitialRotation: number;
  16719. /**
  16720. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16721. */
  16722. minAngularSpeed: number;
  16723. /**
  16724. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16725. */
  16726. maxAngularSpeed: number;
  16727. /**
  16728. * The texture used to render each particle. (this can be a spritesheet)
  16729. */
  16730. particleTexture: Nullable<Texture>;
  16731. /**
  16732. * The layer mask we are rendering the particles through.
  16733. */
  16734. layerMask: number;
  16735. /**
  16736. * This can help using your own shader to render the particle system.
  16737. * The according effect will be created
  16738. */
  16739. customShader: any;
  16740. /**
  16741. * By default particle system starts as soon as they are created. This prevents the
  16742. * automatic start to happen and let you decide when to start emitting particles.
  16743. */
  16744. preventAutoStart: boolean;
  16745. private _noiseTexture;
  16746. /**
  16747. * Gets or sets a texture used to add random noise to particle positions
  16748. */
  16749. noiseTexture: Nullable<ProceduralTexture>;
  16750. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16751. noiseStrength: Vector3;
  16752. /**
  16753. * Callback triggered when the particle animation is ending.
  16754. */
  16755. onAnimationEnd: Nullable<() => void>;
  16756. /**
  16757. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16758. */
  16759. blendMode: number;
  16760. /**
  16761. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16762. * to override the particles.
  16763. */
  16764. forceDepthWrite: boolean;
  16765. /** 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 */
  16766. preWarmCycles: number;
  16767. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16768. preWarmStepOffset: number;
  16769. /**
  16770. * 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)
  16771. */
  16772. spriteCellChangeSpeed: number;
  16773. /**
  16774. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16775. */
  16776. startSpriteCellID: number;
  16777. /**
  16778. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16779. */
  16780. endSpriteCellID: number;
  16781. /**
  16782. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16783. */
  16784. spriteCellWidth: number;
  16785. /**
  16786. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16787. */
  16788. spriteCellHeight: number;
  16789. /**
  16790. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16791. */
  16792. spriteRandomStartCell: boolean;
  16793. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16794. translationPivot: Vector2;
  16795. /** @hidden */
  16796. protected _isAnimationSheetEnabled: boolean;
  16797. /**
  16798. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16799. */
  16800. beginAnimationOnStart: boolean;
  16801. /**
  16802. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16803. */
  16804. beginAnimationFrom: number;
  16805. /**
  16806. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16807. */
  16808. beginAnimationTo: number;
  16809. /**
  16810. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16811. */
  16812. beginAnimationLoop: boolean;
  16813. /**
  16814. * Gets or sets a world offset applied to all particles
  16815. */
  16816. worldOffset: Vector3;
  16817. /**
  16818. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16819. */
  16820. isAnimationSheetEnabled: boolean;
  16821. /**
  16822. * Get hosting scene
  16823. * @returns the scene
  16824. */
  16825. getScene(): Scene;
  16826. /**
  16827. * You can use gravity if you want to give an orientation to your particles.
  16828. */
  16829. gravity: Vector3;
  16830. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16831. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16832. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16833. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16834. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16835. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16836. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16837. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16838. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16839. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16840. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16841. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16842. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16843. /**
  16844. * Defines the delay in milliseconds before starting the system (0 by default)
  16845. */
  16846. startDelay: number;
  16847. /**
  16848. * Gets the current list of drag gradients.
  16849. * You must use addDragGradient and removeDragGradient to udpate this list
  16850. * @returns the list of drag gradients
  16851. */
  16852. getDragGradients(): Nullable<Array<FactorGradient>>;
  16853. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16854. limitVelocityDamping: number;
  16855. /**
  16856. * Gets the current list of limit velocity gradients.
  16857. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16858. * @returns the list of limit velocity gradients
  16859. */
  16860. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16861. /**
  16862. * Gets the current list of color gradients.
  16863. * You must use addColorGradient and removeColorGradient to udpate this list
  16864. * @returns the list of color gradients
  16865. */
  16866. getColorGradients(): Nullable<Array<ColorGradient>>;
  16867. /**
  16868. * Gets the current list of size gradients.
  16869. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16870. * @returns the list of size gradients
  16871. */
  16872. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16873. /**
  16874. * Gets the current list of color remap gradients.
  16875. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16876. * @returns the list of color remap gradients
  16877. */
  16878. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of alpha remap gradients.
  16881. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16882. * @returns the list of alpha remap gradients
  16883. */
  16884. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16885. /**
  16886. * Gets the current list of life time gradients.
  16887. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16888. * @returns the list of life time gradients
  16889. */
  16890. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of angular speed gradients.
  16893. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16894. * @returns the list of angular speed gradients
  16895. */
  16896. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of velocity gradients.
  16899. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16900. * @returns the list of velocity gradients
  16901. */
  16902. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of start size gradients.
  16905. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16906. * @returns the list of start size gradients
  16907. */
  16908. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of emit rate gradients.
  16911. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16912. * @returns the list of emit rate gradients
  16913. */
  16914. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16917. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16918. */
  16919. direction1: Vector3;
  16920. /**
  16921. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16922. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16923. */
  16924. direction2: Vector3;
  16925. /**
  16926. * 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.
  16927. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16928. */
  16929. minEmitBox: Vector3;
  16930. /**
  16931. * 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.
  16932. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16933. */
  16934. maxEmitBox: Vector3;
  16935. /**
  16936. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16937. */
  16938. color1: Color4;
  16939. /**
  16940. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16941. */
  16942. color2: Color4;
  16943. /**
  16944. * Color the particle will have at the end of its lifetime
  16945. */
  16946. colorDead: Color4;
  16947. /**
  16948. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16949. */
  16950. textureMask: Color4;
  16951. /**
  16952. * The particle emitter type defines the emitter used by the particle system.
  16953. * It can be for example box, sphere, or cone...
  16954. */
  16955. particleEmitterType: IParticleEmitterType;
  16956. /** @hidden */
  16957. _isSubEmitter: boolean;
  16958. /**
  16959. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16960. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16961. */
  16962. billboardMode: number;
  16963. protected _isBillboardBased: boolean;
  16964. /**
  16965. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16966. */
  16967. isBillboardBased: boolean;
  16968. /**
  16969. * The scene the particle system belongs to.
  16970. */
  16971. protected _scene: Scene;
  16972. /**
  16973. * Local cache of defines for image processing.
  16974. */
  16975. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16976. /**
  16977. * Default configuration related to image processing available in the standard Material.
  16978. */
  16979. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16980. /**
  16981. * Gets the image processing configuration used either in this material.
  16982. */
  16983. /**
  16984. * Sets the Default image processing configuration used either in the this material.
  16985. *
  16986. * If sets to null, the scene one is in use.
  16987. */
  16988. imageProcessingConfiguration: ImageProcessingConfiguration;
  16989. /**
  16990. * Attaches a new image processing configuration to the Standard Material.
  16991. * @param configuration
  16992. */
  16993. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16994. /** @hidden */
  16995. protected _reset(): void;
  16996. /** @hidden */
  16997. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16998. /**
  16999. * Instantiates a particle system.
  17000. * 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.
  17001. * @param name The name of the particle system
  17002. */
  17003. constructor(name: string);
  17004. /**
  17005. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17006. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17007. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17008. * @returns the emitter
  17009. */
  17010. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17011. /**
  17012. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17013. * @param radius The radius of the hemisphere to emit from
  17014. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17015. * @returns the emitter
  17016. */
  17017. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17018. /**
  17019. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17020. * @param radius The radius of the sphere to emit from
  17021. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17022. * @returns the emitter
  17023. */
  17024. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17025. /**
  17026. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17027. * @param radius The radius of the sphere to emit from
  17028. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17029. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17030. * @returns the emitter
  17031. */
  17032. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17033. /**
  17034. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17035. * @param radius The radius of the emission cylinder
  17036. * @param height The height of the emission cylinder
  17037. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17038. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17039. * @returns the emitter
  17040. */
  17041. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17042. /**
  17043. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17044. * @param radius The radius of the cylinder to emit from
  17045. * @param height The height of the emission cylinder
  17046. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17047. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17048. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17049. * @returns the emitter
  17050. */
  17051. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17052. /**
  17053. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17054. * @param radius The radius of the cone to emit from
  17055. * @param angle The base angle of the cone
  17056. * @returns the emitter
  17057. */
  17058. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17059. /**
  17060. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17061. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17062. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17063. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17064. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17065. * @returns the emitter
  17066. */
  17067. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17068. }
  17069. }
  17070. declare module "babylonjs/Particles/subEmitter" {
  17071. import { Scene } from "babylonjs/scene";
  17072. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17073. /**
  17074. * Type of sub emitter
  17075. */
  17076. export enum SubEmitterType {
  17077. /**
  17078. * Attached to the particle over it's lifetime
  17079. */
  17080. ATTACHED = 0,
  17081. /**
  17082. * Created when the particle dies
  17083. */
  17084. END = 1
  17085. }
  17086. /**
  17087. * Sub emitter class used to emit particles from an existing particle
  17088. */
  17089. export class SubEmitter {
  17090. /**
  17091. * the particle system to be used by the sub emitter
  17092. */
  17093. particleSystem: ParticleSystem;
  17094. /**
  17095. * Type of the submitter (Default: END)
  17096. */
  17097. type: SubEmitterType;
  17098. /**
  17099. * 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)
  17100. * Note: This only is supported when using an emitter of type Mesh
  17101. */
  17102. inheritDirection: boolean;
  17103. /**
  17104. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17105. */
  17106. inheritedVelocityAmount: number;
  17107. /**
  17108. * Creates a sub emitter
  17109. * @param particleSystem the particle system to be used by the sub emitter
  17110. */
  17111. constructor(
  17112. /**
  17113. * the particle system to be used by the sub emitter
  17114. */
  17115. particleSystem: ParticleSystem);
  17116. /**
  17117. * Clones the sub emitter
  17118. * @returns the cloned sub emitter
  17119. */
  17120. clone(): SubEmitter;
  17121. /**
  17122. * Serialize current object to a JSON object
  17123. * @returns the serialized object
  17124. */
  17125. serialize(): any;
  17126. /** @hidden */
  17127. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17128. /**
  17129. * Creates a new SubEmitter from a serialized JSON version
  17130. * @param serializationObject defines the JSON object to read from
  17131. * @param scene defines the hosting scene
  17132. * @param rootUrl defines the rootUrl for data loading
  17133. * @returns a new SubEmitter
  17134. */
  17135. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17136. /** Release associated resources */
  17137. dispose(): void;
  17138. }
  17139. }
  17140. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17141. /** @hidden */
  17142. export var clipPlaneFragmentDeclaration: {
  17143. name: string;
  17144. shader: string;
  17145. };
  17146. }
  17147. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17148. /** @hidden */
  17149. export var imageProcessingDeclaration: {
  17150. name: string;
  17151. shader: string;
  17152. };
  17153. }
  17154. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17155. /** @hidden */
  17156. export var imageProcessingFunctions: {
  17157. name: string;
  17158. shader: string;
  17159. };
  17160. }
  17161. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17162. /** @hidden */
  17163. export var clipPlaneFragment: {
  17164. name: string;
  17165. shader: string;
  17166. };
  17167. }
  17168. declare module "babylonjs/Shaders/particles.fragment" {
  17169. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17170. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17171. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17172. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17173. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17174. /** @hidden */
  17175. export var particlesPixelShader: {
  17176. name: string;
  17177. shader: string;
  17178. };
  17179. }
  17180. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17181. /** @hidden */
  17182. export var clipPlaneVertexDeclaration: {
  17183. name: string;
  17184. shader: string;
  17185. };
  17186. }
  17187. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17188. /** @hidden */
  17189. export var clipPlaneVertex: {
  17190. name: string;
  17191. shader: string;
  17192. };
  17193. }
  17194. declare module "babylonjs/Shaders/particles.vertex" {
  17195. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17196. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17197. /** @hidden */
  17198. export var particlesVertexShader: {
  17199. name: string;
  17200. shader: string;
  17201. };
  17202. }
  17203. declare module "babylonjs/Particles/particleSystem" {
  17204. import { Nullable } from "babylonjs/types";
  17205. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17206. import { Observable } from "babylonjs/Misc/observable";
  17207. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17208. import { Effect } from "babylonjs/Materials/effect";
  17209. import { Scene, IDisposable } from "babylonjs/scene";
  17210. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17211. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17212. import { Particle } from "babylonjs/Particles/particle";
  17213. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17214. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17215. import "babylonjs/Shaders/particles.fragment";
  17216. import "babylonjs/Shaders/particles.vertex";
  17217. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17218. /**
  17219. * This represents a particle system in Babylon.
  17220. * 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.
  17221. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17222. * @example https://doc.babylonjs.com/babylon101/particles
  17223. */
  17224. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17225. /**
  17226. * Billboard mode will only apply to Y axis
  17227. */
  17228. static readonly BILLBOARDMODE_Y: number;
  17229. /**
  17230. * Billboard mode will apply to all axes
  17231. */
  17232. static readonly BILLBOARDMODE_ALL: number;
  17233. /**
  17234. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17235. */
  17236. static readonly BILLBOARDMODE_STRETCHED: number;
  17237. /**
  17238. * This function can be defined to provide custom update for active particles.
  17239. * This function will be called instead of regular update (age, position, color, etc.).
  17240. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17241. */
  17242. updateFunction: (particles: Particle[]) => void;
  17243. private _emitterWorldMatrix;
  17244. /**
  17245. * This function can be defined to specify initial direction for every new particle.
  17246. * It by default use the emitterType defined function
  17247. */
  17248. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17249. /**
  17250. * This function can be defined to specify initial position for every new particle.
  17251. * It by default use the emitterType defined function
  17252. */
  17253. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17254. /**
  17255. * @hidden
  17256. */
  17257. _inheritedVelocityOffset: Vector3;
  17258. /**
  17259. * An event triggered when the system is disposed
  17260. */
  17261. onDisposeObservable: Observable<ParticleSystem>;
  17262. private _onDisposeObserver;
  17263. /**
  17264. * Sets a callback that will be triggered when the system is disposed
  17265. */
  17266. onDispose: () => void;
  17267. private _particles;
  17268. private _epsilon;
  17269. private _capacity;
  17270. private _stockParticles;
  17271. private _newPartsExcess;
  17272. private _vertexData;
  17273. private _vertexBuffer;
  17274. private _vertexBuffers;
  17275. private _spriteBuffer;
  17276. private _indexBuffer;
  17277. private _effect;
  17278. private _customEffect;
  17279. private _cachedDefines;
  17280. private _scaledColorStep;
  17281. private _colorDiff;
  17282. private _scaledDirection;
  17283. private _scaledGravity;
  17284. private _currentRenderId;
  17285. private _alive;
  17286. private _useInstancing;
  17287. private _started;
  17288. private _stopped;
  17289. private _actualFrame;
  17290. private _scaledUpdateSpeed;
  17291. private _vertexBufferSize;
  17292. /** @hidden */
  17293. _currentEmitRateGradient: Nullable<FactorGradient>;
  17294. /** @hidden */
  17295. _currentEmitRate1: number;
  17296. /** @hidden */
  17297. _currentEmitRate2: number;
  17298. /** @hidden */
  17299. _currentStartSizeGradient: Nullable<FactorGradient>;
  17300. /** @hidden */
  17301. _currentStartSize1: number;
  17302. /** @hidden */
  17303. _currentStartSize2: number;
  17304. private readonly _rawTextureWidth;
  17305. private _rampGradientsTexture;
  17306. private _useRampGradients;
  17307. /** Gets or sets a boolean indicating that ramp gradients must be used
  17308. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17309. */
  17310. useRampGradients: boolean;
  17311. /**
  17312. * 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.
  17313. * 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: [])
  17314. */
  17315. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17316. private _subEmitters;
  17317. /**
  17318. * @hidden
  17319. * If the particle systems emitter should be disposed when the particle system is disposed
  17320. */
  17321. _disposeEmitterOnDispose: boolean;
  17322. /**
  17323. * The current active Sub-systems, this property is used by the root particle system only.
  17324. */
  17325. activeSubSystems: Array<ParticleSystem>;
  17326. private _rootParticleSystem;
  17327. /**
  17328. * Gets the current list of active particles
  17329. */
  17330. readonly particles: Particle[];
  17331. /**
  17332. * Returns the string "ParticleSystem"
  17333. * @returns a string containing the class name
  17334. */
  17335. getClassName(): string;
  17336. /**
  17337. * Instantiates a particle system.
  17338. * 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.
  17339. * @param name The name of the particle system
  17340. * @param capacity The max number of particles alive at the same time
  17341. * @param scene The scene the particle system belongs to
  17342. * @param customEffect a custom effect used to change the way particles are rendered by default
  17343. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17344. * @param epsilon Offset used to render the particles
  17345. */
  17346. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17347. private _addFactorGradient;
  17348. private _removeFactorGradient;
  17349. /**
  17350. * Adds a new life time gradient
  17351. * @param gradient defines the gradient to use (between 0 and 1)
  17352. * @param factor defines the life time factor to affect to the specified gradient
  17353. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17354. * @returns the current particle system
  17355. */
  17356. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17357. /**
  17358. * Remove a specific life time gradient
  17359. * @param gradient defines the gradient to remove
  17360. * @returns the current particle system
  17361. */
  17362. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17363. /**
  17364. * Adds a new size gradient
  17365. * @param gradient defines the gradient to use (between 0 and 1)
  17366. * @param factor defines the size factor to affect to the specified gradient
  17367. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17368. * @returns the current particle system
  17369. */
  17370. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17371. /**
  17372. * Remove a specific size gradient
  17373. * @param gradient defines the gradient to remove
  17374. * @returns the current particle system
  17375. */
  17376. removeSizeGradient(gradient: number): IParticleSystem;
  17377. /**
  17378. * Adds a new color remap gradient
  17379. * @param gradient defines the gradient to use (between 0 and 1)
  17380. * @param min defines the color remap minimal range
  17381. * @param max defines the color remap maximal range
  17382. * @returns the current particle system
  17383. */
  17384. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17385. /**
  17386. * Remove a specific color remap gradient
  17387. * @param gradient defines the gradient to remove
  17388. * @returns the current particle system
  17389. */
  17390. removeColorRemapGradient(gradient: number): IParticleSystem;
  17391. /**
  17392. * Adds a new alpha remap gradient
  17393. * @param gradient defines the gradient to use (between 0 and 1)
  17394. * @param min defines the alpha remap minimal range
  17395. * @param max defines the alpha remap maximal range
  17396. * @returns the current particle system
  17397. */
  17398. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17399. /**
  17400. * Remove a specific alpha remap gradient
  17401. * @param gradient defines the gradient to remove
  17402. * @returns the current particle system
  17403. */
  17404. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17405. /**
  17406. * Adds a new angular speed gradient
  17407. * @param gradient defines the gradient to use (between 0 and 1)
  17408. * @param factor defines the angular speed to affect to the specified gradient
  17409. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17410. * @returns the current particle system
  17411. */
  17412. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17413. /**
  17414. * Remove a specific angular speed gradient
  17415. * @param gradient defines the gradient to remove
  17416. * @returns the current particle system
  17417. */
  17418. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17419. /**
  17420. * Adds a new velocity gradient
  17421. * @param gradient defines the gradient to use (between 0 and 1)
  17422. * @param factor defines the velocity to affect to the specified gradient
  17423. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17424. * @returns the current particle system
  17425. */
  17426. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17427. /**
  17428. * Remove a specific velocity gradient
  17429. * @param gradient defines the gradient to remove
  17430. * @returns the current particle system
  17431. */
  17432. removeVelocityGradient(gradient: number): IParticleSystem;
  17433. /**
  17434. * Adds a new limit velocity gradient
  17435. * @param gradient defines the gradient to use (between 0 and 1)
  17436. * @param factor defines the limit velocity value to affect to the specified gradient
  17437. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17438. * @returns the current particle system
  17439. */
  17440. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17441. /**
  17442. * Remove a specific limit velocity gradient
  17443. * @param gradient defines the gradient to remove
  17444. * @returns the current particle system
  17445. */
  17446. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17447. /**
  17448. * Adds a new drag gradient
  17449. * @param gradient defines the gradient to use (between 0 and 1)
  17450. * @param factor defines the drag value to affect to the specified gradient
  17451. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17452. * @returns the current particle system
  17453. */
  17454. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17455. /**
  17456. * Remove a specific drag gradient
  17457. * @param gradient defines the gradient to remove
  17458. * @returns the current particle system
  17459. */
  17460. removeDragGradient(gradient: number): IParticleSystem;
  17461. /**
  17462. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17463. * @param gradient defines the gradient to use (between 0 and 1)
  17464. * @param factor defines the emit rate value to affect to the specified gradient
  17465. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17466. * @returns the current particle system
  17467. */
  17468. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17469. /**
  17470. * Remove a specific emit rate gradient
  17471. * @param gradient defines the gradient to remove
  17472. * @returns the current particle system
  17473. */
  17474. removeEmitRateGradient(gradient: number): IParticleSystem;
  17475. /**
  17476. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17477. * @param gradient defines the gradient to use (between 0 and 1)
  17478. * @param factor defines the start size value to affect to the specified gradient
  17479. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17480. * @returns the current particle system
  17481. */
  17482. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17483. /**
  17484. * Remove a specific start size gradient
  17485. * @param gradient defines the gradient to remove
  17486. * @returns the current particle system
  17487. */
  17488. removeStartSizeGradient(gradient: number): IParticleSystem;
  17489. private _createRampGradientTexture;
  17490. /**
  17491. * Gets the current list of ramp gradients.
  17492. * You must use addRampGradient and removeRampGradient to udpate this list
  17493. * @returns the list of ramp gradients
  17494. */
  17495. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17496. /**
  17497. * Adds a new ramp gradient used to remap particle colors
  17498. * @param gradient defines the gradient to use (between 0 and 1)
  17499. * @param color defines the color to affect to the specified gradient
  17500. * @returns the current particle system
  17501. */
  17502. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17503. /**
  17504. * Remove a specific ramp gradient
  17505. * @param gradient defines the gradient to remove
  17506. * @returns the current particle system
  17507. */
  17508. removeRampGradient(gradient: number): ParticleSystem;
  17509. /**
  17510. * Adds a new color gradient
  17511. * @param gradient defines the gradient to use (between 0 and 1)
  17512. * @param color1 defines the color to affect to the specified gradient
  17513. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17514. * @returns this particle system
  17515. */
  17516. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17517. /**
  17518. * Remove a specific color gradient
  17519. * @param gradient defines the gradient to remove
  17520. * @returns this particle system
  17521. */
  17522. removeColorGradient(gradient: number): IParticleSystem;
  17523. private _fetchR;
  17524. protected _reset(): void;
  17525. private _resetEffect;
  17526. private _createVertexBuffers;
  17527. private _createIndexBuffer;
  17528. /**
  17529. * Gets the maximum number of particles active at the same time.
  17530. * @returns The max number of active particles.
  17531. */
  17532. getCapacity(): number;
  17533. /**
  17534. * Gets whether there are still active particles in the system.
  17535. * @returns True if it is alive, otherwise false.
  17536. */
  17537. isAlive(): boolean;
  17538. /**
  17539. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17540. * @returns True if it has been started, otherwise false.
  17541. */
  17542. isStarted(): boolean;
  17543. private _prepareSubEmitterInternalArray;
  17544. /**
  17545. * Starts the particle system and begins to emit
  17546. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17547. */
  17548. start(delay?: number): void;
  17549. /**
  17550. * Stops the particle system.
  17551. * @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.
  17552. */
  17553. stop(stopSubEmitters?: boolean): void;
  17554. /**
  17555. * Remove all active particles
  17556. */
  17557. reset(): void;
  17558. /**
  17559. * @hidden (for internal use only)
  17560. */
  17561. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17562. /**
  17563. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17564. * Its lifetime will start back at 0.
  17565. */
  17566. recycleParticle: (particle: Particle) => void;
  17567. private _stopSubEmitters;
  17568. private _createParticle;
  17569. private _removeFromRoot;
  17570. private _emitFromParticle;
  17571. private _update;
  17572. /** @hidden */
  17573. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17574. /** @hidden */
  17575. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17576. /** @hidden */
  17577. private _getEffect;
  17578. /**
  17579. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17580. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17581. */
  17582. animate(preWarmOnly?: boolean): void;
  17583. private _appendParticleVertices;
  17584. /**
  17585. * Rebuilds the particle system.
  17586. */
  17587. rebuild(): void;
  17588. /**
  17589. * Is this system ready to be used/rendered
  17590. * @return true if the system is ready
  17591. */
  17592. isReady(): boolean;
  17593. private _render;
  17594. /**
  17595. * Renders the particle system in its current state.
  17596. * @returns the current number of particles
  17597. */
  17598. render(): number;
  17599. /**
  17600. * Disposes the particle system and free the associated resources
  17601. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17602. */
  17603. dispose(disposeTexture?: boolean): void;
  17604. /**
  17605. * Clones the particle system.
  17606. * @param name The name of the cloned object
  17607. * @param newEmitter The new emitter to use
  17608. * @returns the cloned particle system
  17609. */
  17610. clone(name: string, newEmitter: any): ParticleSystem;
  17611. /**
  17612. * Serializes the particle system to a JSON object.
  17613. * @returns the JSON object
  17614. */
  17615. serialize(): any;
  17616. /** @hidden */
  17617. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17618. /** @hidden */
  17619. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17620. /**
  17621. * Parses a JSON object to create a particle system.
  17622. * @param parsedParticleSystem The JSON object to parse
  17623. * @param scene The scene to create the particle system in
  17624. * @param rootUrl The root url to use to load external dependencies like texture
  17625. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17626. * @returns the Parsed particle system
  17627. */
  17628. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17629. }
  17630. }
  17631. declare module "babylonjs/Particles/particle" {
  17632. import { Nullable } from "babylonjs/types";
  17633. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17634. import { Color4 } from "babylonjs/Maths/math.color";
  17635. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17636. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17637. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17638. /**
  17639. * A particle represents one of the element emitted by a particle system.
  17640. * This is mainly define by its coordinates, direction, velocity and age.
  17641. */
  17642. export class Particle {
  17643. /**
  17644. * The particle system the particle belongs to.
  17645. */
  17646. particleSystem: ParticleSystem;
  17647. private static _Count;
  17648. /**
  17649. * Unique ID of the particle
  17650. */
  17651. id: number;
  17652. /**
  17653. * The world position of the particle in the scene.
  17654. */
  17655. position: Vector3;
  17656. /**
  17657. * The world direction of the particle in the scene.
  17658. */
  17659. direction: Vector3;
  17660. /**
  17661. * The color of the particle.
  17662. */
  17663. color: Color4;
  17664. /**
  17665. * The color change of the particle per step.
  17666. */
  17667. colorStep: Color4;
  17668. /**
  17669. * Defines how long will the life of the particle be.
  17670. */
  17671. lifeTime: number;
  17672. /**
  17673. * The current age of the particle.
  17674. */
  17675. age: number;
  17676. /**
  17677. * The current size of the particle.
  17678. */
  17679. size: number;
  17680. /**
  17681. * The current scale of the particle.
  17682. */
  17683. scale: Vector2;
  17684. /**
  17685. * The current angle of the particle.
  17686. */
  17687. angle: number;
  17688. /**
  17689. * Defines how fast is the angle changing.
  17690. */
  17691. angularSpeed: number;
  17692. /**
  17693. * Defines the cell index used by the particle to be rendered from a sprite.
  17694. */
  17695. cellIndex: number;
  17696. /**
  17697. * The information required to support color remapping
  17698. */
  17699. remapData: Vector4;
  17700. /** @hidden */
  17701. _randomCellOffset?: number;
  17702. /** @hidden */
  17703. _initialDirection: Nullable<Vector3>;
  17704. /** @hidden */
  17705. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17706. /** @hidden */
  17707. _initialStartSpriteCellID: number;
  17708. /** @hidden */
  17709. _initialEndSpriteCellID: number;
  17710. /** @hidden */
  17711. _currentColorGradient: Nullable<ColorGradient>;
  17712. /** @hidden */
  17713. _currentColor1: Color4;
  17714. /** @hidden */
  17715. _currentColor2: Color4;
  17716. /** @hidden */
  17717. _currentSizeGradient: Nullable<FactorGradient>;
  17718. /** @hidden */
  17719. _currentSize1: number;
  17720. /** @hidden */
  17721. _currentSize2: number;
  17722. /** @hidden */
  17723. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17724. /** @hidden */
  17725. _currentAngularSpeed1: number;
  17726. /** @hidden */
  17727. _currentAngularSpeed2: number;
  17728. /** @hidden */
  17729. _currentVelocityGradient: Nullable<FactorGradient>;
  17730. /** @hidden */
  17731. _currentVelocity1: number;
  17732. /** @hidden */
  17733. _currentVelocity2: number;
  17734. /** @hidden */
  17735. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentLimitVelocity1: number;
  17738. /** @hidden */
  17739. _currentLimitVelocity2: number;
  17740. /** @hidden */
  17741. _currentDragGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentDrag1: number;
  17744. /** @hidden */
  17745. _currentDrag2: number;
  17746. /** @hidden */
  17747. _randomNoiseCoordinates1: Vector3;
  17748. /** @hidden */
  17749. _randomNoiseCoordinates2: Vector3;
  17750. /**
  17751. * Creates a new instance Particle
  17752. * @param particleSystem the particle system the particle belongs to
  17753. */
  17754. constructor(
  17755. /**
  17756. * The particle system the particle belongs to.
  17757. */
  17758. particleSystem: ParticleSystem);
  17759. private updateCellInfoFromSystem;
  17760. /**
  17761. * Defines how the sprite cell index is updated for the particle
  17762. */
  17763. updateCellIndex(): void;
  17764. /** @hidden */
  17765. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17766. /** @hidden */
  17767. _inheritParticleInfoToSubEmitters(): void;
  17768. /** @hidden */
  17769. _reset(): void;
  17770. /**
  17771. * Copy the properties of particle to another one.
  17772. * @param other the particle to copy the information to.
  17773. */
  17774. copyTo(other: Particle): void;
  17775. }
  17776. }
  17777. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17778. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17779. import { Effect } from "babylonjs/Materials/effect";
  17780. import { Particle } from "babylonjs/Particles/particle";
  17781. /**
  17782. * Particle emitter represents a volume emitting particles.
  17783. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17784. */
  17785. export interface IParticleEmitterType {
  17786. /**
  17787. * Called by the particle System when the direction is computed for the created particle.
  17788. * @param worldMatrix is the world matrix of the particle system
  17789. * @param directionToUpdate is the direction vector to update with the result
  17790. * @param particle is the particle we are computed the direction for
  17791. */
  17792. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17793. /**
  17794. * Called by the particle System when the position is computed for the created particle.
  17795. * @param worldMatrix is the world matrix of the particle system
  17796. * @param positionToUpdate is the position vector to update with the result
  17797. * @param particle is the particle we are computed the position for
  17798. */
  17799. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17800. /**
  17801. * Clones the current emitter and returns a copy of it
  17802. * @returns the new emitter
  17803. */
  17804. clone(): IParticleEmitterType;
  17805. /**
  17806. * Called by the GPUParticleSystem to setup the update shader
  17807. * @param effect defines the update shader
  17808. */
  17809. applyToShader(effect: Effect): void;
  17810. /**
  17811. * Returns a string to use to update the GPU particles update shader
  17812. * @returns the effect defines string
  17813. */
  17814. getEffectDefines(): string;
  17815. /**
  17816. * Returns a string representing the class name
  17817. * @returns a string containing the class name
  17818. */
  17819. getClassName(): string;
  17820. /**
  17821. * Serializes the particle system to a JSON object.
  17822. * @returns the JSON object
  17823. */
  17824. serialize(): any;
  17825. /**
  17826. * Parse properties from a JSON object
  17827. * @param serializationObject defines the JSON object
  17828. */
  17829. parse(serializationObject: any): void;
  17830. }
  17831. }
  17832. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17833. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17834. import { Effect } from "babylonjs/Materials/effect";
  17835. import { Particle } from "babylonjs/Particles/particle";
  17836. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17837. /**
  17838. * Particle emitter emitting particles from the inside of a box.
  17839. * It emits the particles randomly between 2 given directions.
  17840. */
  17841. export class BoxParticleEmitter implements IParticleEmitterType {
  17842. /**
  17843. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17844. */
  17845. direction1: Vector3;
  17846. /**
  17847. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17848. */
  17849. direction2: Vector3;
  17850. /**
  17851. * 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.
  17852. */
  17853. minEmitBox: Vector3;
  17854. /**
  17855. * 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.
  17856. */
  17857. maxEmitBox: Vector3;
  17858. /**
  17859. * Creates a new instance BoxParticleEmitter
  17860. */
  17861. constructor();
  17862. /**
  17863. * Called by the particle System when the direction is computed for the created particle.
  17864. * @param worldMatrix is the world matrix of the particle system
  17865. * @param directionToUpdate is the direction vector to update with the result
  17866. * @param particle is the particle we are computed the direction for
  17867. */
  17868. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17869. /**
  17870. * Called by the particle System when the position is computed for the created particle.
  17871. * @param worldMatrix is the world matrix of the particle system
  17872. * @param positionToUpdate is the position vector to update with the result
  17873. * @param particle is the particle we are computed the position for
  17874. */
  17875. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17876. /**
  17877. * Clones the current emitter and returns a copy of it
  17878. * @returns the new emitter
  17879. */
  17880. clone(): BoxParticleEmitter;
  17881. /**
  17882. * Called by the GPUParticleSystem to setup the update shader
  17883. * @param effect defines the update shader
  17884. */
  17885. applyToShader(effect: Effect): void;
  17886. /**
  17887. * Returns a string to use to update the GPU particles update shader
  17888. * @returns a string containng the defines string
  17889. */
  17890. getEffectDefines(): string;
  17891. /**
  17892. * Returns the string "BoxParticleEmitter"
  17893. * @returns a string containing the class name
  17894. */
  17895. getClassName(): string;
  17896. /**
  17897. * Serializes the particle system to a JSON object.
  17898. * @returns the JSON object
  17899. */
  17900. serialize(): any;
  17901. /**
  17902. * Parse properties from a JSON object
  17903. * @param serializationObject defines the JSON object
  17904. */
  17905. parse(serializationObject: any): void;
  17906. }
  17907. }
  17908. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17909. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17910. import { Effect } from "babylonjs/Materials/effect";
  17911. import { Particle } from "babylonjs/Particles/particle";
  17912. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17913. /**
  17914. * Particle emitter emitting particles from the inside of a cone.
  17915. * It emits the particles alongside the cone volume from the base to the particle.
  17916. * The emission direction might be randomized.
  17917. */
  17918. export class ConeParticleEmitter implements IParticleEmitterType {
  17919. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17920. directionRandomizer: number;
  17921. private _radius;
  17922. private _angle;
  17923. private _height;
  17924. /**
  17925. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17926. */
  17927. radiusRange: number;
  17928. /**
  17929. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17930. */
  17931. heightRange: number;
  17932. /**
  17933. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17934. */
  17935. emitFromSpawnPointOnly: boolean;
  17936. /**
  17937. * Gets or sets the radius of the emission cone
  17938. */
  17939. radius: number;
  17940. /**
  17941. * Gets or sets the angle of the emission cone
  17942. */
  17943. angle: number;
  17944. private _buildHeight;
  17945. /**
  17946. * Creates a new instance ConeParticleEmitter
  17947. * @param radius the radius of the emission cone (1 by default)
  17948. * @param angle the cone base angle (PI by default)
  17949. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17950. */
  17951. constructor(radius?: number, angle?: number,
  17952. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17953. directionRandomizer?: number);
  17954. /**
  17955. * Called by the particle System when the direction is computed for the created particle.
  17956. * @param worldMatrix is the world matrix of the particle system
  17957. * @param directionToUpdate is the direction vector to update with the result
  17958. * @param particle is the particle we are computed the direction for
  17959. */
  17960. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17961. /**
  17962. * Called by the particle System when the position is computed for the created particle.
  17963. * @param worldMatrix is the world matrix of the particle system
  17964. * @param positionToUpdate is the position vector to update with the result
  17965. * @param particle is the particle we are computed the position for
  17966. */
  17967. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17968. /**
  17969. * Clones the current emitter and returns a copy of it
  17970. * @returns the new emitter
  17971. */
  17972. clone(): ConeParticleEmitter;
  17973. /**
  17974. * Called by the GPUParticleSystem to setup the update shader
  17975. * @param effect defines the update shader
  17976. */
  17977. applyToShader(effect: Effect): void;
  17978. /**
  17979. * Returns a string to use to update the GPU particles update shader
  17980. * @returns a string containng the defines string
  17981. */
  17982. getEffectDefines(): string;
  17983. /**
  17984. * Returns the string "ConeParticleEmitter"
  17985. * @returns a string containing the class name
  17986. */
  17987. getClassName(): string;
  17988. /**
  17989. * Serializes the particle system to a JSON object.
  17990. * @returns the JSON object
  17991. */
  17992. serialize(): any;
  17993. /**
  17994. * Parse properties from a JSON object
  17995. * @param serializationObject defines the JSON object
  17996. */
  17997. parse(serializationObject: any): void;
  17998. }
  17999. }
  18000. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18001. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18002. import { Effect } from "babylonjs/Materials/effect";
  18003. import { Particle } from "babylonjs/Particles/particle";
  18004. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18005. /**
  18006. * Particle emitter emitting particles from the inside of a cylinder.
  18007. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18008. */
  18009. export class CylinderParticleEmitter implements IParticleEmitterType {
  18010. /**
  18011. * The radius of the emission cylinder.
  18012. */
  18013. radius: number;
  18014. /**
  18015. * The height of the emission cylinder.
  18016. */
  18017. height: number;
  18018. /**
  18019. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18020. */
  18021. radiusRange: number;
  18022. /**
  18023. * How much to randomize the particle direction [0-1].
  18024. */
  18025. directionRandomizer: number;
  18026. /**
  18027. * Creates a new instance CylinderParticleEmitter
  18028. * @param radius the radius of the emission cylinder (1 by default)
  18029. * @param height the height of the emission cylinder (1 by default)
  18030. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18031. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18032. */
  18033. constructor(
  18034. /**
  18035. * The radius of the emission cylinder.
  18036. */
  18037. radius?: number,
  18038. /**
  18039. * The height of the emission cylinder.
  18040. */
  18041. height?: number,
  18042. /**
  18043. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18044. */
  18045. radiusRange?: number,
  18046. /**
  18047. * How much to randomize the particle direction [0-1].
  18048. */
  18049. directionRandomizer?: number);
  18050. /**
  18051. * Called by the particle System when the direction is computed for the created particle.
  18052. * @param worldMatrix is the world matrix of the particle system
  18053. * @param directionToUpdate is the direction vector to update with the result
  18054. * @param particle is the particle we are computed the direction for
  18055. */
  18056. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18057. /**
  18058. * Called by the particle System when the position is computed for the created particle.
  18059. * @param worldMatrix is the world matrix of the particle system
  18060. * @param positionToUpdate is the position vector to update with the result
  18061. * @param particle is the particle we are computed the position for
  18062. */
  18063. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18064. /**
  18065. * Clones the current emitter and returns a copy of it
  18066. * @returns the new emitter
  18067. */
  18068. clone(): CylinderParticleEmitter;
  18069. /**
  18070. * Called by the GPUParticleSystem to setup the update shader
  18071. * @param effect defines the update shader
  18072. */
  18073. applyToShader(effect: Effect): void;
  18074. /**
  18075. * Returns a string to use to update the GPU particles update shader
  18076. * @returns a string containng the defines string
  18077. */
  18078. getEffectDefines(): string;
  18079. /**
  18080. * Returns the string "CylinderParticleEmitter"
  18081. * @returns a string containing the class name
  18082. */
  18083. getClassName(): string;
  18084. /**
  18085. * Serializes the particle system to a JSON object.
  18086. * @returns the JSON object
  18087. */
  18088. serialize(): any;
  18089. /**
  18090. * Parse properties from a JSON object
  18091. * @param serializationObject defines the JSON object
  18092. */
  18093. parse(serializationObject: any): void;
  18094. }
  18095. /**
  18096. * Particle emitter emitting particles from the inside of a cylinder.
  18097. * It emits the particles randomly between two vectors.
  18098. */
  18099. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18100. /**
  18101. * The min limit of the emission direction.
  18102. */
  18103. direction1: Vector3;
  18104. /**
  18105. * The max limit of the emission direction.
  18106. */
  18107. direction2: Vector3;
  18108. /**
  18109. * Creates a new instance CylinderDirectedParticleEmitter
  18110. * @param radius the radius of the emission cylinder (1 by default)
  18111. * @param height the height of the emission cylinder (1 by default)
  18112. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18113. * @param direction1 the min limit of the emission direction (up vector by default)
  18114. * @param direction2 the max limit of the emission direction (up vector by default)
  18115. */
  18116. constructor(radius?: number, height?: number, radiusRange?: number,
  18117. /**
  18118. * The min limit of the emission direction.
  18119. */
  18120. direction1?: Vector3,
  18121. /**
  18122. * The max limit of the emission direction.
  18123. */
  18124. direction2?: Vector3);
  18125. /**
  18126. * Called by the particle System when the direction is computed for the created particle.
  18127. * @param worldMatrix is the world matrix of the particle system
  18128. * @param directionToUpdate is the direction vector to update with the result
  18129. * @param particle is the particle we are computed the direction for
  18130. */
  18131. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18132. /**
  18133. * Clones the current emitter and returns a copy of it
  18134. * @returns the new emitter
  18135. */
  18136. clone(): CylinderDirectedParticleEmitter;
  18137. /**
  18138. * Called by the GPUParticleSystem to setup the update shader
  18139. * @param effect defines the update shader
  18140. */
  18141. applyToShader(effect: Effect): void;
  18142. /**
  18143. * Returns a string to use to update the GPU particles update shader
  18144. * @returns a string containng the defines string
  18145. */
  18146. getEffectDefines(): string;
  18147. /**
  18148. * Returns the string "CylinderDirectedParticleEmitter"
  18149. * @returns a string containing the class name
  18150. */
  18151. getClassName(): string;
  18152. /**
  18153. * Serializes the particle system to a JSON object.
  18154. * @returns the JSON object
  18155. */
  18156. serialize(): any;
  18157. /**
  18158. * Parse properties from a JSON object
  18159. * @param serializationObject defines the JSON object
  18160. */
  18161. parse(serializationObject: any): void;
  18162. }
  18163. }
  18164. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18165. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18166. import { Effect } from "babylonjs/Materials/effect";
  18167. import { Particle } from "babylonjs/Particles/particle";
  18168. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18169. /**
  18170. * Particle emitter emitting particles from the inside of a hemisphere.
  18171. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18172. */
  18173. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18174. /**
  18175. * The radius of the emission hemisphere.
  18176. */
  18177. radius: number;
  18178. /**
  18179. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18180. */
  18181. radiusRange: number;
  18182. /**
  18183. * How much to randomize the particle direction [0-1].
  18184. */
  18185. directionRandomizer: number;
  18186. /**
  18187. * Creates a new instance HemisphericParticleEmitter
  18188. * @param radius the radius of the emission hemisphere (1 by default)
  18189. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18190. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18191. */
  18192. constructor(
  18193. /**
  18194. * The radius of the emission hemisphere.
  18195. */
  18196. radius?: number,
  18197. /**
  18198. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18199. */
  18200. radiusRange?: number,
  18201. /**
  18202. * How much to randomize the particle direction [0-1].
  18203. */
  18204. directionRandomizer?: number);
  18205. /**
  18206. * Called by the particle System when the direction is computed for the created particle.
  18207. * @param worldMatrix is the world matrix of the particle system
  18208. * @param directionToUpdate is the direction vector to update with the result
  18209. * @param particle is the particle we are computed the direction for
  18210. */
  18211. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18212. /**
  18213. * Called by the particle System when the position is computed for the created particle.
  18214. * @param worldMatrix is the world matrix of the particle system
  18215. * @param positionToUpdate is the position vector to update with the result
  18216. * @param particle is the particle we are computed the position for
  18217. */
  18218. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18219. /**
  18220. * Clones the current emitter and returns a copy of it
  18221. * @returns the new emitter
  18222. */
  18223. clone(): HemisphericParticleEmitter;
  18224. /**
  18225. * Called by the GPUParticleSystem to setup the update shader
  18226. * @param effect defines the update shader
  18227. */
  18228. applyToShader(effect: Effect): void;
  18229. /**
  18230. * Returns a string to use to update the GPU particles update shader
  18231. * @returns a string containng the defines string
  18232. */
  18233. getEffectDefines(): string;
  18234. /**
  18235. * Returns the string "HemisphericParticleEmitter"
  18236. * @returns a string containing the class name
  18237. */
  18238. getClassName(): string;
  18239. /**
  18240. * Serializes the particle system to a JSON object.
  18241. * @returns the JSON object
  18242. */
  18243. serialize(): any;
  18244. /**
  18245. * Parse properties from a JSON object
  18246. * @param serializationObject defines the JSON object
  18247. */
  18248. parse(serializationObject: any): void;
  18249. }
  18250. }
  18251. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18252. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18253. import { Effect } from "babylonjs/Materials/effect";
  18254. import { Particle } from "babylonjs/Particles/particle";
  18255. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18256. /**
  18257. * Particle emitter emitting particles from a point.
  18258. * It emits the particles randomly between 2 given directions.
  18259. */
  18260. export class PointParticleEmitter implements IParticleEmitterType {
  18261. /**
  18262. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18263. */
  18264. direction1: Vector3;
  18265. /**
  18266. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18267. */
  18268. direction2: Vector3;
  18269. /**
  18270. * Creates a new instance PointParticleEmitter
  18271. */
  18272. constructor();
  18273. /**
  18274. * Called by the particle System when the direction is computed for the created particle.
  18275. * @param worldMatrix is the world matrix of the particle system
  18276. * @param directionToUpdate is the direction vector to update with the result
  18277. * @param particle is the particle we are computed the direction for
  18278. */
  18279. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18280. /**
  18281. * Called by the particle System when the position is computed for the created particle.
  18282. * @param worldMatrix is the world matrix of the particle system
  18283. * @param positionToUpdate is the position vector to update with the result
  18284. * @param particle is the particle we are computed the position for
  18285. */
  18286. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18287. /**
  18288. * Clones the current emitter and returns a copy of it
  18289. * @returns the new emitter
  18290. */
  18291. clone(): PointParticleEmitter;
  18292. /**
  18293. * Called by the GPUParticleSystem to setup the update shader
  18294. * @param effect defines the update shader
  18295. */
  18296. applyToShader(effect: Effect): void;
  18297. /**
  18298. * Returns a string to use to update the GPU particles update shader
  18299. * @returns a string containng the defines string
  18300. */
  18301. getEffectDefines(): string;
  18302. /**
  18303. * Returns the string "PointParticleEmitter"
  18304. * @returns a string containing the class name
  18305. */
  18306. getClassName(): string;
  18307. /**
  18308. * Serializes the particle system to a JSON object.
  18309. * @returns the JSON object
  18310. */
  18311. serialize(): any;
  18312. /**
  18313. * Parse properties from a JSON object
  18314. * @param serializationObject defines the JSON object
  18315. */
  18316. parse(serializationObject: any): void;
  18317. }
  18318. }
  18319. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18320. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18321. import { Effect } from "babylonjs/Materials/effect";
  18322. import { Particle } from "babylonjs/Particles/particle";
  18323. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18324. /**
  18325. * Particle emitter emitting particles from the inside of a sphere.
  18326. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18327. */
  18328. export class SphereParticleEmitter implements IParticleEmitterType {
  18329. /**
  18330. * The radius of the emission sphere.
  18331. */
  18332. radius: number;
  18333. /**
  18334. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18335. */
  18336. radiusRange: number;
  18337. /**
  18338. * How much to randomize the particle direction [0-1].
  18339. */
  18340. directionRandomizer: number;
  18341. /**
  18342. * Creates a new instance SphereParticleEmitter
  18343. * @param radius the radius of the emission sphere (1 by default)
  18344. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18345. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18346. */
  18347. constructor(
  18348. /**
  18349. * The radius of the emission sphere.
  18350. */
  18351. radius?: number,
  18352. /**
  18353. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18354. */
  18355. radiusRange?: number,
  18356. /**
  18357. * How much to randomize the particle direction [0-1].
  18358. */
  18359. directionRandomizer?: number);
  18360. /**
  18361. * Called by the particle System when the direction is computed for the created particle.
  18362. * @param worldMatrix is the world matrix of the particle system
  18363. * @param directionToUpdate is the direction vector to update with the result
  18364. * @param particle is the particle we are computed the direction for
  18365. */
  18366. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18367. /**
  18368. * Called by the particle System when the position is computed for the created particle.
  18369. * @param worldMatrix is the world matrix of the particle system
  18370. * @param positionToUpdate is the position vector to update with the result
  18371. * @param particle is the particle we are computed the position for
  18372. */
  18373. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18374. /**
  18375. * Clones the current emitter and returns a copy of it
  18376. * @returns the new emitter
  18377. */
  18378. clone(): SphereParticleEmitter;
  18379. /**
  18380. * Called by the GPUParticleSystem to setup the update shader
  18381. * @param effect defines the update shader
  18382. */
  18383. applyToShader(effect: Effect): void;
  18384. /**
  18385. * Returns a string to use to update the GPU particles update shader
  18386. * @returns a string containng the defines string
  18387. */
  18388. getEffectDefines(): string;
  18389. /**
  18390. * Returns the string "SphereParticleEmitter"
  18391. * @returns a string containing the class name
  18392. */
  18393. getClassName(): string;
  18394. /**
  18395. * Serializes the particle system to a JSON object.
  18396. * @returns the JSON object
  18397. */
  18398. serialize(): any;
  18399. /**
  18400. * Parse properties from a JSON object
  18401. * @param serializationObject defines the JSON object
  18402. */
  18403. parse(serializationObject: any): void;
  18404. }
  18405. /**
  18406. * Particle emitter emitting particles from the inside of a sphere.
  18407. * It emits the particles randomly between two vectors.
  18408. */
  18409. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18410. /**
  18411. * The min limit of the emission direction.
  18412. */
  18413. direction1: Vector3;
  18414. /**
  18415. * The max limit of the emission direction.
  18416. */
  18417. direction2: Vector3;
  18418. /**
  18419. * Creates a new instance SphereDirectedParticleEmitter
  18420. * @param radius the radius of the emission sphere (1 by default)
  18421. * @param direction1 the min limit of the emission direction (up vector by default)
  18422. * @param direction2 the max limit of the emission direction (up vector by default)
  18423. */
  18424. constructor(radius?: number,
  18425. /**
  18426. * The min limit of the emission direction.
  18427. */
  18428. direction1?: Vector3,
  18429. /**
  18430. * The max limit of the emission direction.
  18431. */
  18432. direction2?: Vector3);
  18433. /**
  18434. * Called by the particle System when the direction is computed for the created particle.
  18435. * @param worldMatrix is the world matrix of the particle system
  18436. * @param directionToUpdate is the direction vector to update with the result
  18437. * @param particle is the particle we are computed the direction for
  18438. */
  18439. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18440. /**
  18441. * Clones the current emitter and returns a copy of it
  18442. * @returns the new emitter
  18443. */
  18444. clone(): SphereDirectedParticleEmitter;
  18445. /**
  18446. * Called by the GPUParticleSystem to setup the update shader
  18447. * @param effect defines the update shader
  18448. */
  18449. applyToShader(effect: Effect): void;
  18450. /**
  18451. * Returns a string to use to update the GPU particles update shader
  18452. * @returns a string containng the defines string
  18453. */
  18454. getEffectDefines(): string;
  18455. /**
  18456. * Returns the string "SphereDirectedParticleEmitter"
  18457. * @returns a string containing the class name
  18458. */
  18459. getClassName(): string;
  18460. /**
  18461. * Serializes the particle system to a JSON object.
  18462. * @returns the JSON object
  18463. */
  18464. serialize(): any;
  18465. /**
  18466. * Parse properties from a JSON object
  18467. * @param serializationObject defines the JSON object
  18468. */
  18469. parse(serializationObject: any): void;
  18470. }
  18471. }
  18472. declare module "babylonjs/Particles/EmitterTypes/index" {
  18473. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18474. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18475. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18476. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18477. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18478. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18479. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18480. }
  18481. declare module "babylonjs/Particles/IParticleSystem" {
  18482. import { Nullable } from "babylonjs/types";
  18483. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18484. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18485. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18486. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18487. import { Texture } from "babylonjs/Materials/Textures/texture";
  18488. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18489. import { Scene } from "babylonjs/scene";
  18490. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18491. import { Animation } from "babylonjs/Animations/animation";
  18492. /**
  18493. * Interface representing a particle system in Babylon.js.
  18494. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18495. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18496. */
  18497. export interface IParticleSystem {
  18498. /**
  18499. * List of animations used by the particle system.
  18500. */
  18501. animations: Animation[];
  18502. /**
  18503. * The id of the Particle system.
  18504. */
  18505. id: string;
  18506. /**
  18507. * The name of the Particle system.
  18508. */
  18509. name: string;
  18510. /**
  18511. * The emitter represents the Mesh or position we are attaching the particle system to.
  18512. */
  18513. emitter: Nullable<AbstractMesh | Vector3>;
  18514. /**
  18515. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18516. */
  18517. isBillboardBased: boolean;
  18518. /**
  18519. * The rendering group used by the Particle system to chose when to render.
  18520. */
  18521. renderingGroupId: number;
  18522. /**
  18523. * The layer mask we are rendering the particles through.
  18524. */
  18525. layerMask: number;
  18526. /**
  18527. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18528. */
  18529. updateSpeed: number;
  18530. /**
  18531. * The amount of time the particle system is running (depends of the overall update speed).
  18532. */
  18533. targetStopDuration: number;
  18534. /**
  18535. * The texture used to render each particle. (this can be a spritesheet)
  18536. */
  18537. particleTexture: Nullable<Texture>;
  18538. /**
  18539. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18540. */
  18541. blendMode: number;
  18542. /**
  18543. * Minimum life time of emitting particles.
  18544. */
  18545. minLifeTime: number;
  18546. /**
  18547. * Maximum life time of emitting particles.
  18548. */
  18549. maxLifeTime: number;
  18550. /**
  18551. * Minimum Size of emitting particles.
  18552. */
  18553. minSize: number;
  18554. /**
  18555. * Maximum Size of emitting particles.
  18556. */
  18557. maxSize: number;
  18558. /**
  18559. * Minimum scale of emitting particles on X axis.
  18560. */
  18561. minScaleX: number;
  18562. /**
  18563. * Maximum scale of emitting particles on X axis.
  18564. */
  18565. maxScaleX: number;
  18566. /**
  18567. * Minimum scale of emitting particles on Y axis.
  18568. */
  18569. minScaleY: number;
  18570. /**
  18571. * Maximum scale of emitting particles on Y axis.
  18572. */
  18573. maxScaleY: number;
  18574. /**
  18575. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18576. */
  18577. color1: Color4;
  18578. /**
  18579. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18580. */
  18581. color2: Color4;
  18582. /**
  18583. * Color the particle will have at the end of its lifetime.
  18584. */
  18585. colorDead: Color4;
  18586. /**
  18587. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18588. */
  18589. emitRate: number;
  18590. /**
  18591. * You can use gravity if you want to give an orientation to your particles.
  18592. */
  18593. gravity: Vector3;
  18594. /**
  18595. * Minimum power of emitting particles.
  18596. */
  18597. minEmitPower: number;
  18598. /**
  18599. * Maximum power of emitting particles.
  18600. */
  18601. maxEmitPower: number;
  18602. /**
  18603. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18604. */
  18605. minAngularSpeed: number;
  18606. /**
  18607. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18608. */
  18609. maxAngularSpeed: number;
  18610. /**
  18611. * Gets or sets the minimal initial rotation in radians.
  18612. */
  18613. minInitialRotation: number;
  18614. /**
  18615. * Gets or sets the maximal initial rotation in radians.
  18616. */
  18617. maxInitialRotation: number;
  18618. /**
  18619. * The particle emitter type defines the emitter used by the particle system.
  18620. * It can be for example box, sphere, or cone...
  18621. */
  18622. particleEmitterType: Nullable<IParticleEmitterType>;
  18623. /**
  18624. * Defines the delay in milliseconds before starting the system (0 by default)
  18625. */
  18626. startDelay: number;
  18627. /**
  18628. * 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
  18629. */
  18630. preWarmCycles: number;
  18631. /**
  18632. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18633. */
  18634. preWarmStepOffset: number;
  18635. /**
  18636. * 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)
  18637. */
  18638. spriteCellChangeSpeed: number;
  18639. /**
  18640. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18641. */
  18642. startSpriteCellID: number;
  18643. /**
  18644. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18645. */
  18646. endSpriteCellID: number;
  18647. /**
  18648. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18649. */
  18650. spriteCellWidth: number;
  18651. /**
  18652. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18653. */
  18654. spriteCellHeight: number;
  18655. /**
  18656. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18657. */
  18658. spriteRandomStartCell: boolean;
  18659. /**
  18660. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18661. */
  18662. isAnimationSheetEnabled: boolean;
  18663. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18664. translationPivot: Vector2;
  18665. /**
  18666. * Gets or sets a texture used to add random noise to particle positions
  18667. */
  18668. noiseTexture: Nullable<BaseTexture>;
  18669. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18670. noiseStrength: Vector3;
  18671. /**
  18672. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18673. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18674. */
  18675. billboardMode: number;
  18676. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18677. limitVelocityDamping: number;
  18678. /**
  18679. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18680. */
  18681. beginAnimationOnStart: boolean;
  18682. /**
  18683. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18684. */
  18685. beginAnimationFrom: number;
  18686. /**
  18687. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18688. */
  18689. beginAnimationTo: number;
  18690. /**
  18691. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18692. */
  18693. beginAnimationLoop: boolean;
  18694. /**
  18695. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18696. */
  18697. disposeOnStop: boolean;
  18698. /**
  18699. * Gets the maximum number of particles active at the same time.
  18700. * @returns The max number of active particles.
  18701. */
  18702. getCapacity(): number;
  18703. /**
  18704. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18705. * @returns True if it has been started, otherwise false.
  18706. */
  18707. isStarted(): boolean;
  18708. /**
  18709. * Animates the particle system for this frame.
  18710. */
  18711. animate(): void;
  18712. /**
  18713. * Renders the particle system in its current state.
  18714. * @returns the current number of particles
  18715. */
  18716. render(): number;
  18717. /**
  18718. * Dispose the particle system and frees its associated resources.
  18719. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18720. */
  18721. dispose(disposeTexture?: boolean): void;
  18722. /**
  18723. * Clones the particle system.
  18724. * @param name The name of the cloned object
  18725. * @param newEmitter The new emitter to use
  18726. * @returns the cloned particle system
  18727. */
  18728. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18729. /**
  18730. * Serializes the particle system to a JSON object.
  18731. * @returns the JSON object
  18732. */
  18733. serialize(): any;
  18734. /**
  18735. * Rebuild the particle system
  18736. */
  18737. rebuild(): void;
  18738. /**
  18739. * Starts the particle system and begins to emit
  18740. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18741. */
  18742. start(delay?: number): void;
  18743. /**
  18744. * Stops the particle system.
  18745. */
  18746. stop(): void;
  18747. /**
  18748. * Remove all active particles
  18749. */
  18750. reset(): void;
  18751. /**
  18752. * Is this system ready to be used/rendered
  18753. * @return true if the system is ready
  18754. */
  18755. isReady(): boolean;
  18756. /**
  18757. * Adds a new color gradient
  18758. * @param gradient defines the gradient to use (between 0 and 1)
  18759. * @param color1 defines the color to affect to the specified gradient
  18760. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18761. * @returns the current particle system
  18762. */
  18763. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18764. /**
  18765. * Remove a specific color gradient
  18766. * @param gradient defines the gradient to remove
  18767. * @returns the current particle system
  18768. */
  18769. removeColorGradient(gradient: number): IParticleSystem;
  18770. /**
  18771. * Adds a new size gradient
  18772. * @param gradient defines the gradient to use (between 0 and 1)
  18773. * @param factor defines the size factor to affect to the specified gradient
  18774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18775. * @returns the current particle system
  18776. */
  18777. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18778. /**
  18779. * Remove a specific size gradient
  18780. * @param gradient defines the gradient to remove
  18781. * @returns the current particle system
  18782. */
  18783. removeSizeGradient(gradient: number): IParticleSystem;
  18784. /**
  18785. * Gets the current list of color gradients.
  18786. * You must use addColorGradient and removeColorGradient to udpate this list
  18787. * @returns the list of color gradients
  18788. */
  18789. getColorGradients(): Nullable<Array<ColorGradient>>;
  18790. /**
  18791. * Gets the current list of size gradients.
  18792. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18793. * @returns the list of size gradients
  18794. */
  18795. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18796. /**
  18797. * Gets the current list of angular speed gradients.
  18798. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18799. * @returns the list of angular speed gradients
  18800. */
  18801. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18802. /**
  18803. * Adds a new angular speed gradient
  18804. * @param gradient defines the gradient to use (between 0 and 1)
  18805. * @param factor defines the angular speed to affect to the specified gradient
  18806. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18807. * @returns the current particle system
  18808. */
  18809. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18810. /**
  18811. * Remove a specific angular speed gradient
  18812. * @param gradient defines the gradient to remove
  18813. * @returns the current particle system
  18814. */
  18815. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18816. /**
  18817. * Gets the current list of velocity gradients.
  18818. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18819. * @returns the list of velocity gradients
  18820. */
  18821. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18822. /**
  18823. * Adds a new velocity gradient
  18824. * @param gradient defines the gradient to use (between 0 and 1)
  18825. * @param factor defines the velocity to affect to the specified gradient
  18826. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18827. * @returns the current particle system
  18828. */
  18829. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18830. /**
  18831. * Remove a specific velocity gradient
  18832. * @param gradient defines the gradient to remove
  18833. * @returns the current particle system
  18834. */
  18835. removeVelocityGradient(gradient: number): IParticleSystem;
  18836. /**
  18837. * Gets the current list of limit velocity gradients.
  18838. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18839. * @returns the list of limit velocity gradients
  18840. */
  18841. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18842. /**
  18843. * Adds a new limit velocity gradient
  18844. * @param gradient defines the gradient to use (between 0 and 1)
  18845. * @param factor defines the limit velocity to affect to the specified gradient
  18846. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18847. * @returns the current particle system
  18848. */
  18849. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18850. /**
  18851. * Remove a specific limit velocity gradient
  18852. * @param gradient defines the gradient to remove
  18853. * @returns the current particle system
  18854. */
  18855. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18856. /**
  18857. * Adds a new drag gradient
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the drag to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific drag gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeDragGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of drag gradients.
  18872. * You must use addDragGradient and removeDragGradient to udpate this list
  18873. * @returns the list of drag gradients
  18874. */
  18875. getDragGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18878. * @param gradient defines the gradient to use (between 0 and 1)
  18879. * @param factor defines the emit rate to affect to the specified gradient
  18880. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18881. * @returns the current particle system
  18882. */
  18883. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18884. /**
  18885. * Remove a specific emit rate gradient
  18886. * @param gradient defines the gradient to remove
  18887. * @returns the current particle system
  18888. */
  18889. removeEmitRateGradient(gradient: number): IParticleSystem;
  18890. /**
  18891. * Gets the current list of emit rate gradients.
  18892. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18893. * @returns the list of emit rate gradients
  18894. */
  18895. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18896. /**
  18897. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18898. * @param gradient defines the gradient to use (between 0 and 1)
  18899. * @param factor defines the start size to affect to the specified gradient
  18900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18901. * @returns the current particle system
  18902. */
  18903. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18904. /**
  18905. * Remove a specific start size gradient
  18906. * @param gradient defines the gradient to remove
  18907. * @returns the current particle system
  18908. */
  18909. removeStartSizeGradient(gradient: number): IParticleSystem;
  18910. /**
  18911. * Gets the current list of start size gradients.
  18912. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18913. * @returns the list of start size gradients
  18914. */
  18915. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18916. /**
  18917. * Adds a new life time gradient
  18918. * @param gradient defines the gradient to use (between 0 and 1)
  18919. * @param factor defines the life time factor to affect to the specified gradient
  18920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18921. * @returns the current particle system
  18922. */
  18923. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18924. /**
  18925. * Remove a specific life time gradient
  18926. * @param gradient defines the gradient to remove
  18927. * @returns the current particle system
  18928. */
  18929. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18930. /**
  18931. * Gets the current list of life time gradients.
  18932. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18933. * @returns the list of life time gradients
  18934. */
  18935. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18936. /**
  18937. * Gets the current list of color gradients.
  18938. * You must use addColorGradient and removeColorGradient to udpate this list
  18939. * @returns the list of color gradients
  18940. */
  18941. getColorGradients(): Nullable<Array<ColorGradient>>;
  18942. /**
  18943. * Adds a new ramp gradient used to remap particle colors
  18944. * @param gradient defines the gradient to use (between 0 and 1)
  18945. * @param color defines the color to affect to the specified gradient
  18946. * @returns the current particle system
  18947. */
  18948. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18949. /**
  18950. * Gets the current list of ramp gradients.
  18951. * You must use addRampGradient and removeRampGradient to udpate this list
  18952. * @returns the list of ramp gradients
  18953. */
  18954. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18955. /** Gets or sets a boolean indicating that ramp gradients must be used
  18956. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18957. */
  18958. useRampGradients: boolean;
  18959. /**
  18960. * Adds a new color remap gradient
  18961. * @param gradient defines the gradient to use (between 0 and 1)
  18962. * @param min defines the color remap minimal range
  18963. * @param max defines the color remap maximal range
  18964. * @returns the current particle system
  18965. */
  18966. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18967. /**
  18968. * Gets the current list of color remap gradients.
  18969. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18970. * @returns the list of color remap gradients
  18971. */
  18972. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18973. /**
  18974. * Adds a new alpha remap gradient
  18975. * @param gradient defines the gradient to use (between 0 and 1)
  18976. * @param min defines the alpha remap minimal range
  18977. * @param max defines the alpha remap maximal range
  18978. * @returns the current particle system
  18979. */
  18980. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18981. /**
  18982. * Gets the current list of alpha remap gradients.
  18983. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18984. * @returns the list of alpha remap gradients
  18985. */
  18986. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18987. /**
  18988. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18989. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18990. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18991. * @returns the emitter
  18992. */
  18993. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18994. /**
  18995. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18996. * @param radius The radius of the hemisphere to emit from
  18997. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18998. * @returns the emitter
  18999. */
  19000. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19001. /**
  19002. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19003. * @param radius The radius of the sphere to emit from
  19004. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19005. * @returns the emitter
  19006. */
  19007. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19008. /**
  19009. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19010. * @param radius The radius of the sphere to emit from
  19011. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19012. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19013. * @returns the emitter
  19014. */
  19015. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19016. /**
  19017. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19018. * @param radius The radius of the emission cylinder
  19019. * @param height The height of the emission cylinder
  19020. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19021. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19022. * @returns the emitter
  19023. */
  19024. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19025. /**
  19026. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19027. * @param radius The radius of the cylinder to emit from
  19028. * @param height The height of the emission cylinder
  19029. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19030. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19031. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19032. * @returns the emitter
  19033. */
  19034. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19035. /**
  19036. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19037. * @param radius The radius of the cone to emit from
  19038. * @param angle The base angle of the cone
  19039. * @returns the emitter
  19040. */
  19041. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19042. /**
  19043. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19044. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19045. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19046. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19047. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19048. * @returns the emitter
  19049. */
  19050. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19051. /**
  19052. * Get hosting scene
  19053. * @returns the scene
  19054. */
  19055. getScene(): Scene;
  19056. }
  19057. }
  19058. declare module "babylonjs/Meshes/instancedMesh" {
  19059. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19060. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19061. import { Camera } from "babylonjs/Cameras/camera";
  19062. import { Node } from "babylonjs/node";
  19063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19064. import { Mesh } from "babylonjs/Meshes/mesh";
  19065. import { Material } from "babylonjs/Materials/material";
  19066. import { Skeleton } from "babylonjs/Bones/skeleton";
  19067. import { Light } from "babylonjs/Lights/light";
  19068. /**
  19069. * Creates an instance based on a source mesh.
  19070. */
  19071. export class InstancedMesh extends AbstractMesh {
  19072. private _sourceMesh;
  19073. private _currentLOD;
  19074. /** @hidden */
  19075. _indexInSourceMeshInstanceArray: number;
  19076. constructor(name: string, source: Mesh);
  19077. /**
  19078. * Returns the string "InstancedMesh".
  19079. */
  19080. getClassName(): string;
  19081. /** Gets the list of lights affecting that mesh */
  19082. readonly lightSources: Light[];
  19083. _resyncLightSources(): void;
  19084. _resyncLighSource(light: Light): void;
  19085. _removeLightSource(light: Light): void;
  19086. /**
  19087. * If the source mesh receives shadows
  19088. */
  19089. readonly receiveShadows: boolean;
  19090. /**
  19091. * The material of the source mesh
  19092. */
  19093. readonly material: Nullable<Material>;
  19094. /**
  19095. * Visibility of the source mesh
  19096. */
  19097. readonly visibility: number;
  19098. /**
  19099. * Skeleton of the source mesh
  19100. */
  19101. readonly skeleton: Nullable<Skeleton>;
  19102. /**
  19103. * Rendering ground id of the source mesh
  19104. */
  19105. renderingGroupId: number;
  19106. /**
  19107. * Returns the total number of vertices (integer).
  19108. */
  19109. getTotalVertices(): number;
  19110. /**
  19111. * Returns a positive integer : the total number of indices in this mesh geometry.
  19112. * @returns the numner of indices or zero if the mesh has no geometry.
  19113. */
  19114. getTotalIndices(): number;
  19115. /**
  19116. * The source mesh of the instance
  19117. */
  19118. readonly sourceMesh: Mesh;
  19119. /**
  19120. * Is this node ready to be used/rendered
  19121. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19122. * @return {boolean} is it ready
  19123. */
  19124. isReady(completeCheck?: boolean): boolean;
  19125. /**
  19126. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19127. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19128. * @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.
  19129. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19130. */
  19131. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19132. /**
  19133. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19134. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19135. * The `data` are either a numeric array either a Float32Array.
  19136. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19137. * 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).
  19138. * Note that a new underlying VertexBuffer object is created each call.
  19139. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19140. *
  19141. * Possible `kind` values :
  19142. * - VertexBuffer.PositionKind
  19143. * - VertexBuffer.UVKind
  19144. * - VertexBuffer.UV2Kind
  19145. * - VertexBuffer.UV3Kind
  19146. * - VertexBuffer.UV4Kind
  19147. * - VertexBuffer.UV5Kind
  19148. * - VertexBuffer.UV6Kind
  19149. * - VertexBuffer.ColorKind
  19150. * - VertexBuffer.MatricesIndicesKind
  19151. * - VertexBuffer.MatricesIndicesExtraKind
  19152. * - VertexBuffer.MatricesWeightsKind
  19153. * - VertexBuffer.MatricesWeightsExtraKind
  19154. *
  19155. * Returns the Mesh.
  19156. */
  19157. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19158. /**
  19159. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19160. * If the mesh has no geometry, it is simply returned as it is.
  19161. * The `data` are either a numeric array either a Float32Array.
  19162. * No new underlying VertexBuffer object is created.
  19163. * 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.
  19164. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19165. *
  19166. * Possible `kind` values :
  19167. * - VertexBuffer.PositionKind
  19168. * - VertexBuffer.UVKind
  19169. * - VertexBuffer.UV2Kind
  19170. * - VertexBuffer.UV3Kind
  19171. * - VertexBuffer.UV4Kind
  19172. * - VertexBuffer.UV5Kind
  19173. * - VertexBuffer.UV6Kind
  19174. * - VertexBuffer.ColorKind
  19175. * - VertexBuffer.MatricesIndicesKind
  19176. * - VertexBuffer.MatricesIndicesExtraKind
  19177. * - VertexBuffer.MatricesWeightsKind
  19178. * - VertexBuffer.MatricesWeightsExtraKind
  19179. *
  19180. * Returns the Mesh.
  19181. */
  19182. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19183. /**
  19184. * Sets the mesh indices.
  19185. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19186. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19187. * This method creates a new index buffer each call.
  19188. * Returns the Mesh.
  19189. */
  19190. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19191. /**
  19192. * Boolean : True if the mesh owns the requested kind of data.
  19193. */
  19194. isVerticesDataPresent(kind: string): boolean;
  19195. /**
  19196. * Returns an array of indices (IndicesArray).
  19197. */
  19198. getIndices(): Nullable<IndicesArray>;
  19199. readonly _positions: Nullable<Vector3[]>;
  19200. /**
  19201. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19202. * This means the mesh underlying bounding box and sphere are recomputed.
  19203. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19204. * @returns the current mesh
  19205. */
  19206. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19207. /** @hidden */
  19208. _preActivate(): InstancedMesh;
  19209. /** @hidden */
  19210. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19211. /** @hidden */
  19212. _postActivate(): void;
  19213. getWorldMatrix(): Matrix;
  19214. readonly isAnInstance: boolean;
  19215. /**
  19216. * Returns the current associated LOD AbstractMesh.
  19217. */
  19218. getLOD(camera: Camera): AbstractMesh;
  19219. /** @hidden */
  19220. _syncSubMeshes(): InstancedMesh;
  19221. /** @hidden */
  19222. _generatePointsArray(): boolean;
  19223. /**
  19224. * Creates a new InstancedMesh from the current mesh.
  19225. * - name (string) : the cloned mesh name
  19226. * - newParent (optional Node) : the optional Node to parent the clone to.
  19227. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19228. *
  19229. * Returns the clone.
  19230. */
  19231. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19232. /**
  19233. * Disposes the InstancedMesh.
  19234. * Returns nothing.
  19235. */
  19236. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19237. }
  19238. }
  19239. declare module "babylonjs/Materials/shaderMaterial" {
  19240. import { Scene } from "babylonjs/scene";
  19241. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19242. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19243. import { Mesh } from "babylonjs/Meshes/mesh";
  19244. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19245. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19246. import { Texture } from "babylonjs/Materials/Textures/texture";
  19247. import { Material } from "babylonjs/Materials/material";
  19248. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19249. /**
  19250. * Defines the options associated with the creation of a shader material.
  19251. */
  19252. export interface IShaderMaterialOptions {
  19253. /**
  19254. * Does the material work in alpha blend mode
  19255. */
  19256. needAlphaBlending: boolean;
  19257. /**
  19258. * Does the material work in alpha test mode
  19259. */
  19260. needAlphaTesting: boolean;
  19261. /**
  19262. * The list of attribute names used in the shader
  19263. */
  19264. attributes: string[];
  19265. /**
  19266. * The list of unifrom names used in the shader
  19267. */
  19268. uniforms: string[];
  19269. /**
  19270. * The list of UBO names used in the shader
  19271. */
  19272. uniformBuffers: string[];
  19273. /**
  19274. * The list of sampler names used in the shader
  19275. */
  19276. samplers: string[];
  19277. /**
  19278. * The list of defines used in the shader
  19279. */
  19280. defines: string[];
  19281. }
  19282. /**
  19283. * 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.
  19284. *
  19285. * This returned material effects how the mesh will look based on the code in the shaders.
  19286. *
  19287. * @see http://doc.babylonjs.com/how_to/shader_material
  19288. */
  19289. export class ShaderMaterial extends Material {
  19290. private _shaderPath;
  19291. private _options;
  19292. private _textures;
  19293. private _textureArrays;
  19294. private _floats;
  19295. private _ints;
  19296. private _floatsArrays;
  19297. private _colors3;
  19298. private _colors3Arrays;
  19299. private _colors4;
  19300. private _colors4Arrays;
  19301. private _vectors2;
  19302. private _vectors3;
  19303. private _vectors4;
  19304. private _matrices;
  19305. private _matrices3x3;
  19306. private _matrices2x2;
  19307. private _vectors2Arrays;
  19308. private _vectors3Arrays;
  19309. private _vectors4Arrays;
  19310. private _cachedWorldViewMatrix;
  19311. private _cachedWorldViewProjectionMatrix;
  19312. private _renderId;
  19313. /**
  19314. * Instantiate a new shader material.
  19315. * 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.
  19316. * This returned material effects how the mesh will look based on the code in the shaders.
  19317. * @see http://doc.babylonjs.com/how_to/shader_material
  19318. * @param name Define the name of the material in the scene
  19319. * @param scene Define the scene the material belongs to
  19320. * @param shaderPath Defines the route to the shader code in one of three ways:
  19321. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19322. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19323. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19324. * @param options Define the options used to create the shader
  19325. */
  19326. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19327. /**
  19328. * Gets the options used to compile the shader.
  19329. * They can be modified to trigger a new compilation
  19330. */
  19331. readonly options: IShaderMaterialOptions;
  19332. /**
  19333. * Gets the current class name of the material e.g. "ShaderMaterial"
  19334. * Mainly use in serialization.
  19335. * @returns the class name
  19336. */
  19337. getClassName(): string;
  19338. /**
  19339. * Specifies if the material will require alpha blending
  19340. * @returns a boolean specifying if alpha blending is needed
  19341. */
  19342. needAlphaBlending(): boolean;
  19343. /**
  19344. * Specifies if this material should be rendered in alpha test mode
  19345. * @returns a boolean specifying if an alpha test is needed.
  19346. */
  19347. needAlphaTesting(): boolean;
  19348. private _checkUniform;
  19349. /**
  19350. * Set a texture in the shader.
  19351. * @param name Define the name of the uniform samplers as defined in the shader
  19352. * @param texture Define the texture to bind to this sampler
  19353. * @return the material itself allowing "fluent" like uniform updates
  19354. */
  19355. setTexture(name: string, texture: Texture): ShaderMaterial;
  19356. /**
  19357. * Set a texture array in the shader.
  19358. * @param name Define the name of the uniform sampler array as defined in the shader
  19359. * @param textures Define the list of textures to bind to this sampler
  19360. * @return the material itself allowing "fluent" like uniform updates
  19361. */
  19362. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19363. /**
  19364. * Set a float in the shader.
  19365. * @param name Define the name of the uniform as defined in the shader
  19366. * @param value Define the value to give to the uniform
  19367. * @return the material itself allowing "fluent" like uniform updates
  19368. */
  19369. setFloat(name: string, value: number): ShaderMaterial;
  19370. /**
  19371. * Set a int in the shader.
  19372. * @param name Define the name of the uniform as defined in the shader
  19373. * @param value Define the value to give to the uniform
  19374. * @return the material itself allowing "fluent" like uniform updates
  19375. */
  19376. setInt(name: string, value: number): ShaderMaterial;
  19377. /**
  19378. * Set an array of floats in the shader.
  19379. * @param name Define the name of the uniform as defined in the shader
  19380. * @param value Define the value to give to the uniform
  19381. * @return the material itself allowing "fluent" like uniform updates
  19382. */
  19383. setFloats(name: string, value: number[]): ShaderMaterial;
  19384. /**
  19385. * Set a vec3 in the shader from a Color3.
  19386. * @param name Define the name of the uniform as defined in the shader
  19387. * @param value Define the value to give to the uniform
  19388. * @return the material itself allowing "fluent" like uniform updates
  19389. */
  19390. setColor3(name: string, value: Color3): ShaderMaterial;
  19391. /**
  19392. * Set a vec3 array in the shader from a Color3 array.
  19393. * @param name Define the name of the uniform as defined in the shader
  19394. * @param value Define the value to give to the uniform
  19395. * @return the material itself allowing "fluent" like uniform updates
  19396. */
  19397. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19398. /**
  19399. * Set a vec4 in the shader from a Color4.
  19400. * @param name Define the name of the uniform as defined in the shader
  19401. * @param value Define the value to give to the uniform
  19402. * @return the material itself allowing "fluent" like uniform updates
  19403. */
  19404. setColor4(name: string, value: Color4): ShaderMaterial;
  19405. /**
  19406. * Set a vec4 array in the shader from a Color4 array.
  19407. * @param name Define the name of the uniform as defined in the shader
  19408. * @param value Define the value to give to the uniform
  19409. * @return the material itself allowing "fluent" like uniform updates
  19410. */
  19411. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19412. /**
  19413. * Set a vec2 in the shader from a Vector2.
  19414. * @param name Define the name of the uniform as defined in the shader
  19415. * @param value Define the value to give to the uniform
  19416. * @return the material itself allowing "fluent" like uniform updates
  19417. */
  19418. setVector2(name: string, value: Vector2): ShaderMaterial;
  19419. /**
  19420. * Set a vec3 in the shader from a Vector3.
  19421. * @param name Define the name of the uniform as defined in the shader
  19422. * @param value Define the value to give to the uniform
  19423. * @return the material itself allowing "fluent" like uniform updates
  19424. */
  19425. setVector3(name: string, value: Vector3): ShaderMaterial;
  19426. /**
  19427. * Set a vec4 in the shader from a Vector4.
  19428. * @param name Define the name of the uniform as defined in the shader
  19429. * @param value Define the value to give to the uniform
  19430. * @return the material itself allowing "fluent" like uniform updates
  19431. */
  19432. setVector4(name: string, value: Vector4): ShaderMaterial;
  19433. /**
  19434. * Set a mat4 in the shader from a Matrix.
  19435. * @param name Define the name of the uniform as defined in the shader
  19436. * @param value Define the value to give to the uniform
  19437. * @return the material itself allowing "fluent" like uniform updates
  19438. */
  19439. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19440. /**
  19441. * Set a mat3 in the shader from a Float32Array.
  19442. * @param name Define the name of the uniform as defined in the shader
  19443. * @param value Define the value to give to the uniform
  19444. * @return the material itself allowing "fluent" like uniform updates
  19445. */
  19446. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19447. /**
  19448. * Set a mat2 in the shader from a Float32Array.
  19449. * @param name Define the name of the uniform as defined in the shader
  19450. * @param value Define the value to give to the uniform
  19451. * @return the material itself allowing "fluent" like uniform updates
  19452. */
  19453. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19454. /**
  19455. * Set a vec2 array in the shader from a number array.
  19456. * @param name Define the name of the uniform as defined in the shader
  19457. * @param value Define the value to give to the uniform
  19458. * @return the material itself allowing "fluent" like uniform updates
  19459. */
  19460. setArray2(name: string, value: number[]): ShaderMaterial;
  19461. /**
  19462. * Set a vec3 array in the shader from a number array.
  19463. * @param name Define the name of the uniform as defined in the shader
  19464. * @param value Define the value to give to the uniform
  19465. * @return the material itself allowing "fluent" like uniform updates
  19466. */
  19467. setArray3(name: string, value: number[]): ShaderMaterial;
  19468. /**
  19469. * Set a vec4 array in the shader from a number array.
  19470. * @param name Define the name of the uniform as defined in the shader
  19471. * @param value Define the value to give to the uniform
  19472. * @return the material itself allowing "fluent" like uniform updates
  19473. */
  19474. setArray4(name: string, value: number[]): ShaderMaterial;
  19475. private _checkCache;
  19476. /**
  19477. * Specifies that the submesh is ready to be used
  19478. * @param mesh defines the mesh to check
  19479. * @param subMesh defines which submesh to check
  19480. * @param useInstances specifies that instances should be used
  19481. * @returns a boolean indicating that the submesh is ready or not
  19482. */
  19483. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19484. /**
  19485. * Checks if the material is ready to render the requested mesh
  19486. * @param mesh Define the mesh to render
  19487. * @param useInstances Define whether or not the material is used with instances
  19488. * @returns true if ready, otherwise false
  19489. */
  19490. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19491. /**
  19492. * Binds the world matrix to the material
  19493. * @param world defines the world transformation matrix
  19494. */
  19495. bindOnlyWorldMatrix(world: Matrix): void;
  19496. /**
  19497. * Binds the material to the mesh
  19498. * @param world defines the world transformation matrix
  19499. * @param mesh defines the mesh to bind the material to
  19500. */
  19501. bind(world: Matrix, mesh?: Mesh): void;
  19502. /**
  19503. * Gets the active textures from the material
  19504. * @returns an array of textures
  19505. */
  19506. getActiveTextures(): BaseTexture[];
  19507. /**
  19508. * Specifies if the material uses a texture
  19509. * @param texture defines the texture to check against the material
  19510. * @returns a boolean specifying if the material uses the texture
  19511. */
  19512. hasTexture(texture: BaseTexture): boolean;
  19513. /**
  19514. * Makes a duplicate of the material, and gives it a new name
  19515. * @param name defines the new name for the duplicated material
  19516. * @returns the cloned material
  19517. */
  19518. clone(name: string): ShaderMaterial;
  19519. /**
  19520. * Disposes the material
  19521. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19522. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19523. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19524. */
  19525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19526. /**
  19527. * Serializes this material in a JSON representation
  19528. * @returns the serialized material object
  19529. */
  19530. serialize(): any;
  19531. /**
  19532. * Creates a shader material from parsed shader material data
  19533. * @param source defines the JSON represnetation of the material
  19534. * @param scene defines the hosting scene
  19535. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19536. * @returns a new material
  19537. */
  19538. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19539. }
  19540. }
  19541. declare module "babylonjs/Shaders/color.fragment" {
  19542. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19543. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19544. /** @hidden */
  19545. export var colorPixelShader: {
  19546. name: string;
  19547. shader: string;
  19548. };
  19549. }
  19550. declare module "babylonjs/Shaders/color.vertex" {
  19551. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19552. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19553. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19554. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19555. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19556. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19557. /** @hidden */
  19558. export var colorVertexShader: {
  19559. name: string;
  19560. shader: string;
  19561. };
  19562. }
  19563. declare module "babylonjs/Meshes/linesMesh" {
  19564. import { Nullable } from "babylonjs/types";
  19565. import { Scene } from "babylonjs/scene";
  19566. import { Color3 } from "babylonjs/Maths/math.color";
  19567. import { Node } from "babylonjs/node";
  19568. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19569. import { Mesh } from "babylonjs/Meshes/mesh";
  19570. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19571. import { Effect } from "babylonjs/Materials/effect";
  19572. import { Material } from "babylonjs/Materials/material";
  19573. import "babylonjs/Shaders/color.fragment";
  19574. import "babylonjs/Shaders/color.vertex";
  19575. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19576. /**
  19577. * Line mesh
  19578. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19579. */
  19580. export class LinesMesh extends Mesh {
  19581. /**
  19582. * If vertex color should be applied to the mesh
  19583. */
  19584. readonly useVertexColor?: boolean | undefined;
  19585. /**
  19586. * If vertex alpha should be applied to the mesh
  19587. */
  19588. readonly useVertexAlpha?: boolean | undefined;
  19589. /**
  19590. * Color of the line (Default: White)
  19591. */
  19592. color: Color3;
  19593. /**
  19594. * Alpha of the line (Default: 1)
  19595. */
  19596. alpha: number;
  19597. /**
  19598. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19599. * This margin is expressed in world space coordinates, so its value may vary.
  19600. * Default value is 0.1
  19601. */
  19602. intersectionThreshold: number;
  19603. private _colorShader;
  19604. private color4;
  19605. /**
  19606. * Creates a new LinesMesh
  19607. * @param name defines the name
  19608. * @param scene defines the hosting scene
  19609. * @param parent defines the parent mesh if any
  19610. * @param source defines the optional source LinesMesh used to clone data from
  19611. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19612. * When false, achieved by calling a clone(), also passing False.
  19613. * This will make creation of children, recursive.
  19614. * @param useVertexColor defines if this LinesMesh supports vertex color
  19615. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19616. */
  19617. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19618. /**
  19619. * If vertex color should be applied to the mesh
  19620. */
  19621. useVertexColor?: boolean | undefined,
  19622. /**
  19623. * If vertex alpha should be applied to the mesh
  19624. */
  19625. useVertexAlpha?: boolean | undefined);
  19626. private _addClipPlaneDefine;
  19627. private _removeClipPlaneDefine;
  19628. isReady(): boolean;
  19629. /**
  19630. * Returns the string "LineMesh"
  19631. */
  19632. getClassName(): string;
  19633. /**
  19634. * @hidden
  19635. */
  19636. /**
  19637. * @hidden
  19638. */
  19639. material: Material;
  19640. /**
  19641. * @hidden
  19642. */
  19643. readonly checkCollisions: boolean;
  19644. /** @hidden */
  19645. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19646. /** @hidden */
  19647. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19648. /**
  19649. * Disposes of the line mesh
  19650. * @param doNotRecurse If children should be disposed
  19651. */
  19652. dispose(doNotRecurse?: boolean): void;
  19653. /**
  19654. * Returns a new LineMesh object cloned from the current one.
  19655. */
  19656. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19657. /**
  19658. * Creates a new InstancedLinesMesh object from the mesh model.
  19659. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19660. * @param name defines the name of the new instance
  19661. * @returns a new InstancedLinesMesh
  19662. */
  19663. createInstance(name: string): InstancedLinesMesh;
  19664. }
  19665. /**
  19666. * Creates an instance based on a source LinesMesh
  19667. */
  19668. export class InstancedLinesMesh extends InstancedMesh {
  19669. /**
  19670. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19671. * This margin is expressed in world space coordinates, so its value may vary.
  19672. * Initilized with the intersectionThreshold value of the source LinesMesh
  19673. */
  19674. intersectionThreshold: number;
  19675. constructor(name: string, source: LinesMesh);
  19676. /**
  19677. * Returns the string "InstancedLinesMesh".
  19678. */
  19679. getClassName(): string;
  19680. }
  19681. }
  19682. declare module "babylonjs/Shaders/line.fragment" {
  19683. /** @hidden */
  19684. export var linePixelShader: {
  19685. name: string;
  19686. shader: string;
  19687. };
  19688. }
  19689. declare module "babylonjs/Shaders/line.vertex" {
  19690. /** @hidden */
  19691. export var lineVertexShader: {
  19692. name: string;
  19693. shader: string;
  19694. };
  19695. }
  19696. declare module "babylonjs/Rendering/edgesRenderer" {
  19697. import { Nullable } from "babylonjs/types";
  19698. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19699. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19700. import { Vector3 } from "babylonjs/Maths/math.vector";
  19701. import { IDisposable } from "babylonjs/scene";
  19702. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19703. import "babylonjs/Shaders/line.fragment";
  19704. import "babylonjs/Shaders/line.vertex";
  19705. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19706. module "babylonjs/Meshes/abstractMesh" {
  19707. interface AbstractMesh {
  19708. /**
  19709. * Gets the edgesRenderer associated with the mesh
  19710. */
  19711. edgesRenderer: Nullable<EdgesRenderer>;
  19712. }
  19713. }
  19714. module "babylonjs/Meshes/linesMesh" {
  19715. interface LinesMesh {
  19716. /**
  19717. * Enables the edge rendering mode on the mesh.
  19718. * This mode makes the mesh edges visible
  19719. * @param epsilon defines the maximal distance between two angles to detect a face
  19720. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19721. * @returns the currentAbstractMesh
  19722. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19723. */
  19724. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19725. }
  19726. }
  19727. module "babylonjs/Meshes/linesMesh" {
  19728. interface InstancedLinesMesh {
  19729. /**
  19730. * Enables the edge rendering mode on the mesh.
  19731. * This mode makes the mesh edges visible
  19732. * @param epsilon defines the maximal distance between two angles to detect a face
  19733. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19734. * @returns the current InstancedLinesMesh
  19735. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19736. */
  19737. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19738. }
  19739. }
  19740. /**
  19741. * Defines the minimum contract an Edges renderer should follow.
  19742. */
  19743. export interface IEdgesRenderer extends IDisposable {
  19744. /**
  19745. * Gets or sets a boolean indicating if the edgesRenderer is active
  19746. */
  19747. isEnabled: boolean;
  19748. /**
  19749. * Renders the edges of the attached mesh,
  19750. */
  19751. render(): void;
  19752. /**
  19753. * Checks wether or not the edges renderer is ready to render.
  19754. * @return true if ready, otherwise false.
  19755. */
  19756. isReady(): boolean;
  19757. }
  19758. /**
  19759. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19760. */
  19761. export class EdgesRenderer implements IEdgesRenderer {
  19762. /**
  19763. * Define the size of the edges with an orthographic camera
  19764. */
  19765. edgesWidthScalerForOrthographic: number;
  19766. /**
  19767. * Define the size of the edges with a perspective camera
  19768. */
  19769. edgesWidthScalerForPerspective: number;
  19770. protected _source: AbstractMesh;
  19771. protected _linesPositions: number[];
  19772. protected _linesNormals: number[];
  19773. protected _linesIndices: number[];
  19774. protected _epsilon: number;
  19775. protected _indicesCount: number;
  19776. protected _lineShader: ShaderMaterial;
  19777. protected _ib: DataBuffer;
  19778. protected _buffers: {
  19779. [key: string]: Nullable<VertexBuffer>;
  19780. };
  19781. protected _checkVerticesInsteadOfIndices: boolean;
  19782. private _meshRebuildObserver;
  19783. private _meshDisposeObserver;
  19784. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19785. isEnabled: boolean;
  19786. /**
  19787. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19788. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19789. * @param source Mesh used to create edges
  19790. * @param epsilon sum of angles in adjacency to check for edge
  19791. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19792. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19793. */
  19794. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19795. protected _prepareRessources(): void;
  19796. /** @hidden */
  19797. _rebuild(): void;
  19798. /**
  19799. * Releases the required resources for the edges renderer
  19800. */
  19801. dispose(): void;
  19802. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19803. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19804. /**
  19805. * Checks if the pair of p0 and p1 is en edge
  19806. * @param faceIndex
  19807. * @param edge
  19808. * @param faceNormals
  19809. * @param p0
  19810. * @param p1
  19811. * @private
  19812. */
  19813. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19814. /**
  19815. * push line into the position, normal and index buffer
  19816. * @protected
  19817. */
  19818. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19819. /**
  19820. * Generates lines edges from adjacencjes
  19821. * @private
  19822. */
  19823. _generateEdgesLines(): void;
  19824. /**
  19825. * Checks wether or not the edges renderer is ready to render.
  19826. * @return true if ready, otherwise false.
  19827. */
  19828. isReady(): boolean;
  19829. /**
  19830. * Renders the edges of the attached mesh,
  19831. */
  19832. render(): void;
  19833. }
  19834. /**
  19835. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19836. */
  19837. export class LineEdgesRenderer extends EdgesRenderer {
  19838. /**
  19839. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19840. * @param source LineMesh used to generate edges
  19841. * @param epsilon not important (specified angle for edge detection)
  19842. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19843. */
  19844. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19845. /**
  19846. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19847. */
  19848. _generateEdgesLines(): void;
  19849. }
  19850. }
  19851. declare module "babylonjs/Rendering/renderingGroup" {
  19852. import { SmartArray } from "babylonjs/Misc/smartArray";
  19853. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19854. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19855. import { Nullable } from "babylonjs/types";
  19856. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19857. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19858. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19859. import { Material } from "babylonjs/Materials/material";
  19860. import { Scene } from "babylonjs/scene";
  19861. /**
  19862. * This represents the object necessary to create a rendering group.
  19863. * This is exclusively used and created by the rendering manager.
  19864. * To modify the behavior, you use the available helpers in your scene or meshes.
  19865. * @hidden
  19866. */
  19867. export class RenderingGroup {
  19868. index: number;
  19869. private static _zeroVector;
  19870. private _scene;
  19871. private _opaqueSubMeshes;
  19872. private _transparentSubMeshes;
  19873. private _alphaTestSubMeshes;
  19874. private _depthOnlySubMeshes;
  19875. private _particleSystems;
  19876. private _spriteManagers;
  19877. private _opaqueSortCompareFn;
  19878. private _alphaTestSortCompareFn;
  19879. private _transparentSortCompareFn;
  19880. private _renderOpaque;
  19881. private _renderAlphaTest;
  19882. private _renderTransparent;
  19883. /** @hidden */
  19884. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19885. onBeforeTransparentRendering: () => void;
  19886. /**
  19887. * Set the opaque sort comparison function.
  19888. * If null the sub meshes will be render in the order they were created
  19889. */
  19890. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19891. /**
  19892. * Set the alpha test sort comparison function.
  19893. * If null the sub meshes will be render in the order they were created
  19894. */
  19895. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19896. /**
  19897. * Set the transparent sort comparison function.
  19898. * If null the sub meshes will be render in the order they were created
  19899. */
  19900. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19901. /**
  19902. * Creates a new rendering group.
  19903. * @param index The rendering group index
  19904. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19905. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19906. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19907. */
  19908. 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>);
  19909. /**
  19910. * Render all the sub meshes contained in the group.
  19911. * @param customRenderFunction Used to override the default render behaviour of the group.
  19912. * @returns true if rendered some submeshes.
  19913. */
  19914. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19915. /**
  19916. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19917. * @param subMeshes The submeshes to render
  19918. */
  19919. private renderOpaqueSorted;
  19920. /**
  19921. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19922. * @param subMeshes The submeshes to render
  19923. */
  19924. private renderAlphaTestSorted;
  19925. /**
  19926. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19927. * @param subMeshes The submeshes to render
  19928. */
  19929. private renderTransparentSorted;
  19930. /**
  19931. * Renders the submeshes in a specified order.
  19932. * @param subMeshes The submeshes to sort before render
  19933. * @param sortCompareFn The comparison function use to sort
  19934. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19935. * @param transparent Specifies to activate blending if true
  19936. */
  19937. private static renderSorted;
  19938. /**
  19939. * Renders the submeshes in the order they were dispatched (no sort applied).
  19940. * @param subMeshes The submeshes to render
  19941. */
  19942. private static renderUnsorted;
  19943. /**
  19944. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19945. * are rendered back to front if in the same alpha index.
  19946. *
  19947. * @param a The first submesh
  19948. * @param b The second submesh
  19949. * @returns The result of the comparison
  19950. */
  19951. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19952. /**
  19953. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19954. * are rendered back to front.
  19955. *
  19956. * @param a The first submesh
  19957. * @param b The second submesh
  19958. * @returns The result of the comparison
  19959. */
  19960. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19961. /**
  19962. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19963. * are rendered front to back (prevent overdraw).
  19964. *
  19965. * @param a The first submesh
  19966. * @param b The second submesh
  19967. * @returns The result of the comparison
  19968. */
  19969. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19970. /**
  19971. * Resets the different lists of submeshes to prepare a new frame.
  19972. */
  19973. prepare(): void;
  19974. dispose(): void;
  19975. /**
  19976. * Inserts the submesh in its correct queue depending on its material.
  19977. * @param subMesh The submesh to dispatch
  19978. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19979. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19980. */
  19981. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19982. dispatchSprites(spriteManager: ISpriteManager): void;
  19983. dispatchParticles(particleSystem: IParticleSystem): void;
  19984. private _renderParticles;
  19985. private _renderSprites;
  19986. }
  19987. }
  19988. declare module "babylonjs/Rendering/renderingManager" {
  19989. import { Nullable } from "babylonjs/types";
  19990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19991. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19992. import { SmartArray } from "babylonjs/Misc/smartArray";
  19993. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19994. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19995. import { Material } from "babylonjs/Materials/material";
  19996. import { Scene } from "babylonjs/scene";
  19997. import { Camera } from "babylonjs/Cameras/camera";
  19998. /**
  19999. * Interface describing the different options available in the rendering manager
  20000. * regarding Auto Clear between groups.
  20001. */
  20002. export interface IRenderingManagerAutoClearSetup {
  20003. /**
  20004. * Defines whether or not autoclear is enable.
  20005. */
  20006. autoClear: boolean;
  20007. /**
  20008. * Defines whether or not to autoclear the depth buffer.
  20009. */
  20010. depth: boolean;
  20011. /**
  20012. * Defines whether or not to autoclear the stencil buffer.
  20013. */
  20014. stencil: boolean;
  20015. }
  20016. /**
  20017. * This class is used by the onRenderingGroupObservable
  20018. */
  20019. export class RenderingGroupInfo {
  20020. /**
  20021. * The Scene that being rendered
  20022. */
  20023. scene: Scene;
  20024. /**
  20025. * The camera currently used for the rendering pass
  20026. */
  20027. camera: Nullable<Camera>;
  20028. /**
  20029. * The ID of the renderingGroup being processed
  20030. */
  20031. renderingGroupId: number;
  20032. }
  20033. /**
  20034. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20035. * It is enable to manage the different groups as well as the different necessary sort functions.
  20036. * This should not be used directly aside of the few static configurations
  20037. */
  20038. export class RenderingManager {
  20039. /**
  20040. * The max id used for rendering groups (not included)
  20041. */
  20042. static MAX_RENDERINGGROUPS: number;
  20043. /**
  20044. * The min id used for rendering groups (included)
  20045. */
  20046. static MIN_RENDERINGGROUPS: number;
  20047. /**
  20048. * Used to globally prevent autoclearing scenes.
  20049. */
  20050. static AUTOCLEAR: boolean;
  20051. /**
  20052. * @hidden
  20053. */
  20054. _useSceneAutoClearSetup: boolean;
  20055. private _scene;
  20056. private _renderingGroups;
  20057. private _depthStencilBufferAlreadyCleaned;
  20058. private _autoClearDepthStencil;
  20059. private _customOpaqueSortCompareFn;
  20060. private _customAlphaTestSortCompareFn;
  20061. private _customTransparentSortCompareFn;
  20062. private _renderingGroupInfo;
  20063. /**
  20064. * Instantiates a new rendering group for a particular scene
  20065. * @param scene Defines the scene the groups belongs to
  20066. */
  20067. constructor(scene: Scene);
  20068. private _clearDepthStencilBuffer;
  20069. /**
  20070. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20071. * @hidden
  20072. */
  20073. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20074. /**
  20075. * Resets the different information of the group to prepare a new frame
  20076. * @hidden
  20077. */
  20078. reset(): void;
  20079. /**
  20080. * Dispose and release the group and its associated resources.
  20081. * @hidden
  20082. */
  20083. dispose(): void;
  20084. /**
  20085. * Clear the info related to rendering groups preventing retention points during dispose.
  20086. */
  20087. freeRenderingGroups(): void;
  20088. private _prepareRenderingGroup;
  20089. /**
  20090. * Add a sprite manager to the rendering manager in order to render it this frame.
  20091. * @param spriteManager Define the sprite manager to render
  20092. */
  20093. dispatchSprites(spriteManager: ISpriteManager): void;
  20094. /**
  20095. * Add a particle system to the rendering manager in order to render it this frame.
  20096. * @param particleSystem Define the particle system to render
  20097. */
  20098. dispatchParticles(particleSystem: IParticleSystem): void;
  20099. /**
  20100. * Add a submesh to the manager in order to render it this frame
  20101. * @param subMesh The submesh to dispatch
  20102. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20103. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20104. */
  20105. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20106. /**
  20107. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20108. * This allowed control for front to back rendering or reversly depending of the special needs.
  20109. *
  20110. * @param renderingGroupId The rendering group id corresponding to its index
  20111. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20112. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20113. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20114. */
  20115. 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;
  20116. /**
  20117. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20118. *
  20119. * @param renderingGroupId The rendering group id corresponding to its index
  20120. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20121. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20122. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20123. */
  20124. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20125. /**
  20126. * Gets the current auto clear configuration for one rendering group of the rendering
  20127. * manager.
  20128. * @param index the rendering group index to get the information for
  20129. * @returns The auto clear setup for the requested rendering group
  20130. */
  20131. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20132. }
  20133. }
  20134. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20135. import { Observable } from "babylonjs/Misc/observable";
  20136. import { SmartArray } from "babylonjs/Misc/smartArray";
  20137. import { Nullable } from "babylonjs/types";
  20138. import { Camera } from "babylonjs/Cameras/camera";
  20139. import { Scene } from "babylonjs/scene";
  20140. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20141. import { Color4 } from "babylonjs/Maths/math.color";
  20142. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20144. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20145. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20146. import { Texture } from "babylonjs/Materials/Textures/texture";
  20147. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20148. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20149. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20150. import { Engine } from "babylonjs/Engines/engine";
  20151. /**
  20152. * This Helps creating a texture that will be created from a camera in your scene.
  20153. * It is basically a dynamic texture that could be used to create special effects for instance.
  20154. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20155. */
  20156. export class RenderTargetTexture extends Texture {
  20157. isCube: boolean;
  20158. /**
  20159. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20160. */
  20161. static readonly REFRESHRATE_RENDER_ONCE: number;
  20162. /**
  20163. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20164. */
  20165. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20166. /**
  20167. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20168. * the central point of your effect and can save a lot of performances.
  20169. */
  20170. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20171. /**
  20172. * Use this predicate to dynamically define the list of mesh you want to render.
  20173. * If set, the renderList property will be overwritten.
  20174. */
  20175. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20176. private _renderList;
  20177. /**
  20178. * Use this list to define the list of mesh you want to render.
  20179. */
  20180. renderList: Nullable<Array<AbstractMesh>>;
  20181. private _hookArray;
  20182. /**
  20183. * Define if particles should be rendered in your texture.
  20184. */
  20185. renderParticles: boolean;
  20186. /**
  20187. * Define if sprites should be rendered in your texture.
  20188. */
  20189. renderSprites: boolean;
  20190. /**
  20191. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20192. */
  20193. coordinatesMode: number;
  20194. /**
  20195. * Define the camera used to render the texture.
  20196. */
  20197. activeCamera: Nullable<Camera>;
  20198. /**
  20199. * Override the render function of the texture with your own one.
  20200. */
  20201. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20202. /**
  20203. * Define if camera post processes should be use while rendering the texture.
  20204. */
  20205. useCameraPostProcesses: boolean;
  20206. /**
  20207. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20208. */
  20209. ignoreCameraViewport: boolean;
  20210. private _postProcessManager;
  20211. private _postProcesses;
  20212. private _resizeObserver;
  20213. /**
  20214. * An event triggered when the texture is unbind.
  20215. */
  20216. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20217. /**
  20218. * An event triggered when the texture is unbind.
  20219. */
  20220. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20221. private _onAfterUnbindObserver;
  20222. /**
  20223. * Set a after unbind callback in the texture.
  20224. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20225. */
  20226. onAfterUnbind: () => void;
  20227. /**
  20228. * An event triggered before rendering the texture
  20229. */
  20230. onBeforeRenderObservable: Observable<number>;
  20231. private _onBeforeRenderObserver;
  20232. /**
  20233. * Set a before render callback in the texture.
  20234. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20235. */
  20236. onBeforeRender: (faceIndex: number) => void;
  20237. /**
  20238. * An event triggered after rendering the texture
  20239. */
  20240. onAfterRenderObservable: Observable<number>;
  20241. private _onAfterRenderObserver;
  20242. /**
  20243. * Set a after render callback in the texture.
  20244. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20245. */
  20246. onAfterRender: (faceIndex: number) => void;
  20247. /**
  20248. * An event triggered after the texture clear
  20249. */
  20250. onClearObservable: Observable<Engine>;
  20251. private _onClearObserver;
  20252. /**
  20253. * Set a clear callback in the texture.
  20254. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20255. */
  20256. onClear: (Engine: Engine) => void;
  20257. /**
  20258. * An event triggered when the texture is resized.
  20259. */
  20260. onResizeObservable: Observable<RenderTargetTexture>;
  20261. /**
  20262. * Define the clear color of the Render Target if it should be different from the scene.
  20263. */
  20264. clearColor: Color4;
  20265. protected _size: number | {
  20266. width: number;
  20267. height: number;
  20268. };
  20269. protected _initialSizeParameter: number | {
  20270. width: number;
  20271. height: number;
  20272. } | {
  20273. ratio: number;
  20274. };
  20275. protected _sizeRatio: Nullable<number>;
  20276. /** @hidden */
  20277. _generateMipMaps: boolean;
  20278. protected _renderingManager: RenderingManager;
  20279. /** @hidden */
  20280. _waitingRenderList: string[];
  20281. protected _doNotChangeAspectRatio: boolean;
  20282. protected _currentRefreshId: number;
  20283. protected _refreshRate: number;
  20284. protected _textureMatrix: Matrix;
  20285. protected _samples: number;
  20286. protected _renderTargetOptions: RenderTargetCreationOptions;
  20287. /**
  20288. * Gets render target creation options that were used.
  20289. */
  20290. readonly renderTargetOptions: RenderTargetCreationOptions;
  20291. protected _engine: Engine;
  20292. protected _onRatioRescale(): void;
  20293. /**
  20294. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20295. * It must define where the camera used to render the texture is set
  20296. */
  20297. boundingBoxPosition: Vector3;
  20298. private _boundingBoxSize;
  20299. /**
  20300. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20301. * When defined, the cubemap will switch to local mode
  20302. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20303. * @example https://www.babylonjs-playground.com/#RNASML
  20304. */
  20305. boundingBoxSize: Vector3;
  20306. /**
  20307. * In case the RTT has been created with a depth texture, get the associated
  20308. * depth texture.
  20309. * Otherwise, return null.
  20310. */
  20311. depthStencilTexture: Nullable<InternalTexture>;
  20312. /**
  20313. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20314. * or used a shadow, depth texture...
  20315. * @param name The friendly name of the texture
  20316. * @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)
  20317. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20318. * @param generateMipMaps True if mip maps need to be generated after render.
  20319. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20320. * @param type The type of the buffer in the RTT (int, half float, float...)
  20321. * @param isCube True if a cube texture needs to be created
  20322. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20323. * @param generateDepthBuffer True to generate a depth buffer
  20324. * @param generateStencilBuffer True to generate a stencil buffer
  20325. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20326. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20327. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20328. */
  20329. constructor(name: string, size: number | {
  20330. width: number;
  20331. height: number;
  20332. } | {
  20333. ratio: number;
  20334. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20335. /**
  20336. * Creates a depth stencil texture.
  20337. * This is only available in WebGL 2 or with the depth texture extension available.
  20338. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20339. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20340. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20341. */
  20342. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20343. private _processSizeParameter;
  20344. /**
  20345. * Define the number of samples to use in case of MSAA.
  20346. * It defaults to one meaning no MSAA has been enabled.
  20347. */
  20348. samples: number;
  20349. /**
  20350. * Resets the refresh counter of the texture and start bak from scratch.
  20351. * Could be useful to regenerate the texture if it is setup to render only once.
  20352. */
  20353. resetRefreshCounter(): void;
  20354. /**
  20355. * Define the refresh rate of the texture or the rendering frequency.
  20356. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20357. */
  20358. refreshRate: number;
  20359. /**
  20360. * Adds a post process to the render target rendering passes.
  20361. * @param postProcess define the post process to add
  20362. */
  20363. addPostProcess(postProcess: PostProcess): void;
  20364. /**
  20365. * Clear all the post processes attached to the render target
  20366. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20367. */
  20368. clearPostProcesses(dispose?: boolean): void;
  20369. /**
  20370. * Remove one of the post process from the list of attached post processes to the texture
  20371. * @param postProcess define the post process to remove from the list
  20372. */
  20373. removePostProcess(postProcess: PostProcess): void;
  20374. /** @hidden */
  20375. _shouldRender(): boolean;
  20376. /**
  20377. * Gets the actual render size of the texture.
  20378. * @returns the width of the render size
  20379. */
  20380. getRenderSize(): number;
  20381. /**
  20382. * Gets the actual render width of the texture.
  20383. * @returns the width of the render size
  20384. */
  20385. getRenderWidth(): number;
  20386. /**
  20387. * Gets the actual render height of the texture.
  20388. * @returns the height of the render size
  20389. */
  20390. getRenderHeight(): number;
  20391. /**
  20392. * Get if the texture can be rescaled or not.
  20393. */
  20394. readonly canRescale: boolean;
  20395. /**
  20396. * Resize the texture using a ratio.
  20397. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20398. */
  20399. scale(ratio: number): void;
  20400. /**
  20401. * Get the texture reflection matrix used to rotate/transform the reflection.
  20402. * @returns the reflection matrix
  20403. */
  20404. getReflectionTextureMatrix(): Matrix;
  20405. /**
  20406. * Resize the texture to a new desired size.
  20407. * Be carrefull as it will recreate all the data in the new texture.
  20408. * @param size Define the new size. It can be:
  20409. * - a number for squared texture,
  20410. * - an object containing { width: number, height: number }
  20411. * - or an object containing a ratio { ratio: number }
  20412. */
  20413. resize(size: number | {
  20414. width: number;
  20415. height: number;
  20416. } | {
  20417. ratio: number;
  20418. }): void;
  20419. /**
  20420. * Renders all the objects from the render list into the texture.
  20421. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20422. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20423. */
  20424. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20425. private _bestReflectionRenderTargetDimension;
  20426. /**
  20427. * @hidden
  20428. * @param faceIndex face index to bind to if this is a cubetexture
  20429. */
  20430. _bindFrameBuffer(faceIndex?: number): void;
  20431. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20432. private renderToTarget;
  20433. /**
  20434. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20435. * This allowed control for front to back rendering or reversly depending of the special needs.
  20436. *
  20437. * @param renderingGroupId The rendering group id corresponding to its index
  20438. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20439. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20440. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20441. */
  20442. 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;
  20443. /**
  20444. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20445. *
  20446. * @param renderingGroupId The rendering group id corresponding to its index
  20447. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20448. */
  20449. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20450. /**
  20451. * Clones the texture.
  20452. * @returns the cloned texture
  20453. */
  20454. clone(): RenderTargetTexture;
  20455. /**
  20456. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20457. * @returns The JSON representation of the texture
  20458. */
  20459. serialize(): any;
  20460. /**
  20461. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20462. */
  20463. disposeFramebufferObjects(): void;
  20464. /**
  20465. * Dispose the texture and release its associated resources.
  20466. */
  20467. dispose(): void;
  20468. /** @hidden */
  20469. _rebuild(): void;
  20470. /**
  20471. * Clear the info related to rendering groups preventing retention point in material dispose.
  20472. */
  20473. freeRenderingGroups(): void;
  20474. /**
  20475. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20476. * @returns the view count
  20477. */
  20478. getViewCount(): number;
  20479. }
  20480. }
  20481. declare module "babylonjs/Materials/material" {
  20482. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20483. import { SmartArray } from "babylonjs/Misc/smartArray";
  20484. import { Observable } from "babylonjs/Misc/observable";
  20485. import { Nullable } from "babylonjs/types";
  20486. import { Scene } from "babylonjs/scene";
  20487. import { Matrix } from "babylonjs/Maths/math.vector";
  20488. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20490. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20491. import { Effect } from "babylonjs/Materials/effect";
  20492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20493. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20494. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20495. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20496. import { Mesh } from "babylonjs/Meshes/mesh";
  20497. import { Animation } from "babylonjs/Animations/animation";
  20498. /**
  20499. * Base class for the main features of a material in Babylon.js
  20500. */
  20501. export class Material implements IAnimatable {
  20502. /**
  20503. * Returns the triangle fill mode
  20504. */
  20505. static readonly TriangleFillMode: number;
  20506. /**
  20507. * Returns the wireframe mode
  20508. */
  20509. static readonly WireFrameFillMode: number;
  20510. /**
  20511. * Returns the point fill mode
  20512. */
  20513. static readonly PointFillMode: number;
  20514. /**
  20515. * Returns the point list draw mode
  20516. */
  20517. static readonly PointListDrawMode: number;
  20518. /**
  20519. * Returns the line list draw mode
  20520. */
  20521. static readonly LineListDrawMode: number;
  20522. /**
  20523. * Returns the line loop draw mode
  20524. */
  20525. static readonly LineLoopDrawMode: number;
  20526. /**
  20527. * Returns the line strip draw mode
  20528. */
  20529. static readonly LineStripDrawMode: number;
  20530. /**
  20531. * Returns the triangle strip draw mode
  20532. */
  20533. static readonly TriangleStripDrawMode: number;
  20534. /**
  20535. * Returns the triangle fan draw mode
  20536. */
  20537. static readonly TriangleFanDrawMode: number;
  20538. /**
  20539. * Stores the clock-wise side orientation
  20540. */
  20541. static readonly ClockWiseSideOrientation: number;
  20542. /**
  20543. * Stores the counter clock-wise side orientation
  20544. */
  20545. static readonly CounterClockWiseSideOrientation: number;
  20546. /**
  20547. * The dirty texture flag value
  20548. */
  20549. static readonly TextureDirtyFlag: number;
  20550. /**
  20551. * The dirty light flag value
  20552. */
  20553. static readonly LightDirtyFlag: number;
  20554. /**
  20555. * The dirty fresnel flag value
  20556. */
  20557. static readonly FresnelDirtyFlag: number;
  20558. /**
  20559. * The dirty attribute flag value
  20560. */
  20561. static readonly AttributesDirtyFlag: number;
  20562. /**
  20563. * The dirty misc flag value
  20564. */
  20565. static readonly MiscDirtyFlag: number;
  20566. /**
  20567. * The all dirty flag value
  20568. */
  20569. static readonly AllDirtyFlag: number;
  20570. /**
  20571. * The ID of the material
  20572. */
  20573. id: string;
  20574. /**
  20575. * Gets or sets the unique id of the material
  20576. */
  20577. uniqueId: number;
  20578. /**
  20579. * The name of the material
  20580. */
  20581. name: string;
  20582. /**
  20583. * Gets or sets user defined metadata
  20584. */
  20585. metadata: any;
  20586. /**
  20587. * For internal use only. Please do not use.
  20588. */
  20589. reservedDataStore: any;
  20590. /**
  20591. * Specifies if the ready state should be checked on each call
  20592. */
  20593. checkReadyOnEveryCall: boolean;
  20594. /**
  20595. * Specifies if the ready state should be checked once
  20596. */
  20597. checkReadyOnlyOnce: boolean;
  20598. /**
  20599. * The state of the material
  20600. */
  20601. state: string;
  20602. /**
  20603. * The alpha value of the material
  20604. */
  20605. protected _alpha: number;
  20606. /**
  20607. * List of inspectable custom properties (used by the Inspector)
  20608. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20609. */
  20610. inspectableCustomProperties: IInspectable[];
  20611. /**
  20612. * Sets the alpha value of the material
  20613. */
  20614. /**
  20615. * Gets the alpha value of the material
  20616. */
  20617. alpha: number;
  20618. /**
  20619. * Specifies if back face culling is enabled
  20620. */
  20621. protected _backFaceCulling: boolean;
  20622. /**
  20623. * Sets the back-face culling state
  20624. */
  20625. /**
  20626. * Gets the back-face culling state
  20627. */
  20628. backFaceCulling: boolean;
  20629. /**
  20630. * Stores the value for side orientation
  20631. */
  20632. sideOrientation: number;
  20633. /**
  20634. * Callback triggered when the material is compiled
  20635. */
  20636. onCompiled: Nullable<(effect: Effect) => void>;
  20637. /**
  20638. * Callback triggered when an error occurs
  20639. */
  20640. onError: Nullable<(effect: Effect, errors: string) => void>;
  20641. /**
  20642. * Callback triggered to get the render target textures
  20643. */
  20644. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20645. /**
  20646. * Gets a boolean indicating that current material needs to register RTT
  20647. */
  20648. readonly hasRenderTargetTextures: boolean;
  20649. /**
  20650. * Specifies if the material should be serialized
  20651. */
  20652. doNotSerialize: boolean;
  20653. /**
  20654. * @hidden
  20655. */
  20656. _storeEffectOnSubMeshes: boolean;
  20657. /**
  20658. * Stores the animations for the material
  20659. */
  20660. animations: Nullable<Array<Animation>>;
  20661. /**
  20662. * An event triggered when the material is disposed
  20663. */
  20664. onDisposeObservable: Observable<Material>;
  20665. /**
  20666. * An observer which watches for dispose events
  20667. */
  20668. private _onDisposeObserver;
  20669. private _onUnBindObservable;
  20670. /**
  20671. * Called during a dispose event
  20672. */
  20673. onDispose: () => void;
  20674. private _onBindObservable;
  20675. /**
  20676. * An event triggered when the material is bound
  20677. */
  20678. readonly onBindObservable: Observable<AbstractMesh>;
  20679. /**
  20680. * An observer which watches for bind events
  20681. */
  20682. private _onBindObserver;
  20683. /**
  20684. * Called during a bind event
  20685. */
  20686. onBind: (Mesh: AbstractMesh) => void;
  20687. /**
  20688. * An event triggered when the material is unbound
  20689. */
  20690. readonly onUnBindObservable: Observable<Material>;
  20691. /**
  20692. * Stores the value of the alpha mode
  20693. */
  20694. private _alphaMode;
  20695. /**
  20696. * Sets the value of the alpha mode.
  20697. *
  20698. * | Value | Type | Description |
  20699. * | --- | --- | --- |
  20700. * | 0 | ALPHA_DISABLE | |
  20701. * | 1 | ALPHA_ADD | |
  20702. * | 2 | ALPHA_COMBINE | |
  20703. * | 3 | ALPHA_SUBTRACT | |
  20704. * | 4 | ALPHA_MULTIPLY | |
  20705. * | 5 | ALPHA_MAXIMIZED | |
  20706. * | 6 | ALPHA_ONEONE | |
  20707. * | 7 | ALPHA_PREMULTIPLIED | |
  20708. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20709. * | 9 | ALPHA_INTERPOLATE | |
  20710. * | 10 | ALPHA_SCREENMODE | |
  20711. *
  20712. */
  20713. /**
  20714. * Gets the value of the alpha mode
  20715. */
  20716. alphaMode: number;
  20717. /**
  20718. * Stores the state of the need depth pre-pass value
  20719. */
  20720. private _needDepthPrePass;
  20721. /**
  20722. * Sets the need depth pre-pass value
  20723. */
  20724. /**
  20725. * Gets the depth pre-pass value
  20726. */
  20727. needDepthPrePass: boolean;
  20728. /**
  20729. * Specifies if depth writing should be disabled
  20730. */
  20731. disableDepthWrite: boolean;
  20732. /**
  20733. * Specifies if depth writing should be forced
  20734. */
  20735. forceDepthWrite: boolean;
  20736. /**
  20737. * Specifies if there should be a separate pass for culling
  20738. */
  20739. separateCullingPass: boolean;
  20740. /**
  20741. * Stores the state specifing if fog should be enabled
  20742. */
  20743. private _fogEnabled;
  20744. /**
  20745. * Sets the state for enabling fog
  20746. */
  20747. /**
  20748. * Gets the value of the fog enabled state
  20749. */
  20750. fogEnabled: boolean;
  20751. /**
  20752. * Stores the size of points
  20753. */
  20754. pointSize: number;
  20755. /**
  20756. * Stores the z offset value
  20757. */
  20758. zOffset: number;
  20759. /**
  20760. * Gets a value specifying if wireframe mode is enabled
  20761. */
  20762. /**
  20763. * Sets the state of wireframe mode
  20764. */
  20765. wireframe: boolean;
  20766. /**
  20767. * Gets the value specifying if point clouds are enabled
  20768. */
  20769. /**
  20770. * Sets the state of point cloud mode
  20771. */
  20772. pointsCloud: boolean;
  20773. /**
  20774. * Gets the material fill mode
  20775. */
  20776. /**
  20777. * Sets the material fill mode
  20778. */
  20779. fillMode: number;
  20780. /**
  20781. * @hidden
  20782. * Stores the effects for the material
  20783. */
  20784. _effect: Nullable<Effect>;
  20785. /**
  20786. * @hidden
  20787. * Specifies if the material was previously ready
  20788. */
  20789. _wasPreviouslyReady: boolean;
  20790. /**
  20791. * Specifies if uniform buffers should be used
  20792. */
  20793. private _useUBO;
  20794. /**
  20795. * Stores a reference to the scene
  20796. */
  20797. private _scene;
  20798. /**
  20799. * Stores the fill mode state
  20800. */
  20801. private _fillMode;
  20802. /**
  20803. * Specifies if the depth write state should be cached
  20804. */
  20805. private _cachedDepthWriteState;
  20806. /**
  20807. * Stores the uniform buffer
  20808. */
  20809. protected _uniformBuffer: UniformBuffer;
  20810. /** @hidden */
  20811. _indexInSceneMaterialArray: number;
  20812. /** @hidden */
  20813. meshMap: Nullable<{
  20814. [id: string]: AbstractMesh | undefined;
  20815. }>;
  20816. /**
  20817. * Creates a material instance
  20818. * @param name defines the name of the material
  20819. * @param scene defines the scene to reference
  20820. * @param doNotAdd specifies if the material should be added to the scene
  20821. */
  20822. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20823. /**
  20824. * Returns a string representation of the current material
  20825. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20826. * @returns a string with material information
  20827. */
  20828. toString(fullDetails?: boolean): string;
  20829. /**
  20830. * Gets the class name of the material
  20831. * @returns a string with the class name of the material
  20832. */
  20833. getClassName(): string;
  20834. /**
  20835. * Specifies if updates for the material been locked
  20836. */
  20837. readonly isFrozen: boolean;
  20838. /**
  20839. * Locks updates for the material
  20840. */
  20841. freeze(): void;
  20842. /**
  20843. * Unlocks updates for the material
  20844. */
  20845. unfreeze(): void;
  20846. /**
  20847. * Specifies if the material is ready to be used
  20848. * @param mesh defines the mesh to check
  20849. * @param useInstances specifies if instances should be used
  20850. * @returns a boolean indicating if the material is ready to be used
  20851. */
  20852. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20853. /**
  20854. * Specifies that the submesh is ready to be used
  20855. * @param mesh defines the mesh to check
  20856. * @param subMesh defines which submesh to check
  20857. * @param useInstances specifies that instances should be used
  20858. * @returns a boolean indicating that the submesh is ready or not
  20859. */
  20860. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20861. /**
  20862. * Returns the material effect
  20863. * @returns the effect associated with the material
  20864. */
  20865. getEffect(): Nullable<Effect>;
  20866. /**
  20867. * Returns the current scene
  20868. * @returns a Scene
  20869. */
  20870. getScene(): Scene;
  20871. /**
  20872. * Specifies if the material will require alpha blending
  20873. * @returns a boolean specifying if alpha blending is needed
  20874. */
  20875. needAlphaBlending(): boolean;
  20876. /**
  20877. * Specifies if the mesh will require alpha blending
  20878. * @param mesh defines the mesh to check
  20879. * @returns a boolean specifying if alpha blending is needed for the mesh
  20880. */
  20881. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20882. /**
  20883. * Specifies if this material should be rendered in alpha test mode
  20884. * @returns a boolean specifying if an alpha test is needed.
  20885. */
  20886. needAlphaTesting(): boolean;
  20887. /**
  20888. * Gets the texture used for the alpha test
  20889. * @returns the texture to use for alpha testing
  20890. */
  20891. getAlphaTestTexture(): Nullable<BaseTexture>;
  20892. /**
  20893. * Marks the material to indicate that it needs to be re-calculated
  20894. */
  20895. markDirty(): void;
  20896. /** @hidden */
  20897. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20898. /**
  20899. * Binds the material to the mesh
  20900. * @param world defines the world transformation matrix
  20901. * @param mesh defines the mesh to bind the material to
  20902. */
  20903. bind(world: Matrix, mesh?: Mesh): void;
  20904. /**
  20905. * Binds the submesh to the material
  20906. * @param world defines the world transformation matrix
  20907. * @param mesh defines the mesh containing the submesh
  20908. * @param subMesh defines the submesh to bind the material to
  20909. */
  20910. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20911. /**
  20912. * Binds the world matrix to the material
  20913. * @param world defines the world transformation matrix
  20914. */
  20915. bindOnlyWorldMatrix(world: Matrix): void;
  20916. /**
  20917. * Binds the scene's uniform buffer to the effect.
  20918. * @param effect defines the effect to bind to the scene uniform buffer
  20919. * @param sceneUbo defines the uniform buffer storing scene data
  20920. */
  20921. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20922. /**
  20923. * Binds the view matrix to the effect
  20924. * @param effect defines the effect to bind the view matrix to
  20925. */
  20926. bindView(effect: Effect): void;
  20927. /**
  20928. * Binds the view projection matrix to the effect
  20929. * @param effect defines the effect to bind the view projection matrix to
  20930. */
  20931. bindViewProjection(effect: Effect): void;
  20932. /**
  20933. * Specifies if material alpha testing should be turned on for the mesh
  20934. * @param mesh defines the mesh to check
  20935. */
  20936. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20937. /**
  20938. * Processes to execute after binding the material to a mesh
  20939. * @param mesh defines the rendered mesh
  20940. */
  20941. protected _afterBind(mesh?: Mesh): void;
  20942. /**
  20943. * Unbinds the material from the mesh
  20944. */
  20945. unbind(): void;
  20946. /**
  20947. * Gets the active textures from the material
  20948. * @returns an array of textures
  20949. */
  20950. getActiveTextures(): BaseTexture[];
  20951. /**
  20952. * Specifies if the material uses a texture
  20953. * @param texture defines the texture to check against the material
  20954. * @returns a boolean specifying if the material uses the texture
  20955. */
  20956. hasTexture(texture: BaseTexture): boolean;
  20957. /**
  20958. * Makes a duplicate of the material, and gives it a new name
  20959. * @param name defines the new name for the duplicated material
  20960. * @returns the cloned material
  20961. */
  20962. clone(name: string): Nullable<Material>;
  20963. /**
  20964. * Gets the meshes bound to the material
  20965. * @returns an array of meshes bound to the material
  20966. */
  20967. getBindedMeshes(): AbstractMesh[];
  20968. /**
  20969. * Force shader compilation
  20970. * @param mesh defines the mesh associated with this material
  20971. * @param onCompiled defines a function to execute once the material is compiled
  20972. * @param options defines the options to configure the compilation
  20973. */
  20974. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20975. clipPlane: boolean;
  20976. }>): void;
  20977. /**
  20978. * Force shader compilation
  20979. * @param mesh defines the mesh that will use this material
  20980. * @param options defines additional options for compiling the shaders
  20981. * @returns a promise that resolves when the compilation completes
  20982. */
  20983. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20984. clipPlane: boolean;
  20985. }>): Promise<void>;
  20986. private static readonly _AllDirtyCallBack;
  20987. private static readonly _ImageProcessingDirtyCallBack;
  20988. private static readonly _TextureDirtyCallBack;
  20989. private static readonly _FresnelDirtyCallBack;
  20990. private static readonly _MiscDirtyCallBack;
  20991. private static readonly _LightsDirtyCallBack;
  20992. private static readonly _AttributeDirtyCallBack;
  20993. private static _FresnelAndMiscDirtyCallBack;
  20994. private static _TextureAndMiscDirtyCallBack;
  20995. private static readonly _DirtyCallbackArray;
  20996. private static readonly _RunDirtyCallBacks;
  20997. /**
  20998. * Marks a define in the material to indicate that it needs to be re-computed
  20999. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21000. */
  21001. markAsDirty(flag: number): void;
  21002. /**
  21003. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21004. * @param func defines a function which checks material defines against the submeshes
  21005. */
  21006. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21007. /**
  21008. * Indicates that we need to re-calculated for all submeshes
  21009. */
  21010. protected _markAllSubMeshesAsAllDirty(): void;
  21011. /**
  21012. * Indicates that image processing needs to be re-calculated for all submeshes
  21013. */
  21014. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21015. /**
  21016. * Indicates that textures need to be re-calculated for all submeshes
  21017. */
  21018. protected _markAllSubMeshesAsTexturesDirty(): void;
  21019. /**
  21020. * Indicates that fresnel needs to be re-calculated for all submeshes
  21021. */
  21022. protected _markAllSubMeshesAsFresnelDirty(): void;
  21023. /**
  21024. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21025. */
  21026. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21027. /**
  21028. * Indicates that lights need to be re-calculated for all submeshes
  21029. */
  21030. protected _markAllSubMeshesAsLightsDirty(): void;
  21031. /**
  21032. * Indicates that attributes need to be re-calculated for all submeshes
  21033. */
  21034. protected _markAllSubMeshesAsAttributesDirty(): void;
  21035. /**
  21036. * Indicates that misc needs to be re-calculated for all submeshes
  21037. */
  21038. protected _markAllSubMeshesAsMiscDirty(): void;
  21039. /**
  21040. * Indicates that textures and misc need to be re-calculated for all submeshes
  21041. */
  21042. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21043. /**
  21044. * Disposes the material
  21045. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21046. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21047. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21048. */
  21049. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21050. /** @hidden */
  21051. private releaseVertexArrayObject;
  21052. /**
  21053. * Serializes this material
  21054. * @returns the serialized material object
  21055. */
  21056. serialize(): any;
  21057. /**
  21058. * Creates a material from parsed material data
  21059. * @param parsedMaterial defines parsed material data
  21060. * @param scene defines the hosting scene
  21061. * @param rootUrl defines the root URL to use to load textures
  21062. * @returns a new material
  21063. */
  21064. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21065. }
  21066. }
  21067. declare module "babylonjs/Materials/multiMaterial" {
  21068. import { Nullable } from "babylonjs/types";
  21069. import { Scene } from "babylonjs/scene";
  21070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21071. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21072. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21073. import { Material } from "babylonjs/Materials/material";
  21074. /**
  21075. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21076. * separate meshes. This can be use to improve performances.
  21077. * @see http://doc.babylonjs.com/how_to/multi_materials
  21078. */
  21079. export class MultiMaterial extends Material {
  21080. private _subMaterials;
  21081. /**
  21082. * Gets or Sets the list of Materials used within the multi material.
  21083. * They need to be ordered according to the submeshes order in the associated mesh
  21084. */
  21085. subMaterials: Nullable<Material>[];
  21086. /**
  21087. * Function used to align with Node.getChildren()
  21088. * @returns the list of Materials used within the multi material
  21089. */
  21090. getChildren(): Nullable<Material>[];
  21091. /**
  21092. * Instantiates a new Multi Material
  21093. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21094. * separate meshes. This can be use to improve performances.
  21095. * @see http://doc.babylonjs.com/how_to/multi_materials
  21096. * @param name Define the name in the scene
  21097. * @param scene Define the scene the material belongs to
  21098. */
  21099. constructor(name: string, scene: Scene);
  21100. private _hookArray;
  21101. /**
  21102. * Get one of the submaterial by its index in the submaterials array
  21103. * @param index The index to look the sub material at
  21104. * @returns The Material if the index has been defined
  21105. */
  21106. getSubMaterial(index: number): Nullable<Material>;
  21107. /**
  21108. * Get the list of active textures for the whole sub materials list.
  21109. * @returns All the textures that will be used during the rendering
  21110. */
  21111. getActiveTextures(): BaseTexture[];
  21112. /**
  21113. * Gets the current class name of the material e.g. "MultiMaterial"
  21114. * Mainly use in serialization.
  21115. * @returns the class name
  21116. */
  21117. getClassName(): string;
  21118. /**
  21119. * Checks if the material is ready to render the requested sub mesh
  21120. * @param mesh Define the mesh the submesh belongs to
  21121. * @param subMesh Define the sub mesh to look readyness for
  21122. * @param useInstances Define whether or not the material is used with instances
  21123. * @returns true if ready, otherwise false
  21124. */
  21125. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21126. /**
  21127. * Clones the current material and its related sub materials
  21128. * @param name Define the name of the newly cloned material
  21129. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21130. * @returns the cloned material
  21131. */
  21132. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21133. /**
  21134. * Serializes the materials into a JSON representation.
  21135. * @returns the JSON representation
  21136. */
  21137. serialize(): any;
  21138. /**
  21139. * Dispose the material and release its associated resources
  21140. * @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)
  21141. * @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)
  21142. * @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)
  21143. */
  21144. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21145. /**
  21146. * Creates a MultiMaterial from parsed MultiMaterial data.
  21147. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21148. * @param scene defines the hosting scene
  21149. * @returns a new MultiMaterial
  21150. */
  21151. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21152. }
  21153. }
  21154. declare module "babylonjs/Meshes/subMesh" {
  21155. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21156. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21157. import { Engine } from "babylonjs/Engines/engine";
  21158. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21159. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21160. import { Effect } from "babylonjs/Materials/effect";
  21161. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21162. import { Plane } from "babylonjs/Maths/math.plane";
  21163. import { Collider } from "babylonjs/Collisions/collider";
  21164. import { Material } from "babylonjs/Materials/material";
  21165. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21167. import { Mesh } from "babylonjs/Meshes/mesh";
  21168. import { Ray } from "babylonjs/Culling/ray";
  21169. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21170. /**
  21171. * Base class for submeshes
  21172. */
  21173. export class BaseSubMesh {
  21174. /** @hidden */
  21175. _materialDefines: Nullable<MaterialDefines>;
  21176. /** @hidden */
  21177. _materialEffect: Nullable<Effect>;
  21178. /**
  21179. * Gets associated effect
  21180. */
  21181. readonly effect: Nullable<Effect>;
  21182. /**
  21183. * Sets associated effect (effect used to render this submesh)
  21184. * @param effect defines the effect to associate with
  21185. * @param defines defines the set of defines used to compile this effect
  21186. */
  21187. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21188. }
  21189. /**
  21190. * Defines a subdivision inside a mesh
  21191. */
  21192. export class SubMesh extends BaseSubMesh implements ICullable {
  21193. /** the material index to use */
  21194. materialIndex: number;
  21195. /** vertex index start */
  21196. verticesStart: number;
  21197. /** vertices count */
  21198. verticesCount: number;
  21199. /** index start */
  21200. indexStart: number;
  21201. /** indices count */
  21202. indexCount: number;
  21203. /** @hidden */
  21204. _linesIndexCount: number;
  21205. private _mesh;
  21206. private _renderingMesh;
  21207. private _boundingInfo;
  21208. private _linesIndexBuffer;
  21209. /** @hidden */
  21210. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21211. /** @hidden */
  21212. _trianglePlanes: Plane[];
  21213. /** @hidden */
  21214. _lastColliderTransformMatrix: Nullable<Matrix>;
  21215. /** @hidden */
  21216. _renderId: number;
  21217. /** @hidden */
  21218. _alphaIndex: number;
  21219. /** @hidden */
  21220. _distanceToCamera: number;
  21221. /** @hidden */
  21222. _id: number;
  21223. private _currentMaterial;
  21224. /**
  21225. * Add a new submesh to a mesh
  21226. * @param materialIndex defines the material index to use
  21227. * @param verticesStart defines vertex index start
  21228. * @param verticesCount defines vertices count
  21229. * @param indexStart defines index start
  21230. * @param indexCount defines indices count
  21231. * @param mesh defines the parent mesh
  21232. * @param renderingMesh defines an optional rendering mesh
  21233. * @param createBoundingBox defines if bounding box should be created for this submesh
  21234. * @returns the new submesh
  21235. */
  21236. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21237. /**
  21238. * Creates a new submesh
  21239. * @param materialIndex defines the material index to use
  21240. * @param verticesStart defines vertex index start
  21241. * @param verticesCount defines vertices count
  21242. * @param indexStart defines index start
  21243. * @param indexCount defines indices count
  21244. * @param mesh defines the parent mesh
  21245. * @param renderingMesh defines an optional rendering mesh
  21246. * @param createBoundingBox defines if bounding box should be created for this submesh
  21247. */
  21248. constructor(
  21249. /** the material index to use */
  21250. materialIndex: number,
  21251. /** vertex index start */
  21252. verticesStart: number,
  21253. /** vertices count */
  21254. verticesCount: number,
  21255. /** index start */
  21256. indexStart: number,
  21257. /** indices count */
  21258. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21259. /**
  21260. * Returns true if this submesh covers the entire parent mesh
  21261. * @ignorenaming
  21262. */
  21263. readonly IsGlobal: boolean;
  21264. /**
  21265. * Returns the submesh BoudingInfo object
  21266. * @returns current bounding info (or mesh's one if the submesh is global)
  21267. */
  21268. getBoundingInfo(): BoundingInfo;
  21269. /**
  21270. * Sets the submesh BoundingInfo
  21271. * @param boundingInfo defines the new bounding info to use
  21272. * @returns the SubMesh
  21273. */
  21274. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21275. /**
  21276. * Returns the mesh of the current submesh
  21277. * @return the parent mesh
  21278. */
  21279. getMesh(): AbstractMesh;
  21280. /**
  21281. * Returns the rendering mesh of the submesh
  21282. * @returns the rendering mesh (could be different from parent mesh)
  21283. */
  21284. getRenderingMesh(): Mesh;
  21285. /**
  21286. * Returns the submesh material
  21287. * @returns null or the current material
  21288. */
  21289. getMaterial(): Nullable<Material>;
  21290. /**
  21291. * Sets a new updated BoundingInfo object to the submesh
  21292. * @param data defines an optional position array to use to determine the bounding info
  21293. * @returns the SubMesh
  21294. */
  21295. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21296. /** @hidden */
  21297. _checkCollision(collider: Collider): boolean;
  21298. /**
  21299. * Updates the submesh BoundingInfo
  21300. * @param world defines the world matrix to use to update the bounding info
  21301. * @returns the submesh
  21302. */
  21303. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21304. /**
  21305. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21306. * @param frustumPlanes defines the frustum planes
  21307. * @returns true if the submesh is intersecting with the frustum
  21308. */
  21309. isInFrustum(frustumPlanes: Plane[]): boolean;
  21310. /**
  21311. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21312. * @param frustumPlanes defines the frustum planes
  21313. * @returns true if the submesh is inside the frustum
  21314. */
  21315. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21316. /**
  21317. * Renders the submesh
  21318. * @param enableAlphaMode defines if alpha needs to be used
  21319. * @returns the submesh
  21320. */
  21321. render(enableAlphaMode: boolean): SubMesh;
  21322. /**
  21323. * @hidden
  21324. */
  21325. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21326. /**
  21327. * Checks if the submesh intersects with a ray
  21328. * @param ray defines the ray to test
  21329. * @returns true is the passed ray intersects the submesh bounding box
  21330. */
  21331. canIntersects(ray: Ray): boolean;
  21332. /**
  21333. * Intersects current submesh with a ray
  21334. * @param ray defines the ray to test
  21335. * @param positions defines mesh's positions array
  21336. * @param indices defines mesh's indices array
  21337. * @param fastCheck defines if only bounding info should be used
  21338. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21339. * @returns intersection info or null if no intersection
  21340. */
  21341. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21342. /** @hidden */
  21343. private _intersectLines;
  21344. /** @hidden */
  21345. private _intersectUnIndexedLines;
  21346. /** @hidden */
  21347. private _intersectTriangles;
  21348. /** @hidden */
  21349. private _intersectUnIndexedTriangles;
  21350. /** @hidden */
  21351. _rebuild(): void;
  21352. /**
  21353. * Creates a new submesh from the passed mesh
  21354. * @param newMesh defines the new hosting mesh
  21355. * @param newRenderingMesh defines an optional rendering mesh
  21356. * @returns the new submesh
  21357. */
  21358. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21359. /**
  21360. * Release associated resources
  21361. */
  21362. dispose(): void;
  21363. /**
  21364. * Gets the class name
  21365. * @returns the string "SubMesh".
  21366. */
  21367. getClassName(): string;
  21368. /**
  21369. * Creates a new submesh from indices data
  21370. * @param materialIndex the index of the main mesh material
  21371. * @param startIndex the index where to start the copy in the mesh indices array
  21372. * @param indexCount the number of indices to copy then from the startIndex
  21373. * @param mesh the main mesh to create the submesh from
  21374. * @param renderingMesh the optional rendering mesh
  21375. * @returns a new submesh
  21376. */
  21377. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21378. }
  21379. }
  21380. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21381. /**
  21382. * Class used to represent data loading progression
  21383. */
  21384. export class SceneLoaderFlags {
  21385. private static _ForceFullSceneLoadingForIncremental;
  21386. private static _ShowLoadingScreen;
  21387. private static _CleanBoneMatrixWeights;
  21388. private static _loggingLevel;
  21389. /**
  21390. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21391. */
  21392. static ForceFullSceneLoadingForIncremental: boolean;
  21393. /**
  21394. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21395. */
  21396. static ShowLoadingScreen: boolean;
  21397. /**
  21398. * Defines the current logging level (while loading the scene)
  21399. * @ignorenaming
  21400. */
  21401. static loggingLevel: number;
  21402. /**
  21403. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21404. */
  21405. static CleanBoneMatrixWeights: boolean;
  21406. }
  21407. }
  21408. declare module "babylonjs/Meshes/geometry" {
  21409. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21410. import { Scene } from "babylonjs/scene";
  21411. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21412. import { Engine } from "babylonjs/Engines/engine";
  21413. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21414. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21415. import { Effect } from "babylonjs/Materials/effect";
  21416. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21417. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21418. import { Mesh } from "babylonjs/Meshes/mesh";
  21419. /**
  21420. * Class used to store geometry data (vertex buffers + index buffer)
  21421. */
  21422. export class Geometry implements IGetSetVerticesData {
  21423. /**
  21424. * Gets or sets the ID of the geometry
  21425. */
  21426. id: string;
  21427. /**
  21428. * Gets or sets the unique ID of the geometry
  21429. */
  21430. uniqueId: number;
  21431. /**
  21432. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21433. */
  21434. delayLoadState: number;
  21435. /**
  21436. * Gets the file containing the data to load when running in delay load state
  21437. */
  21438. delayLoadingFile: Nullable<string>;
  21439. /**
  21440. * Callback called when the geometry is updated
  21441. */
  21442. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21443. private _scene;
  21444. private _engine;
  21445. private _meshes;
  21446. private _totalVertices;
  21447. /** @hidden */
  21448. _indices: IndicesArray;
  21449. /** @hidden */
  21450. _vertexBuffers: {
  21451. [key: string]: VertexBuffer;
  21452. };
  21453. private _isDisposed;
  21454. private _extend;
  21455. private _boundingBias;
  21456. /** @hidden */
  21457. _delayInfo: Array<string>;
  21458. private _indexBuffer;
  21459. private _indexBufferIsUpdatable;
  21460. /** @hidden */
  21461. _boundingInfo: Nullable<BoundingInfo>;
  21462. /** @hidden */
  21463. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21464. /** @hidden */
  21465. _softwareSkinningFrameId: number;
  21466. private _vertexArrayObjects;
  21467. private _updatable;
  21468. /** @hidden */
  21469. _positions: Nullable<Vector3[]>;
  21470. /**
  21471. * 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
  21472. */
  21473. /**
  21474. * 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
  21475. */
  21476. boundingBias: Vector2;
  21477. /**
  21478. * Static function used to attach a new empty geometry to a mesh
  21479. * @param mesh defines the mesh to attach the geometry to
  21480. * @returns the new Geometry
  21481. */
  21482. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21483. /**
  21484. * Creates a new geometry
  21485. * @param id defines the unique ID
  21486. * @param scene defines the hosting scene
  21487. * @param vertexData defines the VertexData used to get geometry data
  21488. * @param updatable defines if geometry must be updatable (false by default)
  21489. * @param mesh defines the mesh that will be associated with the geometry
  21490. */
  21491. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21492. /**
  21493. * Gets the current extend of the geometry
  21494. */
  21495. readonly extend: {
  21496. minimum: Vector3;
  21497. maximum: Vector3;
  21498. };
  21499. /**
  21500. * Gets the hosting scene
  21501. * @returns the hosting Scene
  21502. */
  21503. getScene(): Scene;
  21504. /**
  21505. * Gets the hosting engine
  21506. * @returns the hosting Engine
  21507. */
  21508. getEngine(): Engine;
  21509. /**
  21510. * Defines if the geometry is ready to use
  21511. * @returns true if the geometry is ready to be used
  21512. */
  21513. isReady(): boolean;
  21514. /**
  21515. * Gets a value indicating that the geometry should not be serialized
  21516. */
  21517. readonly doNotSerialize: boolean;
  21518. /** @hidden */
  21519. _rebuild(): void;
  21520. /**
  21521. * Affects all geometry data in one call
  21522. * @param vertexData defines the geometry data
  21523. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21524. */
  21525. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21526. /**
  21527. * Set specific vertex data
  21528. * @param kind defines the data kind (Position, normal, etc...)
  21529. * @param data defines the vertex data to use
  21530. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21531. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21532. */
  21533. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21534. /**
  21535. * Removes a specific vertex data
  21536. * @param kind defines the data kind (Position, normal, etc...)
  21537. */
  21538. removeVerticesData(kind: string): void;
  21539. /**
  21540. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21541. * @param buffer defines the vertex buffer to use
  21542. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21543. */
  21544. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21545. /**
  21546. * Update a specific vertex buffer
  21547. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21548. * It will do nothing if the buffer is not updatable
  21549. * @param kind defines the data kind (Position, normal, etc...)
  21550. * @param data defines the data to use
  21551. * @param offset defines the offset in the target buffer where to store the data
  21552. * @param useBytes set to true if the offset is in bytes
  21553. */
  21554. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21555. /**
  21556. * Update a specific vertex buffer
  21557. * This function will create a new buffer if the current one is not updatable
  21558. * @param kind defines the data kind (Position, normal, etc...)
  21559. * @param data defines the data to use
  21560. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21561. */
  21562. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21563. private _updateBoundingInfo;
  21564. /** @hidden */
  21565. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21566. /**
  21567. * Gets total number of vertices
  21568. * @returns the total number of vertices
  21569. */
  21570. getTotalVertices(): number;
  21571. /**
  21572. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21573. * @param kind defines the data kind (Position, normal, etc...)
  21574. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21575. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21576. * @returns a float array containing vertex data
  21577. */
  21578. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21579. /**
  21580. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21581. * @param kind defines the data kind (Position, normal, etc...)
  21582. * @returns true if the vertex buffer with the specified kind is updatable
  21583. */
  21584. isVertexBufferUpdatable(kind: string): boolean;
  21585. /**
  21586. * Gets a specific vertex buffer
  21587. * @param kind defines the data kind (Position, normal, etc...)
  21588. * @returns a VertexBuffer
  21589. */
  21590. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21591. /**
  21592. * Returns all vertex buffers
  21593. * @return an object holding all vertex buffers indexed by kind
  21594. */
  21595. getVertexBuffers(): Nullable<{
  21596. [key: string]: VertexBuffer;
  21597. }>;
  21598. /**
  21599. * Gets a boolean indicating if specific vertex buffer is present
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if data is present
  21602. */
  21603. isVerticesDataPresent(kind: string): boolean;
  21604. /**
  21605. * Gets a list of all attached data kinds (Position, normal, etc...)
  21606. * @returns a list of string containing all kinds
  21607. */
  21608. getVerticesDataKinds(): string[];
  21609. /**
  21610. * Update index buffer
  21611. * @param indices defines the indices to store in the index buffer
  21612. * @param offset defines the offset in the target buffer where to store the data
  21613. * @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)
  21614. */
  21615. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21616. /**
  21617. * Creates a new index buffer
  21618. * @param indices defines the indices to store in the index buffer
  21619. * @param totalVertices defines the total number of vertices (could be null)
  21620. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21621. */
  21622. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21623. /**
  21624. * Return the total number of indices
  21625. * @returns the total number of indices
  21626. */
  21627. getTotalIndices(): number;
  21628. /**
  21629. * Gets the index buffer array
  21630. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21631. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21632. * @returns the index buffer array
  21633. */
  21634. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21635. /**
  21636. * Gets the index buffer
  21637. * @return the index buffer
  21638. */
  21639. getIndexBuffer(): Nullable<DataBuffer>;
  21640. /** @hidden */
  21641. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21642. /**
  21643. * Release the associated resources for a specific mesh
  21644. * @param mesh defines the source mesh
  21645. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21646. */
  21647. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21648. /**
  21649. * Apply current geometry to a given mesh
  21650. * @param mesh defines the mesh to apply geometry to
  21651. */
  21652. applyToMesh(mesh: Mesh): void;
  21653. private _updateExtend;
  21654. private _applyToMesh;
  21655. private notifyUpdate;
  21656. /**
  21657. * Load the geometry if it was flagged as delay loaded
  21658. * @param scene defines the hosting scene
  21659. * @param onLoaded defines a callback called when the geometry is loaded
  21660. */
  21661. load(scene: Scene, onLoaded?: () => void): void;
  21662. private _queueLoad;
  21663. /**
  21664. * Invert the geometry to move from a right handed system to a left handed one.
  21665. */
  21666. toLeftHanded(): void;
  21667. /** @hidden */
  21668. _resetPointsArrayCache(): void;
  21669. /** @hidden */
  21670. _generatePointsArray(): boolean;
  21671. /**
  21672. * Gets a value indicating if the geometry is disposed
  21673. * @returns true if the geometry was disposed
  21674. */
  21675. isDisposed(): boolean;
  21676. private _disposeVertexArrayObjects;
  21677. /**
  21678. * Free all associated resources
  21679. */
  21680. dispose(): void;
  21681. /**
  21682. * Clone the current geometry into a new geometry
  21683. * @param id defines the unique ID of the new geometry
  21684. * @returns a new geometry object
  21685. */
  21686. copy(id: string): Geometry;
  21687. /**
  21688. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21689. * @return a JSON representation of the current geometry data (without the vertices data)
  21690. */
  21691. serialize(): any;
  21692. private toNumberArray;
  21693. /**
  21694. * Serialize all vertices data into a JSON oject
  21695. * @returns a JSON representation of the current geometry data
  21696. */
  21697. serializeVerticeData(): any;
  21698. /**
  21699. * Extracts a clone of a mesh geometry
  21700. * @param mesh defines the source mesh
  21701. * @param id defines the unique ID of the new geometry object
  21702. * @returns the new geometry object
  21703. */
  21704. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21705. /**
  21706. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21707. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21708. * Be aware Math.random() could cause collisions, but:
  21709. * "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"
  21710. * @returns a string containing a new GUID
  21711. */
  21712. static RandomId(): string;
  21713. /** @hidden */
  21714. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21715. private static _CleanMatricesWeights;
  21716. /**
  21717. * Create a new geometry from persisted data (Using .babylon file format)
  21718. * @param parsedVertexData defines the persisted data
  21719. * @param scene defines the hosting scene
  21720. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21721. * @returns the new geometry object
  21722. */
  21723. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21724. }
  21725. }
  21726. declare module "babylonjs/Meshes/mesh.vertexData" {
  21727. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21728. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21729. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21730. import { Geometry } from "babylonjs/Meshes/geometry";
  21731. import { Mesh } from "babylonjs/Meshes/mesh";
  21732. /**
  21733. * Define an interface for all classes that will get and set the data on vertices
  21734. */
  21735. export interface IGetSetVerticesData {
  21736. /**
  21737. * Gets a boolean indicating if specific vertex data is present
  21738. * @param kind defines the vertex data kind to use
  21739. * @returns true is data kind is present
  21740. */
  21741. isVerticesDataPresent(kind: string): boolean;
  21742. /**
  21743. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21744. * @param kind defines the data kind (Position, normal, etc...)
  21745. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21746. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21747. * @returns a float array containing vertex data
  21748. */
  21749. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21750. /**
  21751. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21752. * @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.
  21753. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21754. * @returns the indices array or an empty array if the mesh has no geometry
  21755. */
  21756. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21757. /**
  21758. * Set specific vertex data
  21759. * @param kind defines the data kind (Position, normal, etc...)
  21760. * @param data defines the vertex data to use
  21761. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21762. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21763. */
  21764. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21765. /**
  21766. * Update a specific associated vertex buffer
  21767. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21768. * - VertexBuffer.PositionKind
  21769. * - VertexBuffer.UVKind
  21770. * - VertexBuffer.UV2Kind
  21771. * - VertexBuffer.UV3Kind
  21772. * - VertexBuffer.UV4Kind
  21773. * - VertexBuffer.UV5Kind
  21774. * - VertexBuffer.UV6Kind
  21775. * - VertexBuffer.ColorKind
  21776. * - VertexBuffer.MatricesIndicesKind
  21777. * - VertexBuffer.MatricesIndicesExtraKind
  21778. * - VertexBuffer.MatricesWeightsKind
  21779. * - VertexBuffer.MatricesWeightsExtraKind
  21780. * @param data defines the data source
  21781. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21782. * @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)
  21783. */
  21784. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21785. /**
  21786. * Creates a new index buffer
  21787. * @param indices defines the indices to store in the index buffer
  21788. * @param totalVertices defines the total number of vertices (could be null)
  21789. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21790. */
  21791. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21792. }
  21793. /**
  21794. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21795. */
  21796. export class VertexData {
  21797. /**
  21798. * Mesh side orientation : usually the external or front surface
  21799. */
  21800. static readonly FRONTSIDE: number;
  21801. /**
  21802. * Mesh side orientation : usually the internal or back surface
  21803. */
  21804. static readonly BACKSIDE: number;
  21805. /**
  21806. * Mesh side orientation : both internal and external or front and back surfaces
  21807. */
  21808. static readonly DOUBLESIDE: number;
  21809. /**
  21810. * Mesh side orientation : by default, `FRONTSIDE`
  21811. */
  21812. static readonly DEFAULTSIDE: number;
  21813. /**
  21814. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21815. */
  21816. positions: Nullable<FloatArray>;
  21817. /**
  21818. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21819. */
  21820. normals: Nullable<FloatArray>;
  21821. /**
  21822. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21823. */
  21824. tangents: Nullable<FloatArray>;
  21825. /**
  21826. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21827. */
  21828. uvs: Nullable<FloatArray>;
  21829. /**
  21830. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21831. */
  21832. uvs2: Nullable<FloatArray>;
  21833. /**
  21834. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21835. */
  21836. uvs3: Nullable<FloatArray>;
  21837. /**
  21838. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21839. */
  21840. uvs4: Nullable<FloatArray>;
  21841. /**
  21842. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21843. */
  21844. uvs5: Nullable<FloatArray>;
  21845. /**
  21846. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21847. */
  21848. uvs6: Nullable<FloatArray>;
  21849. /**
  21850. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21851. */
  21852. colors: Nullable<FloatArray>;
  21853. /**
  21854. * 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).
  21855. */
  21856. matricesIndices: Nullable<FloatArray>;
  21857. /**
  21858. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21859. */
  21860. matricesWeights: Nullable<FloatArray>;
  21861. /**
  21862. * An array extending the number of possible indices
  21863. */
  21864. matricesIndicesExtra: Nullable<FloatArray>;
  21865. /**
  21866. * An array extending the number of possible weights when the number of indices is extended
  21867. */
  21868. matricesWeightsExtra: Nullable<FloatArray>;
  21869. /**
  21870. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21871. */
  21872. indices: Nullable<IndicesArray>;
  21873. /**
  21874. * Uses the passed data array to set the set the values for the specified kind of data
  21875. * @param data a linear array of floating numbers
  21876. * @param kind the type of data that is being set, eg positions, colors etc
  21877. */
  21878. set(data: FloatArray, kind: string): void;
  21879. /**
  21880. * Associates the vertexData to the passed Mesh.
  21881. * Sets it as updatable or not (default `false`)
  21882. * @param mesh the mesh the vertexData is applied to
  21883. * @param updatable when used and having the value true allows new data to update the vertexData
  21884. * @returns the VertexData
  21885. */
  21886. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21887. /**
  21888. * Associates the vertexData to the passed Geometry.
  21889. * Sets it as updatable or not (default `false`)
  21890. * @param geometry the geometry the vertexData is applied to
  21891. * @param updatable when used and having the value true allows new data to update the vertexData
  21892. * @returns VertexData
  21893. */
  21894. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21895. /**
  21896. * Updates the associated mesh
  21897. * @param mesh the mesh to be updated
  21898. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21899. * @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
  21900. * @returns VertexData
  21901. */
  21902. updateMesh(mesh: Mesh): VertexData;
  21903. /**
  21904. * Updates the associated geometry
  21905. * @param geometry the geometry to be updated
  21906. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21907. * @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
  21908. * @returns VertexData.
  21909. */
  21910. updateGeometry(geometry: Geometry): VertexData;
  21911. private _applyTo;
  21912. private _update;
  21913. /**
  21914. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21915. * @param matrix the transforming matrix
  21916. * @returns the VertexData
  21917. */
  21918. transform(matrix: Matrix): VertexData;
  21919. /**
  21920. * Merges the passed VertexData into the current one
  21921. * @param other the VertexData to be merged into the current one
  21922. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21923. * @returns the modified VertexData
  21924. */
  21925. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21926. private _mergeElement;
  21927. private _validate;
  21928. /**
  21929. * Serializes the VertexData
  21930. * @returns a serialized object
  21931. */
  21932. serialize(): any;
  21933. /**
  21934. * Extracts the vertexData from a mesh
  21935. * @param mesh the mesh from which to extract the VertexData
  21936. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21937. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21938. * @returns the object VertexData associated to the passed mesh
  21939. */
  21940. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21941. /**
  21942. * Extracts the vertexData from the geometry
  21943. * @param geometry the geometry from which to extract the VertexData
  21944. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21945. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21946. * @returns the object VertexData associated to the passed mesh
  21947. */
  21948. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21949. private static _ExtractFrom;
  21950. /**
  21951. * Creates the VertexData for a Ribbon
  21952. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21953. * * pathArray array of paths, each of which an array of successive Vector3
  21954. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21955. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21956. * * 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
  21957. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21958. * * 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)
  21959. * * 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)
  21960. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21961. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21962. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21963. * @returns the VertexData of the ribbon
  21964. */
  21965. static CreateRibbon(options: {
  21966. pathArray: Vector3[][];
  21967. closeArray?: boolean;
  21968. closePath?: boolean;
  21969. offset?: number;
  21970. sideOrientation?: number;
  21971. frontUVs?: Vector4;
  21972. backUVs?: Vector4;
  21973. invertUV?: boolean;
  21974. uvs?: Vector2[];
  21975. colors?: Color4[];
  21976. }): VertexData;
  21977. /**
  21978. * Creates the VertexData for a box
  21979. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21980. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21981. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21982. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21983. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21984. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21985. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21986. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21987. * * 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)
  21988. * * 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)
  21989. * @returns the VertexData of the box
  21990. */
  21991. static CreateBox(options: {
  21992. size?: number;
  21993. width?: number;
  21994. height?: number;
  21995. depth?: number;
  21996. faceUV?: Vector4[];
  21997. faceColors?: Color4[];
  21998. sideOrientation?: number;
  21999. frontUVs?: Vector4;
  22000. backUVs?: Vector4;
  22001. }): VertexData;
  22002. /**
  22003. * Creates the VertexData for a tiled box
  22004. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22005. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22006. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22007. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * @returns the VertexData of the box
  22010. */
  22011. static CreateTiledBox(options: {
  22012. pattern?: number;
  22013. width?: number;
  22014. height?: number;
  22015. depth?: number;
  22016. tileSize?: number;
  22017. tileWidth?: number;
  22018. tileHeight?: number;
  22019. alignHorizontal?: number;
  22020. alignVertical?: number;
  22021. faceUV?: Vector4[];
  22022. faceColors?: Color4[];
  22023. sideOrientation?: number;
  22024. }): VertexData;
  22025. /**
  22026. * Creates the VertexData for a tiled plane
  22027. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22028. * * pattern a limited pattern arrangement depending on the number
  22029. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22030. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22031. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22032. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22033. * * 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)
  22034. * * 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)
  22035. * @returns the VertexData of the tiled plane
  22036. */
  22037. static CreateTiledPlane(options: {
  22038. pattern?: number;
  22039. tileSize?: number;
  22040. tileWidth?: number;
  22041. tileHeight?: number;
  22042. size?: number;
  22043. width?: number;
  22044. height?: number;
  22045. alignHorizontal?: number;
  22046. alignVertical?: number;
  22047. sideOrientation?: number;
  22048. frontUVs?: Vector4;
  22049. backUVs?: Vector4;
  22050. }): VertexData;
  22051. /**
  22052. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22053. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22054. * * segments sets the number of horizontal strips optional, default 32
  22055. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22056. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22057. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22058. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22059. * * 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
  22060. * * 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
  22061. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22062. * * 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)
  22063. * * 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)
  22064. * @returns the VertexData of the ellipsoid
  22065. */
  22066. static CreateSphere(options: {
  22067. segments?: number;
  22068. diameter?: number;
  22069. diameterX?: number;
  22070. diameterY?: number;
  22071. diameterZ?: number;
  22072. arc?: number;
  22073. slice?: number;
  22074. sideOrientation?: number;
  22075. frontUVs?: Vector4;
  22076. backUVs?: Vector4;
  22077. }): VertexData;
  22078. /**
  22079. * Creates the VertexData for a cylinder, cone or prism
  22080. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22081. * * height sets the height (y direction) of the cylinder, optional, default 2
  22082. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22083. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22084. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22085. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22086. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22087. * * 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
  22088. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22089. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22090. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22091. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22092. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22093. * * 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)
  22094. * * 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)
  22095. * @returns the VertexData of the cylinder, cone or prism
  22096. */
  22097. static CreateCylinder(options: {
  22098. height?: number;
  22099. diameterTop?: number;
  22100. diameterBottom?: number;
  22101. diameter?: number;
  22102. tessellation?: number;
  22103. subdivisions?: number;
  22104. arc?: number;
  22105. faceColors?: Color4[];
  22106. faceUV?: Vector4[];
  22107. hasRings?: boolean;
  22108. enclose?: boolean;
  22109. sideOrientation?: number;
  22110. frontUVs?: Vector4;
  22111. backUVs?: Vector4;
  22112. }): VertexData;
  22113. /**
  22114. * Creates the VertexData for a torus
  22115. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22116. * * diameter the diameter of the torus, optional default 1
  22117. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22118. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22119. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22120. * * 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)
  22121. * * 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)
  22122. * @returns the VertexData of the torus
  22123. */
  22124. static CreateTorus(options: {
  22125. diameter?: number;
  22126. thickness?: number;
  22127. tessellation?: number;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData of the LineSystem
  22134. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22135. * - lines an array of lines, each line being an array of successive Vector3
  22136. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22137. * @returns the VertexData of the LineSystem
  22138. */
  22139. static CreateLineSystem(options: {
  22140. lines: Vector3[][];
  22141. colors?: Nullable<Color4[][]>;
  22142. }): VertexData;
  22143. /**
  22144. * Create the VertexData for a DashedLines
  22145. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22146. * - points an array successive Vector3
  22147. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22148. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22149. * - dashNb the intended total number of dashes, optional, default 200
  22150. * @returns the VertexData for the DashedLines
  22151. */
  22152. static CreateDashedLines(options: {
  22153. points: Vector3[];
  22154. dashSize?: number;
  22155. gapSize?: number;
  22156. dashNb?: number;
  22157. }): VertexData;
  22158. /**
  22159. * Creates the VertexData for a Ground
  22160. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22161. * - width the width (x direction) of the ground, optional, default 1
  22162. * - height the height (z direction) of the ground, optional, default 1
  22163. * - subdivisions the number of subdivisions per side, optional, default 1
  22164. * @returns the VertexData of the Ground
  22165. */
  22166. static CreateGround(options: {
  22167. width?: number;
  22168. height?: number;
  22169. subdivisions?: number;
  22170. subdivisionsX?: number;
  22171. subdivisionsY?: number;
  22172. }): VertexData;
  22173. /**
  22174. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22175. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22176. * * xmin the ground minimum X coordinate, optional, default -1
  22177. * * zmin the ground minimum Z coordinate, optional, default -1
  22178. * * xmax the ground maximum X coordinate, optional, default 1
  22179. * * zmax the ground maximum Z coordinate, optional, default 1
  22180. * * 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}
  22181. * * 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}
  22182. * @returns the VertexData of the TiledGround
  22183. */
  22184. static CreateTiledGround(options: {
  22185. xmin: number;
  22186. zmin: number;
  22187. xmax: number;
  22188. zmax: number;
  22189. subdivisions?: {
  22190. w: number;
  22191. h: number;
  22192. };
  22193. precision?: {
  22194. w: number;
  22195. h: number;
  22196. };
  22197. }): VertexData;
  22198. /**
  22199. * Creates the VertexData of the Ground designed from a heightmap
  22200. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22201. * * width the width (x direction) of the ground
  22202. * * height the height (z direction) of the ground
  22203. * * subdivisions the number of subdivisions per side
  22204. * * minHeight the minimum altitude on the ground, optional, default 0
  22205. * * maxHeight the maximum altitude on the ground, optional default 1
  22206. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22207. * * buffer the array holding the image color data
  22208. * * bufferWidth the width of image
  22209. * * bufferHeight the height of image
  22210. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22211. * @returns the VertexData of the Ground designed from a heightmap
  22212. */
  22213. static CreateGroundFromHeightMap(options: {
  22214. width: number;
  22215. height: number;
  22216. subdivisions: number;
  22217. minHeight: number;
  22218. maxHeight: number;
  22219. colorFilter: Color3;
  22220. buffer: Uint8Array;
  22221. bufferWidth: number;
  22222. bufferHeight: number;
  22223. alphaFilter: number;
  22224. }): VertexData;
  22225. /**
  22226. * Creates the VertexData for a Plane
  22227. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22228. * * size sets the width and height of the plane to the value of size, optional default 1
  22229. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22230. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22233. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22234. * @returns the VertexData of the box
  22235. */
  22236. static CreatePlane(options: {
  22237. size?: number;
  22238. width?: number;
  22239. height?: number;
  22240. sideOrientation?: number;
  22241. frontUVs?: Vector4;
  22242. backUVs?: Vector4;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData of the Disc or regular Polygon
  22246. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22247. * * radius the radius of the disc, optional default 0.5
  22248. * * tessellation the number of polygon sides, optional, default 64
  22249. * * 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
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * 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)
  22252. * * 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)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreateDisc(options: {
  22256. radius?: number;
  22257. tessellation?: number;
  22258. arc?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22265. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22266. * @param polygon a mesh built from polygonTriangulation.build()
  22267. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22268. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22269. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22270. * @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)
  22271. * @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)
  22272. * @returns the VertexData of the Polygon
  22273. */
  22274. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22275. /**
  22276. * Creates the VertexData of the IcoSphere
  22277. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22278. * * radius the radius of the IcoSphere, optional default 1
  22279. * * radiusX allows stretching in the x direction, optional, default radius
  22280. * * radiusY allows stretching in the y direction, optional, default radius
  22281. * * radiusZ allows stretching in the z direction, optional, default radius
  22282. * * flat when true creates a flat shaded mesh, optional, default true
  22283. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22284. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22285. * * 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)
  22286. * * 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)
  22287. * @returns the VertexData of the IcoSphere
  22288. */
  22289. static CreateIcoSphere(options: {
  22290. radius?: number;
  22291. radiusX?: number;
  22292. radiusY?: number;
  22293. radiusZ?: number;
  22294. flat?: boolean;
  22295. subdivisions?: number;
  22296. sideOrientation?: number;
  22297. frontUVs?: Vector4;
  22298. backUVs?: Vector4;
  22299. }): VertexData;
  22300. /**
  22301. * Creates the VertexData for a Polyhedron
  22302. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22303. * * type provided types are:
  22304. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22305. * * 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)
  22306. * * size the size of the IcoSphere, optional default 1
  22307. * * sizeX allows stretching in the x direction, optional, default size
  22308. * * sizeY allows stretching in the y direction, optional, default size
  22309. * * sizeZ allows stretching in the z direction, optional, default size
  22310. * * 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
  22311. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22312. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22313. * * flat when true creates a flat shaded mesh, optional, default true
  22314. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22315. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22316. * * 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)
  22317. * * 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)
  22318. * @returns the VertexData of the Polyhedron
  22319. */
  22320. static CreatePolyhedron(options: {
  22321. type?: number;
  22322. size?: number;
  22323. sizeX?: number;
  22324. sizeY?: number;
  22325. sizeZ?: number;
  22326. custom?: any;
  22327. faceUV?: Vector4[];
  22328. faceColors?: Color4[];
  22329. flat?: boolean;
  22330. sideOrientation?: number;
  22331. frontUVs?: Vector4;
  22332. backUVs?: Vector4;
  22333. }): VertexData;
  22334. /**
  22335. * Creates the VertexData for a TorusKnot
  22336. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22337. * * radius the radius of the torus knot, optional, default 2
  22338. * * tube the thickness of the tube, optional, default 0.5
  22339. * * radialSegments the number of sides on each tube segments, optional, default 32
  22340. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22341. * * p the number of windings around the z axis, optional, default 2
  22342. * * q the number of windings around the x axis, optional, default 3
  22343. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22344. * * 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)
  22345. * * 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)
  22346. * @returns the VertexData of the Torus Knot
  22347. */
  22348. static CreateTorusKnot(options: {
  22349. radius?: number;
  22350. tube?: number;
  22351. radialSegments?: number;
  22352. tubularSegments?: number;
  22353. p?: number;
  22354. q?: number;
  22355. sideOrientation?: number;
  22356. frontUVs?: Vector4;
  22357. backUVs?: Vector4;
  22358. }): VertexData;
  22359. /**
  22360. * Compute normals for given positions and indices
  22361. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22362. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22363. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22364. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22365. * * facetNormals : optional array of facet normals (vector3)
  22366. * * facetPositions : optional array of facet positions (vector3)
  22367. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22368. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22369. * * bInfo : optional bounding info, required for facetPartitioning computation
  22370. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22371. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22372. * * useRightHandedSystem: optional boolean to for right handed system computation
  22373. * * depthSort : optional boolean to enable the facet depth sort computation
  22374. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22375. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22376. */
  22377. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22378. facetNormals?: any;
  22379. facetPositions?: any;
  22380. facetPartitioning?: any;
  22381. ratio?: number;
  22382. bInfo?: any;
  22383. bbSize?: Vector3;
  22384. subDiv?: any;
  22385. useRightHandedSystem?: boolean;
  22386. depthSort?: boolean;
  22387. distanceTo?: Vector3;
  22388. depthSortedFacets?: any;
  22389. }): void;
  22390. /** @hidden */
  22391. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22392. /**
  22393. * Applies VertexData created from the imported parameters to the geometry
  22394. * @param parsedVertexData the parsed data from an imported file
  22395. * @param geometry the geometry to apply the VertexData to
  22396. */
  22397. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22398. }
  22399. }
  22400. declare module "babylonjs/Morph/morphTarget" {
  22401. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22402. import { Observable } from "babylonjs/Misc/observable";
  22403. import { Nullable, FloatArray } from "babylonjs/types";
  22404. import { Scene } from "babylonjs/scene";
  22405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22406. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22407. /**
  22408. * Defines a target to use with MorphTargetManager
  22409. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22410. */
  22411. export class MorphTarget implements IAnimatable {
  22412. /** defines the name of the target */
  22413. name: string;
  22414. /**
  22415. * Gets or sets the list of animations
  22416. */
  22417. animations: import("babylonjs/Animations/animation").Animation[];
  22418. private _scene;
  22419. private _positions;
  22420. private _normals;
  22421. private _tangents;
  22422. private _uvs;
  22423. private _influence;
  22424. /**
  22425. * Observable raised when the influence changes
  22426. */
  22427. onInfluenceChanged: Observable<boolean>;
  22428. /** @hidden */
  22429. _onDataLayoutChanged: Observable<void>;
  22430. /**
  22431. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22432. */
  22433. influence: number;
  22434. /**
  22435. * Gets or sets the id of the morph Target
  22436. */
  22437. id: string;
  22438. private _animationPropertiesOverride;
  22439. /**
  22440. * Gets or sets the animation properties override
  22441. */
  22442. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22443. /**
  22444. * Creates a new MorphTarget
  22445. * @param name defines the name of the target
  22446. * @param influence defines the influence to use
  22447. * @param scene defines the scene the morphtarget belongs to
  22448. */
  22449. constructor(
  22450. /** defines the name of the target */
  22451. name: string, influence?: number, scene?: Nullable<Scene>);
  22452. /**
  22453. * Gets a boolean defining if the target contains position data
  22454. */
  22455. readonly hasPositions: boolean;
  22456. /**
  22457. * Gets a boolean defining if the target contains normal data
  22458. */
  22459. readonly hasNormals: boolean;
  22460. /**
  22461. * Gets a boolean defining if the target contains tangent data
  22462. */
  22463. readonly hasTangents: boolean;
  22464. /**
  22465. * Gets a boolean defining if the target contains texture coordinates data
  22466. */
  22467. readonly hasUVs: boolean;
  22468. /**
  22469. * Affects position data to this target
  22470. * @param data defines the position data to use
  22471. */
  22472. setPositions(data: Nullable<FloatArray>): void;
  22473. /**
  22474. * Gets the position data stored in this target
  22475. * @returns a FloatArray containing the position data (or null if not present)
  22476. */
  22477. getPositions(): Nullable<FloatArray>;
  22478. /**
  22479. * Affects normal data to this target
  22480. * @param data defines the normal data to use
  22481. */
  22482. setNormals(data: Nullable<FloatArray>): void;
  22483. /**
  22484. * Gets the normal data stored in this target
  22485. * @returns a FloatArray containing the normal data (or null if not present)
  22486. */
  22487. getNormals(): Nullable<FloatArray>;
  22488. /**
  22489. * Affects tangent data to this target
  22490. * @param data defines the tangent data to use
  22491. */
  22492. setTangents(data: Nullable<FloatArray>): void;
  22493. /**
  22494. * Gets the tangent data stored in this target
  22495. * @returns a FloatArray containing the tangent data (or null if not present)
  22496. */
  22497. getTangents(): Nullable<FloatArray>;
  22498. /**
  22499. * Affects texture coordinates data to this target
  22500. * @param data defines the texture coordinates data to use
  22501. */
  22502. setUVs(data: Nullable<FloatArray>): void;
  22503. /**
  22504. * Gets the texture coordinates data stored in this target
  22505. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22506. */
  22507. getUVs(): Nullable<FloatArray>;
  22508. /**
  22509. * Serializes the current target into a Serialization object
  22510. * @returns the serialized object
  22511. */
  22512. serialize(): any;
  22513. /**
  22514. * Returns the string "MorphTarget"
  22515. * @returns "MorphTarget"
  22516. */
  22517. getClassName(): string;
  22518. /**
  22519. * Creates a new target from serialized data
  22520. * @param serializationObject defines the serialized data to use
  22521. * @returns a new MorphTarget
  22522. */
  22523. static Parse(serializationObject: any): MorphTarget;
  22524. /**
  22525. * Creates a MorphTarget from mesh data
  22526. * @param mesh defines the source mesh
  22527. * @param name defines the name to use for the new target
  22528. * @param influence defines the influence to attach to the target
  22529. * @returns a new MorphTarget
  22530. */
  22531. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22532. }
  22533. }
  22534. declare module "babylonjs/Morph/morphTargetManager" {
  22535. import { Nullable } from "babylonjs/types";
  22536. import { Scene } from "babylonjs/scene";
  22537. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22538. /**
  22539. * This class is used to deform meshes using morphing between different targets
  22540. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22541. */
  22542. export class MorphTargetManager {
  22543. private _targets;
  22544. private _targetInfluenceChangedObservers;
  22545. private _targetDataLayoutChangedObservers;
  22546. private _activeTargets;
  22547. private _scene;
  22548. private _influences;
  22549. private _supportsNormals;
  22550. private _supportsTangents;
  22551. private _supportsUVs;
  22552. private _vertexCount;
  22553. private _uniqueId;
  22554. private _tempInfluences;
  22555. /**
  22556. * Gets or sets a boolean indicating if normals must be morphed
  22557. */
  22558. enableNormalMorphing: boolean;
  22559. /**
  22560. * Gets or sets a boolean indicating if tangents must be morphed
  22561. */
  22562. enableTangentMorphing: boolean;
  22563. /**
  22564. * Gets or sets a boolean indicating if UV must be morphed
  22565. */
  22566. enableUVMorphing: boolean;
  22567. /**
  22568. * Creates a new MorphTargetManager
  22569. * @param scene defines the current scene
  22570. */
  22571. constructor(scene?: Nullable<Scene>);
  22572. /**
  22573. * Gets the unique ID of this manager
  22574. */
  22575. readonly uniqueId: number;
  22576. /**
  22577. * Gets the number of vertices handled by this manager
  22578. */
  22579. readonly vertexCount: number;
  22580. /**
  22581. * Gets a boolean indicating if this manager supports morphing of normals
  22582. */
  22583. readonly supportsNormals: boolean;
  22584. /**
  22585. * Gets a boolean indicating if this manager supports morphing of tangents
  22586. */
  22587. readonly supportsTangents: boolean;
  22588. /**
  22589. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22590. */
  22591. readonly supportsUVs: boolean;
  22592. /**
  22593. * Gets the number of targets stored in this manager
  22594. */
  22595. readonly numTargets: number;
  22596. /**
  22597. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22598. */
  22599. readonly numInfluencers: number;
  22600. /**
  22601. * Gets the list of influences (one per target)
  22602. */
  22603. readonly influences: Float32Array;
  22604. /**
  22605. * Gets the active target at specified index. An active target is a target with an influence > 0
  22606. * @param index defines the index to check
  22607. * @returns the requested target
  22608. */
  22609. getActiveTarget(index: number): MorphTarget;
  22610. /**
  22611. * Gets the target at specified index
  22612. * @param index defines the index to check
  22613. * @returns the requested target
  22614. */
  22615. getTarget(index: number): MorphTarget;
  22616. /**
  22617. * Add a new target to this manager
  22618. * @param target defines the target to add
  22619. */
  22620. addTarget(target: MorphTarget): void;
  22621. /**
  22622. * Removes a target from the manager
  22623. * @param target defines the target to remove
  22624. */
  22625. removeTarget(target: MorphTarget): void;
  22626. /**
  22627. * Serializes the current manager into a Serialization object
  22628. * @returns the serialized object
  22629. */
  22630. serialize(): any;
  22631. private _syncActiveTargets;
  22632. /**
  22633. * Syncrhonize the targets with all the meshes using this morph target manager
  22634. */
  22635. synchronize(): void;
  22636. /**
  22637. * Creates a new MorphTargetManager from serialized data
  22638. * @param serializationObject defines the serialized data
  22639. * @param scene defines the hosting scene
  22640. * @returns the new MorphTargetManager
  22641. */
  22642. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22643. }
  22644. }
  22645. declare module "babylonjs/Meshes/meshLODLevel" {
  22646. import { Mesh } from "babylonjs/Meshes/mesh";
  22647. import { Nullable } from "babylonjs/types";
  22648. /**
  22649. * Class used to represent a specific level of detail of a mesh
  22650. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22651. */
  22652. export class MeshLODLevel {
  22653. /** Defines the distance where this level should star being displayed */
  22654. distance: number;
  22655. /** Defines the mesh to use to render this level */
  22656. mesh: Nullable<Mesh>;
  22657. /**
  22658. * Creates a new LOD level
  22659. * @param distance defines the distance where this level should star being displayed
  22660. * @param mesh defines the mesh to use to render this level
  22661. */
  22662. constructor(
  22663. /** Defines the distance where this level should star being displayed */
  22664. distance: number,
  22665. /** Defines the mesh to use to render this level */
  22666. mesh: Nullable<Mesh>);
  22667. }
  22668. }
  22669. declare module "babylonjs/Meshes/groundMesh" {
  22670. import { Scene } from "babylonjs/scene";
  22671. import { Vector3 } from "babylonjs/Maths/math.vector";
  22672. import { Mesh } from "babylonjs/Meshes/mesh";
  22673. /**
  22674. * Mesh representing the gorund
  22675. */
  22676. export class GroundMesh extends Mesh {
  22677. /** If octree should be generated */
  22678. generateOctree: boolean;
  22679. private _heightQuads;
  22680. /** @hidden */
  22681. _subdivisionsX: number;
  22682. /** @hidden */
  22683. _subdivisionsY: number;
  22684. /** @hidden */
  22685. _width: number;
  22686. /** @hidden */
  22687. _height: number;
  22688. /** @hidden */
  22689. _minX: number;
  22690. /** @hidden */
  22691. _maxX: number;
  22692. /** @hidden */
  22693. _minZ: number;
  22694. /** @hidden */
  22695. _maxZ: number;
  22696. constructor(name: string, scene: Scene);
  22697. /**
  22698. * "GroundMesh"
  22699. * @returns "GroundMesh"
  22700. */
  22701. getClassName(): string;
  22702. /**
  22703. * The minimum of x and y subdivisions
  22704. */
  22705. readonly subdivisions: number;
  22706. /**
  22707. * X subdivisions
  22708. */
  22709. readonly subdivisionsX: number;
  22710. /**
  22711. * Y subdivisions
  22712. */
  22713. readonly subdivisionsY: number;
  22714. /**
  22715. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22716. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22717. * @param chunksCount the number of subdivisions for x and y
  22718. * @param octreeBlocksSize (Default: 32)
  22719. */
  22720. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22721. /**
  22722. * Returns a height (y) value in the Worl system :
  22723. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22724. * @param x x coordinate
  22725. * @param z z coordinate
  22726. * @returns the ground y position if (x, z) are outside the ground surface.
  22727. */
  22728. getHeightAtCoordinates(x: number, z: number): number;
  22729. /**
  22730. * Returns a normalized vector (Vector3) orthogonal to the ground
  22731. * at the ground coordinates (x, z) expressed in the World system.
  22732. * @param x x coordinate
  22733. * @param z z coordinate
  22734. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22735. */
  22736. getNormalAtCoordinates(x: number, z: number): Vector3;
  22737. /**
  22738. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22739. * at the ground coordinates (x, z) expressed in the World system.
  22740. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22741. * @param x x coordinate
  22742. * @param z z coordinate
  22743. * @param ref vector to store the result
  22744. * @returns the GroundMesh.
  22745. */
  22746. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22747. /**
  22748. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22749. * if the ground has been updated.
  22750. * This can be used in the render loop.
  22751. * @returns the GroundMesh.
  22752. */
  22753. updateCoordinateHeights(): GroundMesh;
  22754. private _getFacetAt;
  22755. private _initHeightQuads;
  22756. private _computeHeightQuads;
  22757. /**
  22758. * Serializes this ground mesh
  22759. * @param serializationObject object to write serialization to
  22760. */
  22761. serialize(serializationObject: any): void;
  22762. /**
  22763. * Parses a serialized ground mesh
  22764. * @param parsedMesh the serialized mesh
  22765. * @param scene the scene to create the ground mesh in
  22766. * @returns the created ground mesh
  22767. */
  22768. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22769. }
  22770. }
  22771. declare module "babylonjs/Physics/physicsJoint" {
  22772. import { Vector3 } from "babylonjs/Maths/math.vector";
  22773. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22774. /**
  22775. * Interface for Physics-Joint data
  22776. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22777. */
  22778. export interface PhysicsJointData {
  22779. /**
  22780. * The main pivot of the joint
  22781. */
  22782. mainPivot?: Vector3;
  22783. /**
  22784. * The connected pivot of the joint
  22785. */
  22786. connectedPivot?: Vector3;
  22787. /**
  22788. * The main axis of the joint
  22789. */
  22790. mainAxis?: Vector3;
  22791. /**
  22792. * The connected axis of the joint
  22793. */
  22794. connectedAxis?: Vector3;
  22795. /**
  22796. * The collision of the joint
  22797. */
  22798. collision?: boolean;
  22799. /**
  22800. * Native Oimo/Cannon/Energy data
  22801. */
  22802. nativeParams?: any;
  22803. }
  22804. /**
  22805. * This is a holder class for the physics joint created by the physics plugin
  22806. * It holds a set of functions to control the underlying joint
  22807. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22808. */
  22809. export class PhysicsJoint {
  22810. /**
  22811. * The type of the physics joint
  22812. */
  22813. type: number;
  22814. /**
  22815. * The data for the physics joint
  22816. */
  22817. jointData: PhysicsJointData;
  22818. private _physicsJoint;
  22819. protected _physicsPlugin: IPhysicsEnginePlugin;
  22820. /**
  22821. * Initializes the physics joint
  22822. * @param type The type of the physics joint
  22823. * @param jointData The data for the physics joint
  22824. */
  22825. constructor(
  22826. /**
  22827. * The type of the physics joint
  22828. */
  22829. type: number,
  22830. /**
  22831. * The data for the physics joint
  22832. */
  22833. jointData: PhysicsJointData);
  22834. /**
  22835. * Gets the physics joint
  22836. */
  22837. /**
  22838. * Sets the physics joint
  22839. */
  22840. physicsJoint: any;
  22841. /**
  22842. * Sets the physics plugin
  22843. */
  22844. physicsPlugin: IPhysicsEnginePlugin;
  22845. /**
  22846. * Execute a function that is physics-plugin specific.
  22847. * @param {Function} func the function that will be executed.
  22848. * It accepts two parameters: the physics world and the physics joint
  22849. */
  22850. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22851. /**
  22852. * Distance-Joint type
  22853. */
  22854. static DistanceJoint: number;
  22855. /**
  22856. * Hinge-Joint type
  22857. */
  22858. static HingeJoint: number;
  22859. /**
  22860. * Ball-and-Socket joint type
  22861. */
  22862. static BallAndSocketJoint: number;
  22863. /**
  22864. * Wheel-Joint type
  22865. */
  22866. static WheelJoint: number;
  22867. /**
  22868. * Slider-Joint type
  22869. */
  22870. static SliderJoint: number;
  22871. /**
  22872. * Prismatic-Joint type
  22873. */
  22874. static PrismaticJoint: number;
  22875. /**
  22876. * Universal-Joint type
  22877. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22878. */
  22879. static UniversalJoint: number;
  22880. /**
  22881. * Hinge-Joint 2 type
  22882. */
  22883. static Hinge2Joint: number;
  22884. /**
  22885. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22886. */
  22887. static PointToPointJoint: number;
  22888. /**
  22889. * Spring-Joint type
  22890. */
  22891. static SpringJoint: number;
  22892. /**
  22893. * Lock-Joint type
  22894. */
  22895. static LockJoint: number;
  22896. }
  22897. /**
  22898. * A class representing a physics distance joint
  22899. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22900. */
  22901. export class DistanceJoint extends PhysicsJoint {
  22902. /**
  22903. *
  22904. * @param jointData The data for the Distance-Joint
  22905. */
  22906. constructor(jointData: DistanceJointData);
  22907. /**
  22908. * Update the predefined distance.
  22909. * @param maxDistance The maximum preferred distance
  22910. * @param minDistance The minimum preferred distance
  22911. */
  22912. updateDistance(maxDistance: number, minDistance?: number): void;
  22913. }
  22914. /**
  22915. * Represents a Motor-Enabled Joint
  22916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22917. */
  22918. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22919. /**
  22920. * Initializes the Motor-Enabled Joint
  22921. * @param type The type of the joint
  22922. * @param jointData The physica joint data for the joint
  22923. */
  22924. constructor(type: number, jointData: PhysicsJointData);
  22925. /**
  22926. * Set the motor values.
  22927. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22928. * @param force the force to apply
  22929. * @param maxForce max force for this motor.
  22930. */
  22931. setMotor(force?: number, maxForce?: number): void;
  22932. /**
  22933. * Set the motor's limits.
  22934. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22935. * @param upperLimit The upper limit of the motor
  22936. * @param lowerLimit The lower limit of the motor
  22937. */
  22938. setLimit(upperLimit: number, lowerLimit?: number): void;
  22939. }
  22940. /**
  22941. * This class represents a single physics Hinge-Joint
  22942. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22943. */
  22944. export class HingeJoint extends MotorEnabledJoint {
  22945. /**
  22946. * Initializes the Hinge-Joint
  22947. * @param jointData The joint data for the Hinge-Joint
  22948. */
  22949. constructor(jointData: PhysicsJointData);
  22950. /**
  22951. * Set the motor values.
  22952. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22953. * @param {number} force the force to apply
  22954. * @param {number} maxForce max force for this motor.
  22955. */
  22956. setMotor(force?: number, maxForce?: number): void;
  22957. /**
  22958. * Set the motor's limits.
  22959. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22960. * @param upperLimit The upper limit of the motor
  22961. * @param lowerLimit The lower limit of the motor
  22962. */
  22963. setLimit(upperLimit: number, lowerLimit?: number): void;
  22964. }
  22965. /**
  22966. * This class represents a dual hinge physics joint (same as wheel joint)
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export class Hinge2Joint extends MotorEnabledJoint {
  22970. /**
  22971. * Initializes the Hinge2-Joint
  22972. * @param jointData The joint data for the Hinge2-Joint
  22973. */
  22974. constructor(jointData: PhysicsJointData);
  22975. /**
  22976. * Set the motor values.
  22977. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22978. * @param {number} targetSpeed the speed the motor is to reach
  22979. * @param {number} maxForce max force for this motor.
  22980. * @param {motorIndex} the motor's index, 0 or 1.
  22981. */
  22982. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22983. /**
  22984. * Set the motor limits.
  22985. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22986. * @param {number} upperLimit the upper limit
  22987. * @param {number} lowerLimit lower limit
  22988. * @param {motorIndex} the motor's index, 0 or 1.
  22989. */
  22990. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22991. }
  22992. /**
  22993. * Interface for a motor enabled joint
  22994. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22995. */
  22996. export interface IMotorEnabledJoint {
  22997. /**
  22998. * Physics joint
  22999. */
  23000. physicsJoint: any;
  23001. /**
  23002. * Sets the motor of the motor-enabled joint
  23003. * @param force The force of the motor
  23004. * @param maxForce The maximum force of the motor
  23005. * @param motorIndex The index of the motor
  23006. */
  23007. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23008. /**
  23009. * Sets the limit of the motor
  23010. * @param upperLimit The upper limit of the motor
  23011. * @param lowerLimit The lower limit of the motor
  23012. * @param motorIndex The index of the motor
  23013. */
  23014. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23015. }
  23016. /**
  23017. * Joint data for a Distance-Joint
  23018. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23019. */
  23020. export interface DistanceJointData extends PhysicsJointData {
  23021. /**
  23022. * Max distance the 2 joint objects can be apart
  23023. */
  23024. maxDistance: number;
  23025. }
  23026. /**
  23027. * Joint data from a spring joint
  23028. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23029. */
  23030. export interface SpringJointData extends PhysicsJointData {
  23031. /**
  23032. * Length of the spring
  23033. */
  23034. length: number;
  23035. /**
  23036. * Stiffness of the spring
  23037. */
  23038. stiffness: number;
  23039. /**
  23040. * Damping of the spring
  23041. */
  23042. damping: number;
  23043. /** this callback will be called when applying the force to the impostors. */
  23044. forceApplicationCallback: () => void;
  23045. }
  23046. }
  23047. declare module "babylonjs/Physics/physicsRaycastResult" {
  23048. import { Vector3 } from "babylonjs/Maths/math.vector";
  23049. /**
  23050. * Holds the data for the raycast result
  23051. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23052. */
  23053. export class PhysicsRaycastResult {
  23054. private _hasHit;
  23055. private _hitDistance;
  23056. private _hitNormalWorld;
  23057. private _hitPointWorld;
  23058. private _rayFromWorld;
  23059. private _rayToWorld;
  23060. /**
  23061. * Gets if there was a hit
  23062. */
  23063. readonly hasHit: boolean;
  23064. /**
  23065. * Gets the distance from the hit
  23066. */
  23067. readonly hitDistance: number;
  23068. /**
  23069. * Gets the hit normal/direction in the world
  23070. */
  23071. readonly hitNormalWorld: Vector3;
  23072. /**
  23073. * Gets the hit point in the world
  23074. */
  23075. readonly hitPointWorld: Vector3;
  23076. /**
  23077. * Gets the ray "start point" of the ray in the world
  23078. */
  23079. readonly rayFromWorld: Vector3;
  23080. /**
  23081. * Gets the ray "end point" of the ray in the world
  23082. */
  23083. readonly rayToWorld: Vector3;
  23084. /**
  23085. * Sets the hit data (normal & point in world space)
  23086. * @param hitNormalWorld defines the normal in world space
  23087. * @param hitPointWorld defines the point in world space
  23088. */
  23089. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23090. /**
  23091. * Sets the distance from the start point to the hit point
  23092. * @param distance
  23093. */
  23094. setHitDistance(distance: number): void;
  23095. /**
  23096. * Calculates the distance manually
  23097. */
  23098. calculateHitDistance(): void;
  23099. /**
  23100. * Resets all the values to default
  23101. * @param from The from point on world space
  23102. * @param to The to point on world space
  23103. */
  23104. reset(from?: Vector3, to?: Vector3): void;
  23105. }
  23106. /**
  23107. * Interface for the size containing width and height
  23108. */
  23109. interface IXYZ {
  23110. /**
  23111. * X
  23112. */
  23113. x: number;
  23114. /**
  23115. * Y
  23116. */
  23117. y: number;
  23118. /**
  23119. * Z
  23120. */
  23121. z: number;
  23122. }
  23123. }
  23124. declare module "babylonjs/Physics/IPhysicsEngine" {
  23125. import { Nullable } from "babylonjs/types";
  23126. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23127. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23128. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23129. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23130. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23131. /**
  23132. * Interface used to describe a physics joint
  23133. */
  23134. export interface PhysicsImpostorJoint {
  23135. /** Defines the main impostor to which the joint is linked */
  23136. mainImpostor: PhysicsImpostor;
  23137. /** Defines the impostor that is connected to the main impostor using this joint */
  23138. connectedImpostor: PhysicsImpostor;
  23139. /** Defines the joint itself */
  23140. joint: PhysicsJoint;
  23141. }
  23142. /** @hidden */
  23143. export interface IPhysicsEnginePlugin {
  23144. world: any;
  23145. name: string;
  23146. setGravity(gravity: Vector3): void;
  23147. setTimeStep(timeStep: number): void;
  23148. getTimeStep(): number;
  23149. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23150. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23151. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23152. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23153. removePhysicsBody(impostor: PhysicsImpostor): void;
  23154. generateJoint(joint: PhysicsImpostorJoint): void;
  23155. removeJoint(joint: PhysicsImpostorJoint): void;
  23156. isSupported(): boolean;
  23157. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23158. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23159. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23160. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23161. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23162. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23163. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23164. getBodyMass(impostor: PhysicsImpostor): number;
  23165. getBodyFriction(impostor: PhysicsImpostor): number;
  23166. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23167. getBodyRestitution(impostor: PhysicsImpostor): number;
  23168. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23169. getBodyPressure?(impostor: PhysicsImpostor): number;
  23170. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23171. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23172. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23173. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23174. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23175. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23176. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23177. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23178. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23179. sleepBody(impostor: PhysicsImpostor): void;
  23180. wakeUpBody(impostor: PhysicsImpostor): void;
  23181. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23182. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23183. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23184. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23185. getRadius(impostor: PhysicsImpostor): number;
  23186. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23187. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23188. dispose(): void;
  23189. }
  23190. /**
  23191. * Interface used to define a physics engine
  23192. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23193. */
  23194. export interface IPhysicsEngine {
  23195. /**
  23196. * Gets the gravity vector used by the simulation
  23197. */
  23198. gravity: Vector3;
  23199. /**
  23200. * Sets the gravity vector used by the simulation
  23201. * @param gravity defines the gravity vector to use
  23202. */
  23203. setGravity(gravity: Vector3): void;
  23204. /**
  23205. * Set the time step of the physics engine.
  23206. * Default is 1/60.
  23207. * To slow it down, enter 1/600 for example.
  23208. * To speed it up, 1/30
  23209. * @param newTimeStep the new timestep to apply to this world.
  23210. */
  23211. setTimeStep(newTimeStep: number): void;
  23212. /**
  23213. * Get the time step of the physics engine.
  23214. * @returns the current time step
  23215. */
  23216. getTimeStep(): number;
  23217. /**
  23218. * Release all resources
  23219. */
  23220. dispose(): void;
  23221. /**
  23222. * Gets the name of the current physics plugin
  23223. * @returns the name of the plugin
  23224. */
  23225. getPhysicsPluginName(): string;
  23226. /**
  23227. * Adding a new impostor for the impostor tracking.
  23228. * This will be done by the impostor itself.
  23229. * @param impostor the impostor to add
  23230. */
  23231. addImpostor(impostor: PhysicsImpostor): void;
  23232. /**
  23233. * Remove an impostor from the engine.
  23234. * This impostor and its mesh will not longer be updated by the physics engine.
  23235. * @param impostor the impostor to remove
  23236. */
  23237. removeImpostor(impostor: PhysicsImpostor): void;
  23238. /**
  23239. * Add a joint to the physics engine
  23240. * @param mainImpostor defines the main impostor to which the joint is added.
  23241. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23242. * @param joint defines the joint that will connect both impostors.
  23243. */
  23244. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23245. /**
  23246. * Removes a joint from the simulation
  23247. * @param mainImpostor defines the impostor used with the joint
  23248. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23249. * @param joint defines the joint to remove
  23250. */
  23251. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23252. /**
  23253. * Gets the current plugin used to run the simulation
  23254. * @returns current plugin
  23255. */
  23256. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23257. /**
  23258. * Gets the list of physic impostors
  23259. * @returns an array of PhysicsImpostor
  23260. */
  23261. getImpostors(): Array<PhysicsImpostor>;
  23262. /**
  23263. * Gets the impostor for a physics enabled object
  23264. * @param object defines the object impersonated by the impostor
  23265. * @returns the PhysicsImpostor or null if not found
  23266. */
  23267. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23268. /**
  23269. * Gets the impostor for a physics body object
  23270. * @param body defines physics body used by the impostor
  23271. * @returns the PhysicsImpostor or null if not found
  23272. */
  23273. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23274. /**
  23275. * Does a raycast in the physics world
  23276. * @param from when should the ray start?
  23277. * @param to when should the ray end?
  23278. * @returns PhysicsRaycastResult
  23279. */
  23280. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23281. /**
  23282. * Called by the scene. No need to call it.
  23283. * @param delta defines the timespam between frames
  23284. */
  23285. _step(delta: number): void;
  23286. }
  23287. }
  23288. declare module "babylonjs/Physics/physicsImpostor" {
  23289. import { Nullable, IndicesArray } from "babylonjs/types";
  23290. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23291. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23293. import { Scene } from "babylonjs/scene";
  23294. import { Bone } from "babylonjs/Bones/bone";
  23295. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23296. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23297. import { Space } from "babylonjs/Maths/math.axis";
  23298. /**
  23299. * The interface for the physics imposter parameters
  23300. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23301. */
  23302. export interface PhysicsImpostorParameters {
  23303. /**
  23304. * The mass of the physics imposter
  23305. */
  23306. mass: number;
  23307. /**
  23308. * The friction of the physics imposter
  23309. */
  23310. friction?: number;
  23311. /**
  23312. * The coefficient of restitution of the physics imposter
  23313. */
  23314. restitution?: number;
  23315. /**
  23316. * The native options of the physics imposter
  23317. */
  23318. nativeOptions?: any;
  23319. /**
  23320. * Specifies if the parent should be ignored
  23321. */
  23322. ignoreParent?: boolean;
  23323. /**
  23324. * Specifies if bi-directional transformations should be disabled
  23325. */
  23326. disableBidirectionalTransformation?: boolean;
  23327. /**
  23328. * The pressure inside the physics imposter, soft object only
  23329. */
  23330. pressure?: number;
  23331. /**
  23332. * The stiffness the physics imposter, soft object only
  23333. */
  23334. stiffness?: number;
  23335. /**
  23336. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23337. */
  23338. velocityIterations?: number;
  23339. /**
  23340. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23341. */
  23342. positionIterations?: number;
  23343. /**
  23344. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23345. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23346. * Add to fix multiple points
  23347. */
  23348. fixedPoints?: number;
  23349. /**
  23350. * The collision margin around a soft object
  23351. */
  23352. margin?: number;
  23353. /**
  23354. * The collision margin around a soft object
  23355. */
  23356. damping?: number;
  23357. /**
  23358. * The path for a rope based on an extrusion
  23359. */
  23360. path?: any;
  23361. /**
  23362. * The shape of an extrusion used for a rope based on an extrusion
  23363. */
  23364. shape?: any;
  23365. }
  23366. /**
  23367. * Interface for a physics-enabled object
  23368. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23369. */
  23370. export interface IPhysicsEnabledObject {
  23371. /**
  23372. * The position of the physics-enabled object
  23373. */
  23374. position: Vector3;
  23375. /**
  23376. * The rotation of the physics-enabled object
  23377. */
  23378. rotationQuaternion: Nullable<Quaternion>;
  23379. /**
  23380. * The scale of the physics-enabled object
  23381. */
  23382. scaling: Vector3;
  23383. /**
  23384. * The rotation of the physics-enabled object
  23385. */
  23386. rotation?: Vector3;
  23387. /**
  23388. * The parent of the physics-enabled object
  23389. */
  23390. parent?: any;
  23391. /**
  23392. * The bounding info of the physics-enabled object
  23393. * @returns The bounding info of the physics-enabled object
  23394. */
  23395. getBoundingInfo(): BoundingInfo;
  23396. /**
  23397. * Computes the world matrix
  23398. * @param force Specifies if the world matrix should be computed by force
  23399. * @returns A world matrix
  23400. */
  23401. computeWorldMatrix(force: boolean): Matrix;
  23402. /**
  23403. * Gets the world matrix
  23404. * @returns A world matrix
  23405. */
  23406. getWorldMatrix?(): Matrix;
  23407. /**
  23408. * Gets the child meshes
  23409. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23410. * @returns An array of abstract meshes
  23411. */
  23412. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23413. /**
  23414. * Gets the vertex data
  23415. * @param kind The type of vertex data
  23416. * @returns A nullable array of numbers, or a float32 array
  23417. */
  23418. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23419. /**
  23420. * Gets the indices from the mesh
  23421. * @returns A nullable array of index arrays
  23422. */
  23423. getIndices?(): Nullable<IndicesArray>;
  23424. /**
  23425. * Gets the scene from the mesh
  23426. * @returns the indices array or null
  23427. */
  23428. getScene?(): Scene;
  23429. /**
  23430. * Gets the absolute position from the mesh
  23431. * @returns the absolute position
  23432. */
  23433. getAbsolutePosition(): Vector3;
  23434. /**
  23435. * Gets the absolute pivot point from the mesh
  23436. * @returns the absolute pivot point
  23437. */
  23438. getAbsolutePivotPoint(): Vector3;
  23439. /**
  23440. * Rotates the mesh
  23441. * @param axis The axis of rotation
  23442. * @param amount The amount of rotation
  23443. * @param space The space of the rotation
  23444. * @returns The rotation transform node
  23445. */
  23446. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23447. /**
  23448. * Translates the mesh
  23449. * @param axis The axis of translation
  23450. * @param distance The distance of translation
  23451. * @param space The space of the translation
  23452. * @returns The transform node
  23453. */
  23454. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23455. /**
  23456. * Sets the absolute position of the mesh
  23457. * @param absolutePosition The absolute position of the mesh
  23458. * @returns The transform node
  23459. */
  23460. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23461. /**
  23462. * Gets the class name of the mesh
  23463. * @returns The class name
  23464. */
  23465. getClassName(): string;
  23466. }
  23467. /**
  23468. * Represents a physics imposter
  23469. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23470. */
  23471. export class PhysicsImpostor {
  23472. /**
  23473. * The physics-enabled object used as the physics imposter
  23474. */
  23475. object: IPhysicsEnabledObject;
  23476. /**
  23477. * The type of the physics imposter
  23478. */
  23479. type: number;
  23480. private _options;
  23481. private _scene?;
  23482. /**
  23483. * The default object size of the imposter
  23484. */
  23485. static DEFAULT_OBJECT_SIZE: Vector3;
  23486. /**
  23487. * The identity quaternion of the imposter
  23488. */
  23489. static IDENTITY_QUATERNION: Quaternion;
  23490. /** @hidden */
  23491. _pluginData: any;
  23492. private _physicsEngine;
  23493. private _physicsBody;
  23494. private _bodyUpdateRequired;
  23495. private _onBeforePhysicsStepCallbacks;
  23496. private _onAfterPhysicsStepCallbacks;
  23497. /** @hidden */
  23498. _onPhysicsCollideCallbacks: Array<{
  23499. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23500. otherImpostors: Array<PhysicsImpostor>;
  23501. }>;
  23502. private _deltaPosition;
  23503. private _deltaRotation;
  23504. private _deltaRotationConjugated;
  23505. /** @hidden */
  23506. _isFromLine: boolean;
  23507. private _parent;
  23508. private _isDisposed;
  23509. private static _tmpVecs;
  23510. private static _tmpQuat;
  23511. /**
  23512. * Specifies if the physics imposter is disposed
  23513. */
  23514. readonly isDisposed: boolean;
  23515. /**
  23516. * Gets the mass of the physics imposter
  23517. */
  23518. mass: number;
  23519. /**
  23520. * Gets the coefficient of friction
  23521. */
  23522. /**
  23523. * Sets the coefficient of friction
  23524. */
  23525. friction: number;
  23526. /**
  23527. * Gets the coefficient of restitution
  23528. */
  23529. /**
  23530. * Sets the coefficient of restitution
  23531. */
  23532. restitution: number;
  23533. /**
  23534. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23535. */
  23536. /**
  23537. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23538. */
  23539. pressure: number;
  23540. /**
  23541. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23542. */
  23543. /**
  23544. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23545. */
  23546. stiffness: number;
  23547. /**
  23548. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23549. */
  23550. /**
  23551. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23552. */
  23553. velocityIterations: number;
  23554. /**
  23555. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23556. */
  23557. /**
  23558. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23559. */
  23560. positionIterations: number;
  23561. /**
  23562. * The unique id of the physics imposter
  23563. * set by the physics engine when adding this impostor to the array
  23564. */
  23565. uniqueId: number;
  23566. /**
  23567. * @hidden
  23568. */
  23569. soft: boolean;
  23570. /**
  23571. * @hidden
  23572. */
  23573. segments: number;
  23574. private _joints;
  23575. /**
  23576. * Initializes the physics imposter
  23577. * @param object The physics-enabled object used as the physics imposter
  23578. * @param type The type of the physics imposter
  23579. * @param _options The options for the physics imposter
  23580. * @param _scene The Babylon scene
  23581. */
  23582. constructor(
  23583. /**
  23584. * The physics-enabled object used as the physics imposter
  23585. */
  23586. object: IPhysicsEnabledObject,
  23587. /**
  23588. * The type of the physics imposter
  23589. */
  23590. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23591. /**
  23592. * This function will completly initialize this impostor.
  23593. * It will create a new body - but only if this mesh has no parent.
  23594. * If it has, this impostor will not be used other than to define the impostor
  23595. * of the child mesh.
  23596. * @hidden
  23597. */
  23598. _init(): void;
  23599. private _getPhysicsParent;
  23600. /**
  23601. * Should a new body be generated.
  23602. * @returns boolean specifying if body initialization is required
  23603. */
  23604. isBodyInitRequired(): boolean;
  23605. /**
  23606. * Sets the updated scaling
  23607. * @param updated Specifies if the scaling is updated
  23608. */
  23609. setScalingUpdated(): void;
  23610. /**
  23611. * Force a regeneration of this or the parent's impostor's body.
  23612. * Use under cautious - This will remove all joints already implemented.
  23613. */
  23614. forceUpdate(): void;
  23615. /**
  23616. * Gets the body that holds this impostor. Either its own, or its parent.
  23617. */
  23618. /**
  23619. * Set the physics body. Used mainly by the physics engine/plugin
  23620. */
  23621. physicsBody: any;
  23622. /**
  23623. * Get the parent of the physics imposter
  23624. * @returns Physics imposter or null
  23625. */
  23626. /**
  23627. * Sets the parent of the physics imposter
  23628. */
  23629. parent: Nullable<PhysicsImpostor>;
  23630. /**
  23631. * Resets the update flags
  23632. */
  23633. resetUpdateFlags(): void;
  23634. /**
  23635. * Gets the object extend size
  23636. * @returns the object extend size
  23637. */
  23638. getObjectExtendSize(): Vector3;
  23639. /**
  23640. * Gets the object center
  23641. * @returns The object center
  23642. */
  23643. getObjectCenter(): Vector3;
  23644. /**
  23645. * Get a specific parametes from the options parameter
  23646. * @param paramName The object parameter name
  23647. * @returns The object parameter
  23648. */
  23649. getParam(paramName: string): any;
  23650. /**
  23651. * Sets a specific parameter in the options given to the physics plugin
  23652. * @param paramName The parameter name
  23653. * @param value The value of the parameter
  23654. */
  23655. setParam(paramName: string, value: number): void;
  23656. /**
  23657. * Specifically change the body's mass option. Won't recreate the physics body object
  23658. * @param mass The mass of the physics imposter
  23659. */
  23660. setMass(mass: number): void;
  23661. /**
  23662. * Gets the linear velocity
  23663. * @returns linear velocity or null
  23664. */
  23665. getLinearVelocity(): Nullable<Vector3>;
  23666. /**
  23667. * Sets the linear velocity
  23668. * @param velocity linear velocity or null
  23669. */
  23670. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23671. /**
  23672. * Gets the angular velocity
  23673. * @returns angular velocity or null
  23674. */
  23675. getAngularVelocity(): Nullable<Vector3>;
  23676. /**
  23677. * Sets the angular velocity
  23678. * @param velocity The velocity or null
  23679. */
  23680. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23681. /**
  23682. * Execute a function with the physics plugin native code
  23683. * Provide a function the will have two variables - the world object and the physics body object
  23684. * @param func The function to execute with the physics plugin native code
  23685. */
  23686. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23687. /**
  23688. * Register a function that will be executed before the physics world is stepping forward
  23689. * @param func The function to execute before the physics world is stepped forward
  23690. */
  23691. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23692. /**
  23693. * Unregister a function that will be executed before the physics world is stepping forward
  23694. * @param func The function to execute before the physics world is stepped forward
  23695. */
  23696. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23697. /**
  23698. * Register a function that will be executed after the physics step
  23699. * @param func The function to execute after physics step
  23700. */
  23701. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23702. /**
  23703. * Unregisters a function that will be executed after the physics step
  23704. * @param func The function to execute after physics step
  23705. */
  23706. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23707. /**
  23708. * register a function that will be executed when this impostor collides against a different body
  23709. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23710. * @param func Callback that is executed on collision
  23711. */
  23712. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23713. /**
  23714. * Unregisters the physics imposter on contact
  23715. * @param collideAgainst The physics object to collide against
  23716. * @param func Callback to execute on collision
  23717. */
  23718. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23719. private _tmpQuat;
  23720. private _tmpQuat2;
  23721. /**
  23722. * Get the parent rotation
  23723. * @returns The parent rotation
  23724. */
  23725. getParentsRotation(): Quaternion;
  23726. /**
  23727. * this function is executed by the physics engine.
  23728. */
  23729. beforeStep: () => void;
  23730. /**
  23731. * this function is executed by the physics engine
  23732. */
  23733. afterStep: () => void;
  23734. /**
  23735. * Legacy collision detection event support
  23736. */
  23737. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23738. /**
  23739. * event and body object due to cannon's event-based architecture.
  23740. */
  23741. onCollide: (e: {
  23742. body: any;
  23743. }) => void;
  23744. /**
  23745. * Apply a force
  23746. * @param force The force to apply
  23747. * @param contactPoint The contact point for the force
  23748. * @returns The physics imposter
  23749. */
  23750. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23751. /**
  23752. * Apply an impulse
  23753. * @param force The impulse force
  23754. * @param contactPoint The contact point for the impulse force
  23755. * @returns The physics imposter
  23756. */
  23757. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23758. /**
  23759. * A help function to create a joint
  23760. * @param otherImpostor A physics imposter used to create a joint
  23761. * @param jointType The type of joint
  23762. * @param jointData The data for the joint
  23763. * @returns The physics imposter
  23764. */
  23765. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23766. /**
  23767. * Add a joint to this impostor with a different impostor
  23768. * @param otherImpostor A physics imposter used to add a joint
  23769. * @param joint The joint to add
  23770. * @returns The physics imposter
  23771. */
  23772. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23773. /**
  23774. * Add an anchor to a cloth impostor
  23775. * @param otherImpostor rigid impostor to anchor to
  23776. * @param width ratio across width from 0 to 1
  23777. * @param height ratio up height from 0 to 1
  23778. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23779. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23780. * @returns impostor the soft imposter
  23781. */
  23782. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23783. /**
  23784. * Add a hook to a rope impostor
  23785. * @param otherImpostor rigid impostor to anchor to
  23786. * @param length ratio across rope from 0 to 1
  23787. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23788. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23789. * @returns impostor the rope imposter
  23790. */
  23791. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23792. /**
  23793. * Will keep this body still, in a sleep mode.
  23794. * @returns the physics imposter
  23795. */
  23796. sleep(): PhysicsImpostor;
  23797. /**
  23798. * Wake the body up.
  23799. * @returns The physics imposter
  23800. */
  23801. wakeUp(): PhysicsImpostor;
  23802. /**
  23803. * Clones the physics imposter
  23804. * @param newObject The physics imposter clones to this physics-enabled object
  23805. * @returns A nullable physics imposter
  23806. */
  23807. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23808. /**
  23809. * Disposes the physics imposter
  23810. */
  23811. dispose(): void;
  23812. /**
  23813. * Sets the delta position
  23814. * @param position The delta position amount
  23815. */
  23816. setDeltaPosition(position: Vector3): void;
  23817. /**
  23818. * Sets the delta rotation
  23819. * @param rotation The delta rotation amount
  23820. */
  23821. setDeltaRotation(rotation: Quaternion): void;
  23822. /**
  23823. * Gets the box size of the physics imposter and stores the result in the input parameter
  23824. * @param result Stores the box size
  23825. * @returns The physics imposter
  23826. */
  23827. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23828. /**
  23829. * Gets the radius of the physics imposter
  23830. * @returns Radius of the physics imposter
  23831. */
  23832. getRadius(): number;
  23833. /**
  23834. * Sync a bone with this impostor
  23835. * @param bone The bone to sync to the impostor.
  23836. * @param boneMesh The mesh that the bone is influencing.
  23837. * @param jointPivot The pivot of the joint / bone in local space.
  23838. * @param distToJoint Optional distance from the impostor to the joint.
  23839. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23840. */
  23841. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23842. /**
  23843. * Sync impostor to a bone
  23844. * @param bone The bone that the impostor will be synced to.
  23845. * @param boneMesh The mesh that the bone is influencing.
  23846. * @param jointPivot The pivot of the joint / bone in local space.
  23847. * @param distToJoint Optional distance from the impostor to the joint.
  23848. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23849. * @param boneAxis Optional vector3 axis the bone is aligned with
  23850. */
  23851. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23852. /**
  23853. * No-Imposter type
  23854. */
  23855. static NoImpostor: number;
  23856. /**
  23857. * Sphere-Imposter type
  23858. */
  23859. static SphereImpostor: number;
  23860. /**
  23861. * Box-Imposter type
  23862. */
  23863. static BoxImpostor: number;
  23864. /**
  23865. * Plane-Imposter type
  23866. */
  23867. static PlaneImpostor: number;
  23868. /**
  23869. * Mesh-imposter type
  23870. */
  23871. static MeshImpostor: number;
  23872. /**
  23873. * Capsule-Impostor type (Ammo.js plugin only)
  23874. */
  23875. static CapsuleImpostor: number;
  23876. /**
  23877. * Cylinder-Imposter type
  23878. */
  23879. static CylinderImpostor: number;
  23880. /**
  23881. * Particle-Imposter type
  23882. */
  23883. static ParticleImpostor: number;
  23884. /**
  23885. * Heightmap-Imposter type
  23886. */
  23887. static HeightmapImpostor: number;
  23888. /**
  23889. * ConvexHull-Impostor type (Ammo.js plugin only)
  23890. */
  23891. static ConvexHullImpostor: number;
  23892. /**
  23893. * Rope-Imposter type
  23894. */
  23895. static RopeImpostor: number;
  23896. /**
  23897. * Cloth-Imposter type
  23898. */
  23899. static ClothImpostor: number;
  23900. /**
  23901. * Softbody-Imposter type
  23902. */
  23903. static SoftbodyImpostor: number;
  23904. }
  23905. }
  23906. declare module "babylonjs/Meshes/mesh" {
  23907. import { Observable } from "babylonjs/Misc/observable";
  23908. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23909. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23910. import { Camera } from "babylonjs/Cameras/camera";
  23911. import { Scene } from "babylonjs/scene";
  23912. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23913. import { Color4 } from "babylonjs/Maths/math.color";
  23914. import { Engine } from "babylonjs/Engines/engine";
  23915. import { Node } from "babylonjs/node";
  23916. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23917. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23918. import { Buffer } from "babylonjs/Meshes/buffer";
  23919. import { Geometry } from "babylonjs/Meshes/geometry";
  23920. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23921. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23922. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23923. import { Effect } from "babylonjs/Materials/effect";
  23924. import { Material } from "babylonjs/Materials/material";
  23925. import { Skeleton } from "babylonjs/Bones/skeleton";
  23926. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23927. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23928. import { Path3D } from "babylonjs/Maths/math.path";
  23929. import { Plane } from "babylonjs/Maths/math.plane";
  23930. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23931. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23932. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23933. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23934. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23935. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23936. /**
  23937. * @hidden
  23938. **/
  23939. export class _CreationDataStorage {
  23940. closePath?: boolean;
  23941. closeArray?: boolean;
  23942. idx: number[];
  23943. dashSize: number;
  23944. gapSize: number;
  23945. path3D: Path3D;
  23946. pathArray: Vector3[][];
  23947. arc: number;
  23948. radius: number;
  23949. cap: number;
  23950. tessellation: number;
  23951. }
  23952. /**
  23953. * @hidden
  23954. **/
  23955. class _InstanceDataStorage {
  23956. visibleInstances: any;
  23957. batchCache: _InstancesBatch;
  23958. instancesBufferSize: number;
  23959. instancesBuffer: Nullable<Buffer>;
  23960. instancesData: Float32Array;
  23961. overridenInstanceCount: number;
  23962. isFrozen: boolean;
  23963. previousBatch: Nullable<_InstancesBatch>;
  23964. hardwareInstancedRendering: boolean;
  23965. sideOrientation: number;
  23966. }
  23967. /**
  23968. * @hidden
  23969. **/
  23970. export class _InstancesBatch {
  23971. mustReturn: boolean;
  23972. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23973. renderSelf: boolean[];
  23974. hardwareInstancedRendering: boolean[];
  23975. }
  23976. /**
  23977. * Class used to represent renderable models
  23978. */
  23979. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23980. /**
  23981. * Mesh side orientation : usually the external or front surface
  23982. */
  23983. static readonly FRONTSIDE: number;
  23984. /**
  23985. * Mesh side orientation : usually the internal or back surface
  23986. */
  23987. static readonly BACKSIDE: number;
  23988. /**
  23989. * Mesh side orientation : both internal and external or front and back surfaces
  23990. */
  23991. static readonly DOUBLESIDE: number;
  23992. /**
  23993. * Mesh side orientation : by default, `FRONTSIDE`
  23994. */
  23995. static readonly DEFAULTSIDE: number;
  23996. /**
  23997. * Mesh cap setting : no cap
  23998. */
  23999. static readonly NO_CAP: number;
  24000. /**
  24001. * Mesh cap setting : one cap at the beginning of the mesh
  24002. */
  24003. static readonly CAP_START: number;
  24004. /**
  24005. * Mesh cap setting : one cap at the end of the mesh
  24006. */
  24007. static readonly CAP_END: number;
  24008. /**
  24009. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24010. */
  24011. static readonly CAP_ALL: number;
  24012. /**
  24013. * Mesh pattern setting : no flip or rotate
  24014. */
  24015. static readonly NO_FLIP: number;
  24016. /**
  24017. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24018. */
  24019. static readonly FLIP_TILE: number;
  24020. /**
  24021. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24022. */
  24023. static readonly ROTATE_TILE: number;
  24024. /**
  24025. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24026. */
  24027. static readonly FLIP_ROW: number;
  24028. /**
  24029. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24030. */
  24031. static readonly ROTATE_ROW: number;
  24032. /**
  24033. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24034. */
  24035. static readonly FLIP_N_ROTATE_TILE: number;
  24036. /**
  24037. * Mesh pattern setting : rotate pattern and rotate
  24038. */
  24039. static readonly FLIP_N_ROTATE_ROW: number;
  24040. /**
  24041. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24042. */
  24043. static readonly CENTER: number;
  24044. /**
  24045. * Mesh tile positioning : part tiles on left
  24046. */
  24047. static readonly LEFT: number;
  24048. /**
  24049. * Mesh tile positioning : part tiles on right
  24050. */
  24051. static readonly RIGHT: number;
  24052. /**
  24053. * Mesh tile positioning : part tiles on top
  24054. */
  24055. static readonly TOP: number;
  24056. /**
  24057. * Mesh tile positioning : part tiles on bottom
  24058. */
  24059. static readonly BOTTOM: number;
  24060. /**
  24061. * Gets the default side orientation.
  24062. * @param orientation the orientation to value to attempt to get
  24063. * @returns the default orientation
  24064. * @hidden
  24065. */
  24066. static _GetDefaultSideOrientation(orientation?: number): number;
  24067. private _internalMeshDataInfo;
  24068. /**
  24069. * An event triggered before rendering the mesh
  24070. */
  24071. readonly onBeforeRenderObservable: Observable<Mesh>;
  24072. /**
  24073. * An event triggered before binding the mesh
  24074. */
  24075. readonly onBeforeBindObservable: Observable<Mesh>;
  24076. /**
  24077. * An event triggered after rendering the mesh
  24078. */
  24079. readonly onAfterRenderObservable: Observable<Mesh>;
  24080. /**
  24081. * An event triggered before drawing the mesh
  24082. */
  24083. readonly onBeforeDrawObservable: Observable<Mesh>;
  24084. private _onBeforeDrawObserver;
  24085. /**
  24086. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24087. */
  24088. onBeforeDraw: () => void;
  24089. readonly hasInstances: boolean;
  24090. /**
  24091. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24092. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24093. */
  24094. delayLoadState: number;
  24095. /**
  24096. * Gets the list of instances created from this mesh
  24097. * it is not supposed to be modified manually.
  24098. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24099. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24100. */
  24101. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24102. /**
  24103. * Gets the file containing delay loading data for this mesh
  24104. */
  24105. delayLoadingFile: string;
  24106. /** @hidden */
  24107. _binaryInfo: any;
  24108. /**
  24109. * User defined function used to change how LOD level selection is done
  24110. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24111. */
  24112. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24113. /**
  24114. * Gets or sets the morph target manager
  24115. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24116. */
  24117. morphTargetManager: Nullable<MorphTargetManager>;
  24118. /** @hidden */
  24119. _creationDataStorage: Nullable<_CreationDataStorage>;
  24120. /** @hidden */
  24121. _geometry: Nullable<Geometry>;
  24122. /** @hidden */
  24123. _delayInfo: Array<string>;
  24124. /** @hidden */
  24125. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24126. /** @hidden */
  24127. _instanceDataStorage: _InstanceDataStorage;
  24128. private _effectiveMaterial;
  24129. /** @hidden */
  24130. _shouldGenerateFlatShading: boolean;
  24131. /** @hidden */
  24132. _originalBuilderSideOrientation: number;
  24133. /**
  24134. * Use this property to change the original side orientation defined at construction time
  24135. */
  24136. overrideMaterialSideOrientation: Nullable<number>;
  24137. /**
  24138. * Gets the source mesh (the one used to clone this one from)
  24139. */
  24140. readonly source: Nullable<Mesh>;
  24141. /**
  24142. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24143. */
  24144. isUnIndexed: boolean;
  24145. /**
  24146. * @constructor
  24147. * @param name The value used by scene.getMeshByName() to do a lookup.
  24148. * @param scene The scene to add this mesh to.
  24149. * @param parent The parent of this mesh, if it has one
  24150. * @param source An optional Mesh from which geometry is shared, cloned.
  24151. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24152. * When false, achieved by calling a clone(), also passing False.
  24153. * This will make creation of children, recursive.
  24154. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24155. */
  24156. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24157. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24158. /**
  24159. * Gets the class name
  24160. * @returns the string "Mesh".
  24161. */
  24162. getClassName(): string;
  24163. /** @hidden */
  24164. readonly _isMesh: boolean;
  24165. /**
  24166. * Returns a description of this mesh
  24167. * @param fullDetails define if full details about this mesh must be used
  24168. * @returns a descriptive string representing this mesh
  24169. */
  24170. toString(fullDetails?: boolean): string;
  24171. /** @hidden */
  24172. _unBindEffect(): void;
  24173. /**
  24174. * Gets a boolean indicating if this mesh has LOD
  24175. */
  24176. readonly hasLODLevels: boolean;
  24177. /**
  24178. * Gets the list of MeshLODLevel associated with the current mesh
  24179. * @returns an array of MeshLODLevel
  24180. */
  24181. getLODLevels(): MeshLODLevel[];
  24182. private _sortLODLevels;
  24183. /**
  24184. * Add a mesh as LOD level triggered at the given distance.
  24185. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24186. * @param distance The distance from the center of the object to show this level
  24187. * @param mesh The mesh to be added as LOD level (can be null)
  24188. * @return This mesh (for chaining)
  24189. */
  24190. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24191. /**
  24192. * Returns the LOD level mesh at the passed distance or null if not found.
  24193. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24194. * @param distance The distance from the center of the object to show this level
  24195. * @returns a Mesh or `null`
  24196. */
  24197. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24198. /**
  24199. * Remove a mesh from the LOD array
  24200. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24201. * @param mesh defines the mesh to be removed
  24202. * @return This mesh (for chaining)
  24203. */
  24204. removeLODLevel(mesh: Mesh): Mesh;
  24205. /**
  24206. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24207. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24208. * @param camera defines the camera to use to compute distance
  24209. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24210. * @return This mesh (for chaining)
  24211. */
  24212. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24213. /**
  24214. * Gets the mesh internal Geometry object
  24215. */
  24216. readonly geometry: Nullable<Geometry>;
  24217. /**
  24218. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24219. * @returns the total number of vertices
  24220. */
  24221. getTotalVertices(): number;
  24222. /**
  24223. * Returns the content of an associated vertex buffer
  24224. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24225. * - VertexBuffer.PositionKind
  24226. * - VertexBuffer.UVKind
  24227. * - VertexBuffer.UV2Kind
  24228. * - VertexBuffer.UV3Kind
  24229. * - VertexBuffer.UV4Kind
  24230. * - VertexBuffer.UV5Kind
  24231. * - VertexBuffer.UV6Kind
  24232. * - VertexBuffer.ColorKind
  24233. * - VertexBuffer.MatricesIndicesKind
  24234. * - VertexBuffer.MatricesIndicesExtraKind
  24235. * - VertexBuffer.MatricesWeightsKind
  24236. * - VertexBuffer.MatricesWeightsExtraKind
  24237. * @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
  24238. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24239. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24240. */
  24241. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24242. /**
  24243. * Returns the mesh VertexBuffer object from the requested `kind`
  24244. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24245. * - VertexBuffer.PositionKind
  24246. * - VertexBuffer.NormalKind
  24247. * - VertexBuffer.UVKind
  24248. * - VertexBuffer.UV2Kind
  24249. * - VertexBuffer.UV3Kind
  24250. * - VertexBuffer.UV4Kind
  24251. * - VertexBuffer.UV5Kind
  24252. * - VertexBuffer.UV6Kind
  24253. * - VertexBuffer.ColorKind
  24254. * - VertexBuffer.MatricesIndicesKind
  24255. * - VertexBuffer.MatricesIndicesExtraKind
  24256. * - VertexBuffer.MatricesWeightsKind
  24257. * - VertexBuffer.MatricesWeightsExtraKind
  24258. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24259. */
  24260. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24261. /**
  24262. * Tests if a specific vertex buffer is associated with this mesh
  24263. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a boolean
  24278. */
  24279. isVerticesDataPresent(kind: string): boolean;
  24280. /**
  24281. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.UVKind
  24285. * - VertexBuffer.UV2Kind
  24286. * - VertexBuffer.UV3Kind
  24287. * - VertexBuffer.UV4Kind
  24288. * - VertexBuffer.UV5Kind
  24289. * - VertexBuffer.UV6Kind
  24290. * - VertexBuffer.ColorKind
  24291. * - VertexBuffer.MatricesIndicesKind
  24292. * - VertexBuffer.MatricesIndicesExtraKind
  24293. * - VertexBuffer.MatricesWeightsKind
  24294. * - VertexBuffer.MatricesWeightsExtraKind
  24295. * @returns a boolean
  24296. */
  24297. isVertexBufferUpdatable(kind: string): boolean;
  24298. /**
  24299. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24300. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24301. * - VertexBuffer.PositionKind
  24302. * - VertexBuffer.NormalKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns an array of strings
  24315. */
  24316. getVerticesDataKinds(): string[];
  24317. /**
  24318. * Returns a positive integer : the total number of indices in this mesh geometry.
  24319. * @returns the numner of indices or zero if the mesh has no geometry.
  24320. */
  24321. getTotalIndices(): number;
  24322. /**
  24323. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24324. * @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.
  24325. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24326. * @returns the indices array or an empty array if the mesh has no geometry
  24327. */
  24328. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24329. readonly isBlocked: boolean;
  24330. /**
  24331. * Determine if the current mesh is ready to be rendered
  24332. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24333. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24334. * @returns true if all associated assets are ready (material, textures, shaders)
  24335. */
  24336. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24337. /**
  24338. * 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.
  24339. */
  24340. readonly areNormalsFrozen: boolean;
  24341. /**
  24342. * 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.
  24343. * @returns the current mesh
  24344. */
  24345. freezeNormals(): Mesh;
  24346. /**
  24347. * 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
  24348. * @returns the current mesh
  24349. */
  24350. unfreezeNormals(): Mesh;
  24351. /**
  24352. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24353. */
  24354. overridenInstanceCount: number;
  24355. /** @hidden */
  24356. _preActivate(): Mesh;
  24357. /** @hidden */
  24358. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24359. /** @hidden */
  24360. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24361. /**
  24362. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24363. * This means the mesh underlying bounding box and sphere are recomputed.
  24364. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24365. * @returns the current mesh
  24366. */
  24367. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24368. /** @hidden */
  24369. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24370. /**
  24371. * This function will subdivide the mesh into multiple submeshes
  24372. * @param count defines the expected number of submeshes
  24373. */
  24374. subdivide(count: number): void;
  24375. /**
  24376. * Copy a FloatArray into a specific associated vertex buffer
  24377. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24378. * - VertexBuffer.PositionKind
  24379. * - VertexBuffer.UVKind
  24380. * - VertexBuffer.UV2Kind
  24381. * - VertexBuffer.UV3Kind
  24382. * - VertexBuffer.UV4Kind
  24383. * - VertexBuffer.UV5Kind
  24384. * - VertexBuffer.UV6Kind
  24385. * - VertexBuffer.ColorKind
  24386. * - VertexBuffer.MatricesIndicesKind
  24387. * - VertexBuffer.MatricesIndicesExtraKind
  24388. * - VertexBuffer.MatricesWeightsKind
  24389. * - VertexBuffer.MatricesWeightsExtraKind
  24390. * @param data defines the data source
  24391. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24392. * @param stride defines the data stride size (can be null)
  24393. * @returns the current mesh
  24394. */
  24395. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24396. /**
  24397. * Flags an associated vertex buffer as updatable
  24398. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24399. * - VertexBuffer.PositionKind
  24400. * - VertexBuffer.UVKind
  24401. * - VertexBuffer.UV2Kind
  24402. * - VertexBuffer.UV3Kind
  24403. * - VertexBuffer.UV4Kind
  24404. * - VertexBuffer.UV5Kind
  24405. * - VertexBuffer.UV6Kind
  24406. * - VertexBuffer.ColorKind
  24407. * - VertexBuffer.MatricesIndicesKind
  24408. * - VertexBuffer.MatricesIndicesExtraKind
  24409. * - VertexBuffer.MatricesWeightsKind
  24410. * - VertexBuffer.MatricesWeightsExtraKind
  24411. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24412. */
  24413. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24414. /**
  24415. * Sets the mesh global Vertex Buffer
  24416. * @param buffer defines the buffer to use
  24417. * @returns the current mesh
  24418. */
  24419. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24420. /**
  24421. * Update a specific associated vertex buffer
  24422. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24423. * - VertexBuffer.PositionKind
  24424. * - VertexBuffer.UVKind
  24425. * - VertexBuffer.UV2Kind
  24426. * - VertexBuffer.UV3Kind
  24427. * - VertexBuffer.UV4Kind
  24428. * - VertexBuffer.UV5Kind
  24429. * - VertexBuffer.UV6Kind
  24430. * - VertexBuffer.ColorKind
  24431. * - VertexBuffer.MatricesIndicesKind
  24432. * - VertexBuffer.MatricesIndicesExtraKind
  24433. * - VertexBuffer.MatricesWeightsKind
  24434. * - VertexBuffer.MatricesWeightsExtraKind
  24435. * @param data defines the data source
  24436. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24437. * @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)
  24438. * @returns the current mesh
  24439. */
  24440. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24441. /**
  24442. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24443. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24444. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24445. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24446. * @returns the current mesh
  24447. */
  24448. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24449. /**
  24450. * Creates a un-shared specific occurence of the geometry for the mesh.
  24451. * @returns the current mesh
  24452. */
  24453. makeGeometryUnique(): Mesh;
  24454. /**
  24455. * Set the index buffer of this mesh
  24456. * @param indices defines the source data
  24457. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24458. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24459. * @returns the current mesh
  24460. */
  24461. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24462. /**
  24463. * Update the current index buffer
  24464. * @param indices defines the source data
  24465. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24466. * @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)
  24467. * @returns the current mesh
  24468. */
  24469. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24470. /**
  24471. * Invert the geometry to move from a right handed system to a left handed one.
  24472. * @returns the current mesh
  24473. */
  24474. toLeftHanded(): Mesh;
  24475. /** @hidden */
  24476. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24477. /** @hidden */
  24478. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24479. /**
  24480. * Registers for this mesh a javascript function called just before the rendering process
  24481. * @param func defines the function to call before rendering this mesh
  24482. * @returns the current mesh
  24483. */
  24484. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24485. /**
  24486. * Disposes a previously registered javascript function called before the rendering
  24487. * @param func defines the function to remove
  24488. * @returns the current mesh
  24489. */
  24490. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24491. /**
  24492. * Registers for this mesh a javascript function called just after the rendering is complete
  24493. * @param func defines the function to call after rendering this mesh
  24494. * @returns the current mesh
  24495. */
  24496. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24497. /**
  24498. * Disposes a previously registered javascript function called after the rendering.
  24499. * @param func defines the function to remove
  24500. * @returns the current mesh
  24501. */
  24502. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24503. /** @hidden */
  24504. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24505. /** @hidden */
  24506. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24507. /** @hidden */
  24508. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24509. /** @hidden */
  24510. _rebuild(): void;
  24511. /** @hidden */
  24512. _freeze(): void;
  24513. /** @hidden */
  24514. _unFreeze(): void;
  24515. /**
  24516. * 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
  24517. * @param subMesh defines the subMesh to render
  24518. * @param enableAlphaMode defines if alpha mode can be changed
  24519. * @returns the current mesh
  24520. */
  24521. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24522. private _onBeforeDraw;
  24523. /**
  24524. * Renormalize the mesh and patch it up if there are no weights
  24525. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24526. * However in the case of zero weights then we set just a single influence to 1.
  24527. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24528. */
  24529. cleanMatrixWeights(): void;
  24530. private normalizeSkinFourWeights;
  24531. private normalizeSkinWeightsAndExtra;
  24532. /**
  24533. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24534. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24535. * the user know there was an issue with importing the mesh
  24536. * @returns a validation object with skinned, valid and report string
  24537. */
  24538. validateSkinning(): {
  24539. skinned: boolean;
  24540. valid: boolean;
  24541. report: string;
  24542. };
  24543. /** @hidden */
  24544. _checkDelayState(): Mesh;
  24545. private _queueLoad;
  24546. /**
  24547. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24548. * A mesh is in the frustum if its bounding box intersects the frustum
  24549. * @param frustumPlanes defines the frustum to test
  24550. * @returns true if the mesh is in the frustum planes
  24551. */
  24552. isInFrustum(frustumPlanes: Plane[]): boolean;
  24553. /**
  24554. * Sets the mesh material by the material or multiMaterial `id` property
  24555. * @param id is a string identifying the material or the multiMaterial
  24556. * @returns the current mesh
  24557. */
  24558. setMaterialByID(id: string): Mesh;
  24559. /**
  24560. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24561. * @returns an array of IAnimatable
  24562. */
  24563. getAnimatables(): IAnimatable[];
  24564. /**
  24565. * Modifies the mesh geometry according to the passed transformation matrix.
  24566. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24567. * The mesh normals are modified using the same transformation.
  24568. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24569. * @param transform defines the transform matrix to use
  24570. * @see http://doc.babylonjs.com/resources/baking_transformations
  24571. * @returns the current mesh
  24572. */
  24573. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24574. /**
  24575. * Modifies the mesh geometry according to its own current World Matrix.
  24576. * The mesh World Matrix is then reset.
  24577. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24578. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24579. * @see http://doc.babylonjs.com/resources/baking_transformations
  24580. * @returns the current mesh
  24581. */
  24582. bakeCurrentTransformIntoVertices(): Mesh;
  24583. /** @hidden */
  24584. readonly _positions: Nullable<Vector3[]>;
  24585. /** @hidden */
  24586. _resetPointsArrayCache(): Mesh;
  24587. /** @hidden */
  24588. _generatePointsArray(): boolean;
  24589. /**
  24590. * Returns a new Mesh object generated from the current mesh properties.
  24591. * This method must not get confused with createInstance()
  24592. * @param name is a string, the name given to the new mesh
  24593. * @param newParent can be any Node object (default `null`)
  24594. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24595. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24596. * @returns a new mesh
  24597. */
  24598. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24599. /**
  24600. * Releases resources associated with this mesh.
  24601. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24602. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24603. */
  24604. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24605. /**
  24606. * Modifies the mesh geometry according to a displacement map.
  24607. * 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.
  24608. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24609. * @param url is a string, the URL from the image file is to be downloaded.
  24610. * @param minHeight is the lower limit of the displacement.
  24611. * @param maxHeight is the upper limit of the displacement.
  24612. * @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.
  24613. * @param uvOffset is an optional vector2 used to offset UV.
  24614. * @param uvScale is an optional vector2 used to scale UV.
  24615. * @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.
  24616. * @returns the Mesh.
  24617. */
  24618. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24619. /**
  24620. * Modifies the mesh geometry according to a displacementMap buffer.
  24621. * 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.
  24622. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24623. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24624. * @param heightMapWidth is the width of the buffer image.
  24625. * @param heightMapHeight is the height of the buffer image.
  24626. * @param minHeight is the lower limit of the displacement.
  24627. * @param maxHeight is the upper limit of the displacement.
  24628. * @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.
  24629. * @param uvOffset is an optional vector2 used to offset UV.
  24630. * @param uvScale is an optional vector2 used to scale UV.
  24631. * @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.
  24632. * @returns the Mesh.
  24633. */
  24634. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24635. /**
  24636. * Modify the mesh to get a flat shading rendering.
  24637. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24638. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24639. * @returns current mesh
  24640. */
  24641. convertToFlatShadedMesh(): Mesh;
  24642. /**
  24643. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24644. * In other words, more vertices, no more indices and a single bigger VBO.
  24645. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24646. * @returns current mesh
  24647. */
  24648. convertToUnIndexedMesh(): Mesh;
  24649. /**
  24650. * Inverses facet orientations.
  24651. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24652. * @param flipNormals will also inverts the normals
  24653. * @returns current mesh
  24654. */
  24655. flipFaces(flipNormals?: boolean): Mesh;
  24656. /**
  24657. * Increase the number of facets and hence vertices in a mesh
  24658. * Vertex normals are interpolated from existing vertex normals
  24659. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24660. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24661. */
  24662. increaseVertices(numberPerEdge: number): void;
  24663. /**
  24664. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24665. * This will undo any application of covertToFlatShadedMesh
  24666. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24667. */
  24668. forceSharedVertices(): void;
  24669. /** @hidden */
  24670. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24671. /** @hidden */
  24672. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24673. /**
  24674. * Creates a new InstancedMesh object from the mesh model.
  24675. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24676. * @param name defines the name of the new instance
  24677. * @returns a new InstancedMesh
  24678. */
  24679. createInstance(name: string): InstancedMesh;
  24680. /**
  24681. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24682. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24683. * @returns the current mesh
  24684. */
  24685. synchronizeInstances(): Mesh;
  24686. /**
  24687. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24688. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24689. * This should be used together with the simplification to avoid disappearing triangles.
  24690. * @param successCallback an optional success callback to be called after the optimization finished.
  24691. * @returns the current mesh
  24692. */
  24693. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24694. /**
  24695. * Serialize current mesh
  24696. * @param serializationObject defines the object which will receive the serialization data
  24697. */
  24698. serialize(serializationObject: any): void;
  24699. /** @hidden */
  24700. _syncGeometryWithMorphTargetManager(): void;
  24701. /** @hidden */
  24702. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24703. /**
  24704. * Returns a new Mesh object parsed from the source provided.
  24705. * @param parsedMesh is the source
  24706. * @param scene defines the hosting scene
  24707. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24708. * @returns a new Mesh
  24709. */
  24710. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24711. /**
  24712. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24713. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24714. * @param name defines the name of the mesh to create
  24715. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24716. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24717. * @param closePath creates a seam between the first and the last points of each path of the path array
  24718. * @param offset is taken in account only if the `pathArray` is containing a single path
  24719. * @param scene defines the hosting scene
  24720. * @param updatable defines if the mesh must be flagged as updatable
  24721. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24722. * @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)
  24723. * @returns a new Mesh
  24724. */
  24725. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24726. /**
  24727. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24728. * @param name defines the name of the mesh to create
  24729. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24730. * @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
  24731. * @param scene defines the hosting scene
  24732. * @param updatable defines if the mesh must be flagged as updatable
  24733. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24734. * @returns a new Mesh
  24735. */
  24736. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24737. /**
  24738. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24739. * @param name defines the name of the mesh to create
  24740. * @param size sets the size (float) of each box side (default 1)
  24741. * @param scene defines the hosting scene
  24742. * @param updatable defines if the mesh must be flagged as updatable
  24743. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24744. * @returns a new Mesh
  24745. */
  24746. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24747. /**
  24748. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24749. * @param name defines the name of the mesh to create
  24750. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24751. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24752. * @param scene defines the hosting scene
  24753. * @param updatable defines if the mesh must be flagged as updatable
  24754. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24755. * @returns a new Mesh
  24756. */
  24757. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24758. /**
  24759. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24760. * @param name defines the name of the mesh to create
  24761. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24762. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24763. * @param scene defines the hosting scene
  24764. * @returns a new Mesh
  24765. */
  24766. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24767. /**
  24768. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24769. * @param name defines the name of the mesh to create
  24770. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24771. * @param diameterTop set the top cap diameter (floats, default 1)
  24772. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24773. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24774. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24775. * @param scene defines the hosting scene
  24776. * @param updatable defines if the mesh must be flagged as updatable
  24777. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24778. * @returns a new Mesh
  24779. */
  24780. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24781. /**
  24782. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24783. * @param name defines the name of the mesh to create
  24784. * @param diameter sets the diameter size (float) of the torus (default 1)
  24785. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24786. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24787. * @param scene defines the hosting scene
  24788. * @param updatable defines if the mesh must be flagged as updatable
  24789. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24790. * @returns a new Mesh
  24791. */
  24792. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24793. /**
  24794. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24795. * @param name defines the name of the mesh to create
  24796. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24797. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24798. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24799. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24800. * @param p the number of windings on X axis (positive integers, default 2)
  24801. * @param q the number of windings on Y axis (positive integers, default 3)
  24802. * @param scene defines the hosting scene
  24803. * @param updatable defines if the mesh must be flagged as updatable
  24804. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24805. * @returns a new Mesh
  24806. */
  24807. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24808. /**
  24809. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24810. * @param name defines the name of the mesh to create
  24811. * @param points is an array successive Vector3
  24812. * @param scene defines the hosting scene
  24813. * @param updatable defines if the mesh must be flagged as updatable
  24814. * @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).
  24815. * @returns a new Mesh
  24816. */
  24817. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24818. /**
  24819. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24820. * @param name defines the name of the mesh to create
  24821. * @param points is an array successive Vector3
  24822. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24823. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24824. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24825. * @param scene defines the hosting scene
  24826. * @param updatable defines if the mesh must be flagged as updatable
  24827. * @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)
  24828. * @returns a new Mesh
  24829. */
  24830. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24831. /**
  24832. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24833. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24834. * 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.
  24835. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24836. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24837. * Remember you can only change the shape positions, not their number when updating a polygon.
  24838. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24839. * @param name defines the name of the mesh to create
  24840. * @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
  24841. * @param scene defines the hosting scene
  24842. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24843. * @param updatable defines if the mesh must be flagged as updatable
  24844. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24845. * @param earcutInjection can be used to inject your own earcut reference
  24846. * @returns a new Mesh
  24847. */
  24848. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24849. /**
  24850. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24851. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24852. * @param name defines the name of the mesh to create
  24853. * @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
  24854. * @param depth defines the height of extrusion
  24855. * @param scene defines the hosting scene
  24856. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24857. * @param updatable defines if the mesh must be flagged as updatable
  24858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24859. * @param earcutInjection can be used to inject your own earcut reference
  24860. * @returns a new Mesh
  24861. */
  24862. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24863. /**
  24864. * Creates an extruded shape mesh.
  24865. * 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
  24866. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24867. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24868. * @param name defines the name of the mesh to create
  24869. * @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
  24870. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24871. * @param scale is the value to scale the shape
  24872. * @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
  24873. * @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
  24874. * @param scene defines the hosting scene
  24875. * @param updatable defines if the mesh must be flagged as updatable
  24876. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24877. * @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)
  24878. * @returns a new Mesh
  24879. */
  24880. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24881. /**
  24882. * Creates an custom extruded shape mesh.
  24883. * The custom extrusion is a parametric shape.
  24884. * It has no predefined shape. Its final shape will depend on the input parameters.
  24885. * Please consider using the same method from the MeshBuilder class instead
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @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
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scaleFunction is a custom Javascript function called on each path point
  24891. * @param rotationFunction is a custom Javascript function called on each path point
  24892. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24893. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24894. * @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
  24895. * @param scene defines the hosting scene
  24896. * @param updatable defines if the mesh must be flagged as updatable
  24897. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24898. * @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)
  24899. * @returns a new Mesh
  24900. */
  24901. 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;
  24902. /**
  24903. * Creates lathe mesh.
  24904. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24905. * Please consider using the same method from the MeshBuilder class instead
  24906. * @param name defines the name of the mesh to create
  24907. * @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
  24908. * @param radius is the radius value of the lathe
  24909. * @param tessellation is the side number of the lathe.
  24910. * @param scene defines the hosting scene
  24911. * @param updatable defines if the mesh must be flagged as updatable
  24912. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24913. * @returns a new Mesh
  24914. */
  24915. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24916. /**
  24917. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24918. * @param name defines the name of the mesh to create
  24919. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24920. * @param scene defines the hosting scene
  24921. * @param updatable defines if the mesh must be flagged as updatable
  24922. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24923. * @returns a new Mesh
  24924. */
  24925. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24926. /**
  24927. * Creates a ground mesh.
  24928. * Please consider using the same method from the MeshBuilder class instead
  24929. * @param name defines the name of the mesh to create
  24930. * @param width set the width of the ground
  24931. * @param height set the height of the ground
  24932. * @param subdivisions sets the number of subdivisions per side
  24933. * @param scene defines the hosting scene
  24934. * @param updatable defines if the mesh must be flagged as updatable
  24935. * @returns a new Mesh
  24936. */
  24937. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24938. /**
  24939. * Creates a tiled ground mesh.
  24940. * Please consider using the same method from the MeshBuilder class instead
  24941. * @param name defines the name of the mesh to create
  24942. * @param xmin set the ground minimum X coordinate
  24943. * @param zmin set the ground minimum Y coordinate
  24944. * @param xmax set the ground maximum X coordinate
  24945. * @param zmax set the ground maximum Z coordinate
  24946. * @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
  24947. * @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
  24948. * @param scene defines the hosting scene
  24949. * @param updatable defines if the mesh must be flagged as updatable
  24950. * @returns a new Mesh
  24951. */
  24952. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24953. w: number;
  24954. h: number;
  24955. }, precision: {
  24956. w: number;
  24957. h: number;
  24958. }, scene: Scene, updatable?: boolean): Mesh;
  24959. /**
  24960. * Creates a ground mesh from a height map.
  24961. * Please consider using the same method from the MeshBuilder class instead
  24962. * @see http://doc.babylonjs.com/babylon101/height_map
  24963. * @param name defines the name of the mesh to create
  24964. * @param url sets the URL of the height map image resource
  24965. * @param width set the ground width size
  24966. * @param height set the ground height size
  24967. * @param subdivisions sets the number of subdivision per side
  24968. * @param minHeight is the minimum altitude on the ground
  24969. * @param maxHeight is the maximum altitude on the ground
  24970. * @param scene defines the hosting scene
  24971. * @param updatable defines if the mesh must be flagged as updatable
  24972. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24973. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24974. * @returns a new Mesh
  24975. */
  24976. 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;
  24977. /**
  24978. * Creates a tube mesh.
  24979. * The tube is a parametric shape.
  24980. * It has no predefined shape. Its final shape will depend on the input parameters.
  24981. * Please consider using the same method from the MeshBuilder class instead
  24982. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24983. * @param name defines the name of the mesh to create
  24984. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24985. * @param radius sets the tube radius size
  24986. * @param tessellation is the number of sides on the tubular surface
  24987. * @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
  24988. * @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
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24992. * @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)
  24993. * @returns a new Mesh
  24994. */
  24995. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24996. (i: number, distance: number): number;
  24997. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24998. /**
  24999. * Creates a polyhedron mesh.
  25000. * Please consider using the same method from the MeshBuilder class instead.
  25001. * * 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
  25002. * * The parameter `size` (positive float, default 1) sets the polygon size
  25003. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25004. * * 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`
  25005. * * 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
  25006. * * 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)`)
  25007. * * 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
  25008. * * 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
  25009. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25010. * * If you create a double-sided mesh, you can choose what parts of 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
  25011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25012. * @param name defines the name of the mesh to create
  25013. * @param options defines the options used to create the mesh
  25014. * @param scene defines the hosting scene
  25015. * @returns a new Mesh
  25016. */
  25017. static CreatePolyhedron(name: string, options: {
  25018. type?: number;
  25019. size?: number;
  25020. sizeX?: number;
  25021. sizeY?: number;
  25022. sizeZ?: number;
  25023. custom?: any;
  25024. faceUV?: Vector4[];
  25025. faceColors?: Color4[];
  25026. updatable?: boolean;
  25027. sideOrientation?: number;
  25028. }, scene: Scene): Mesh;
  25029. /**
  25030. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25031. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25032. * * 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`)
  25033. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25034. * * 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
  25035. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25036. * * If you create a double-sided mesh, you can choose what parts of 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
  25037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25038. * @param name defines the name of the mesh
  25039. * @param options defines the options used to create the mesh
  25040. * @param scene defines the hosting scene
  25041. * @returns a new Mesh
  25042. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25043. */
  25044. static CreateIcoSphere(name: string, options: {
  25045. radius?: number;
  25046. flat?: boolean;
  25047. subdivisions?: number;
  25048. sideOrientation?: number;
  25049. updatable?: boolean;
  25050. }, scene: Scene): Mesh;
  25051. /**
  25052. * Creates a decal mesh.
  25053. * Please consider using the same method from the MeshBuilder class instead.
  25054. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25055. * @param name defines the name of the mesh
  25056. * @param sourceMesh defines the mesh receiving the decal
  25057. * @param position sets the position of the decal in world coordinates
  25058. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25059. * @param size sets the decal scaling
  25060. * @param angle sets the angle to rotate the decal
  25061. * @returns a new Mesh
  25062. */
  25063. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25064. /**
  25065. * Prepare internal position array for software CPU skinning
  25066. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25067. */
  25068. setPositionsForCPUSkinning(): Float32Array;
  25069. /**
  25070. * Prepare internal normal array for software CPU skinning
  25071. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25072. */
  25073. setNormalsForCPUSkinning(): Float32Array;
  25074. /**
  25075. * Updates the vertex buffer by applying transformation from the bones
  25076. * @param skeleton defines the skeleton to apply to current mesh
  25077. * @returns the current mesh
  25078. */
  25079. applySkeleton(skeleton: Skeleton): Mesh;
  25080. /**
  25081. * 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
  25082. * @param meshes defines the list of meshes to scan
  25083. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25084. */
  25085. static MinMax(meshes: AbstractMesh[]): {
  25086. min: Vector3;
  25087. max: Vector3;
  25088. };
  25089. /**
  25090. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25091. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25092. * @returns a vector3
  25093. */
  25094. static Center(meshesOrMinMaxVector: {
  25095. min: Vector3;
  25096. max: Vector3;
  25097. } | AbstractMesh[]): Vector3;
  25098. /**
  25099. * Merge the array of meshes into a single mesh for performance reasons.
  25100. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25101. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25102. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25103. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25104. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25105. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25106. * @returns a new mesh
  25107. */
  25108. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25109. /** @hidden */
  25110. addInstance(instance: InstancedMesh): void;
  25111. /** @hidden */
  25112. removeInstance(instance: InstancedMesh): void;
  25113. }
  25114. }
  25115. declare module "babylonjs/Cameras/camera" {
  25116. import { SmartArray } from "babylonjs/Misc/smartArray";
  25117. import { Observable } from "babylonjs/Misc/observable";
  25118. import { Nullable } from "babylonjs/types";
  25119. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25120. import { Scene } from "babylonjs/scene";
  25121. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25122. import { Node } from "babylonjs/node";
  25123. import { Mesh } from "babylonjs/Meshes/mesh";
  25124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25125. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25126. import { Viewport } from "babylonjs/Maths/math.viewport";
  25127. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25128. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25129. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25130. import { Ray } from "babylonjs/Culling/ray";
  25131. /**
  25132. * This is the base class of all the camera used in the application.
  25133. * @see http://doc.babylonjs.com/features/cameras
  25134. */
  25135. export class Camera extends Node {
  25136. /** @hidden */
  25137. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25138. /**
  25139. * This is the default projection mode used by the cameras.
  25140. * It helps recreating a feeling of perspective and better appreciate depth.
  25141. * This is the best way to simulate real life cameras.
  25142. */
  25143. static readonly PERSPECTIVE_CAMERA: number;
  25144. /**
  25145. * This helps creating camera with an orthographic mode.
  25146. * 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.
  25147. */
  25148. static readonly ORTHOGRAPHIC_CAMERA: number;
  25149. /**
  25150. * This is the default FOV mode for perspective cameras.
  25151. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25152. */
  25153. static readonly FOVMODE_VERTICAL_FIXED: number;
  25154. /**
  25155. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25156. */
  25157. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25158. /**
  25159. * This specifies ther is no need for a camera rig.
  25160. * Basically only one eye is rendered corresponding to the camera.
  25161. */
  25162. static readonly RIG_MODE_NONE: number;
  25163. /**
  25164. * Simulates a camera Rig with one blue eye and one red eye.
  25165. * This can be use with 3d blue and red glasses.
  25166. */
  25167. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25168. /**
  25169. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25170. */
  25171. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25172. /**
  25173. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25174. */
  25175. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25176. /**
  25177. * Defines that both eyes of the camera will be rendered over under each other.
  25178. */
  25179. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25180. /**
  25181. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25182. */
  25183. static readonly RIG_MODE_VR: number;
  25184. /**
  25185. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25186. */
  25187. static readonly RIG_MODE_WEBVR: number;
  25188. /**
  25189. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25190. */
  25191. static readonly RIG_MODE_CUSTOM: number;
  25192. /**
  25193. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25194. */
  25195. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25196. /**
  25197. * Define the input manager associated with the camera.
  25198. */
  25199. inputs: CameraInputsManager<Camera>;
  25200. /** @hidden */
  25201. _position: Vector3;
  25202. /**
  25203. * Define the current local position of the camera in the scene
  25204. */
  25205. position: Vector3;
  25206. /**
  25207. * The vector the camera should consider as up.
  25208. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25209. */
  25210. upVector: Vector3;
  25211. /**
  25212. * Define the current limit on the left side for an orthographic camera
  25213. * In scene unit
  25214. */
  25215. orthoLeft: Nullable<number>;
  25216. /**
  25217. * Define the current limit on the right side for an orthographic camera
  25218. * In scene unit
  25219. */
  25220. orthoRight: Nullable<number>;
  25221. /**
  25222. * Define the current limit on the bottom side for an orthographic camera
  25223. * In scene unit
  25224. */
  25225. orthoBottom: Nullable<number>;
  25226. /**
  25227. * Define the current limit on the top side for an orthographic camera
  25228. * In scene unit
  25229. */
  25230. orthoTop: Nullable<number>;
  25231. /**
  25232. * Field Of View is set in Radians. (default is 0.8)
  25233. */
  25234. fov: number;
  25235. /**
  25236. * Define the minimum distance the camera can see from.
  25237. * This is important to note that the depth buffer are not infinite and the closer it starts
  25238. * the more your scene might encounter depth fighting issue.
  25239. */
  25240. minZ: number;
  25241. /**
  25242. * Define the maximum distance the camera can see to.
  25243. * This is important to note that the depth buffer are not infinite and the further it end
  25244. * the more your scene might encounter depth fighting issue.
  25245. */
  25246. maxZ: number;
  25247. /**
  25248. * Define the default inertia of the camera.
  25249. * This helps giving a smooth feeling to the camera movement.
  25250. */
  25251. inertia: number;
  25252. /**
  25253. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25254. */
  25255. mode: number;
  25256. /**
  25257. * Define wether the camera is intermediate.
  25258. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25259. */
  25260. isIntermediate: boolean;
  25261. /**
  25262. * Define the viewport of the camera.
  25263. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25264. */
  25265. viewport: Viewport;
  25266. /**
  25267. * Restricts the camera to viewing objects with the same layerMask.
  25268. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25269. */
  25270. layerMask: number;
  25271. /**
  25272. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25273. */
  25274. fovMode: number;
  25275. /**
  25276. * Rig mode of the camera.
  25277. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25278. * This is normally controlled byt the camera themselves as internal use.
  25279. */
  25280. cameraRigMode: number;
  25281. /**
  25282. * Defines the distance between both "eyes" in case of a RIG
  25283. */
  25284. interaxialDistance: number;
  25285. /**
  25286. * Defines if stereoscopic rendering is done side by side or over under.
  25287. */
  25288. isStereoscopicSideBySide: boolean;
  25289. /**
  25290. * 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
  25291. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25292. * else in the scene. (Eg. security camera)
  25293. *
  25294. * 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)
  25295. */
  25296. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25297. /**
  25298. * When set, the camera will render to this render target instead of the default canvas
  25299. *
  25300. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25301. */
  25302. outputRenderTarget: Nullable<RenderTargetTexture>;
  25303. /**
  25304. * Observable triggered when the camera view matrix has changed.
  25305. */
  25306. onViewMatrixChangedObservable: Observable<Camera>;
  25307. /**
  25308. * Observable triggered when the camera Projection matrix has changed.
  25309. */
  25310. onProjectionMatrixChangedObservable: Observable<Camera>;
  25311. /**
  25312. * Observable triggered when the inputs have been processed.
  25313. */
  25314. onAfterCheckInputsObservable: Observable<Camera>;
  25315. /**
  25316. * Observable triggered when reset has been called and applied to the camera.
  25317. */
  25318. onRestoreStateObservable: Observable<Camera>;
  25319. /** @hidden */
  25320. _cameraRigParams: any;
  25321. /** @hidden */
  25322. _rigCameras: Camera[];
  25323. /** @hidden */
  25324. _rigPostProcess: Nullable<PostProcess>;
  25325. protected _webvrViewMatrix: Matrix;
  25326. /** @hidden */
  25327. _skipRendering: boolean;
  25328. /** @hidden */
  25329. _projectionMatrix: Matrix;
  25330. /** @hidden */
  25331. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25332. /** @hidden */
  25333. _activeMeshes: SmartArray<AbstractMesh>;
  25334. protected _globalPosition: Vector3;
  25335. /** @hidden */
  25336. _computedViewMatrix: Matrix;
  25337. private _doNotComputeProjectionMatrix;
  25338. private _transformMatrix;
  25339. private _frustumPlanes;
  25340. private _refreshFrustumPlanes;
  25341. private _storedFov;
  25342. private _stateStored;
  25343. /**
  25344. * Instantiates a new camera object.
  25345. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25346. * @see http://doc.babylonjs.com/features/cameras
  25347. * @param name Defines the name of the camera in the scene
  25348. * @param position Defines the position of the camera
  25349. * @param scene Defines the scene the camera belongs too
  25350. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25351. */
  25352. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25353. /**
  25354. * Store current camera state (fov, position, etc..)
  25355. * @returns the camera
  25356. */
  25357. storeState(): Camera;
  25358. /**
  25359. * Restores the camera state values if it has been stored. You must call storeState() first
  25360. */
  25361. protected _restoreStateValues(): boolean;
  25362. /**
  25363. * Restored camera state. You must call storeState() first.
  25364. * @returns true if restored and false otherwise
  25365. */
  25366. restoreState(): boolean;
  25367. /**
  25368. * Gets the class name of the camera.
  25369. * @returns the class name
  25370. */
  25371. getClassName(): string;
  25372. /** @hidden */
  25373. readonly _isCamera: boolean;
  25374. /**
  25375. * Gets a string representation of the camera useful for debug purpose.
  25376. * @param fullDetails Defines that a more verboe level of logging is required
  25377. * @returns the string representation
  25378. */
  25379. toString(fullDetails?: boolean): string;
  25380. /**
  25381. * Gets the current world space position of the camera.
  25382. */
  25383. readonly globalPosition: Vector3;
  25384. /**
  25385. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25386. * @returns the active meshe list
  25387. */
  25388. getActiveMeshes(): SmartArray<AbstractMesh>;
  25389. /**
  25390. * Check wether a mesh is part of the current active mesh list of the camera
  25391. * @param mesh Defines the mesh to check
  25392. * @returns true if active, false otherwise
  25393. */
  25394. isActiveMesh(mesh: Mesh): boolean;
  25395. /**
  25396. * Is this camera ready to be used/rendered
  25397. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25398. * @return true if the camera is ready
  25399. */
  25400. isReady(completeCheck?: boolean): boolean;
  25401. /** @hidden */
  25402. _initCache(): void;
  25403. /** @hidden */
  25404. _updateCache(ignoreParentClass?: boolean): void;
  25405. /** @hidden */
  25406. _isSynchronized(): boolean;
  25407. /** @hidden */
  25408. _isSynchronizedViewMatrix(): boolean;
  25409. /** @hidden */
  25410. _isSynchronizedProjectionMatrix(): boolean;
  25411. /**
  25412. * Attach the input controls to a specific dom element to get the input from.
  25413. * @param element Defines the element the controls should be listened from
  25414. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25415. */
  25416. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25417. /**
  25418. * Detach the current controls from the specified dom element.
  25419. * @param element Defines the element to stop listening the inputs from
  25420. */
  25421. detachControl(element: HTMLElement): void;
  25422. /**
  25423. * Update the camera state according to the different inputs gathered during the frame.
  25424. */
  25425. update(): void;
  25426. /** @hidden */
  25427. _checkInputs(): void;
  25428. /** @hidden */
  25429. readonly rigCameras: Camera[];
  25430. /**
  25431. * Gets the post process used by the rig cameras
  25432. */
  25433. readonly rigPostProcess: Nullable<PostProcess>;
  25434. /**
  25435. * Internal, gets the first post proces.
  25436. * @returns the first post process to be run on this camera.
  25437. */
  25438. _getFirstPostProcess(): Nullable<PostProcess>;
  25439. private _cascadePostProcessesToRigCams;
  25440. /**
  25441. * Attach a post process to the camera.
  25442. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25443. * @param postProcess The post process to attach to the camera
  25444. * @param insertAt The position of the post process in case several of them are in use in the scene
  25445. * @returns the position the post process has been inserted at
  25446. */
  25447. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25448. /**
  25449. * Detach a post process to the camera.
  25450. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25451. * @param postProcess The post process to detach from the camera
  25452. */
  25453. detachPostProcess(postProcess: PostProcess): void;
  25454. /**
  25455. * Gets the current world matrix of the camera
  25456. */
  25457. getWorldMatrix(): Matrix;
  25458. /** @hidden */
  25459. _getViewMatrix(): Matrix;
  25460. /**
  25461. * Gets the current view matrix of the camera.
  25462. * @param force forces the camera to recompute the matrix without looking at the cached state
  25463. * @returns the view matrix
  25464. */
  25465. getViewMatrix(force?: boolean): Matrix;
  25466. /**
  25467. * Freeze the projection matrix.
  25468. * It will prevent the cache check of the camera projection compute and can speed up perf
  25469. * if no parameter of the camera are meant to change
  25470. * @param projection Defines manually a projection if necessary
  25471. */
  25472. freezeProjectionMatrix(projection?: Matrix): void;
  25473. /**
  25474. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25475. */
  25476. unfreezeProjectionMatrix(): void;
  25477. /**
  25478. * Gets the current projection matrix of the camera.
  25479. * @param force forces the camera to recompute the matrix without looking at the cached state
  25480. * @returns the projection matrix
  25481. */
  25482. getProjectionMatrix(force?: boolean): Matrix;
  25483. /**
  25484. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25485. * @returns a Matrix
  25486. */
  25487. getTransformationMatrix(): Matrix;
  25488. private _updateFrustumPlanes;
  25489. /**
  25490. * Checks if a cullable object (mesh...) is in the camera frustum
  25491. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25492. * @param target The object to check
  25493. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25494. * @returns true if the object is in frustum otherwise false
  25495. */
  25496. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25497. /**
  25498. * Checks if a cullable object (mesh...) is in the camera frustum
  25499. * Unlike isInFrustum this cheks the full bounding box
  25500. * @param target The object to check
  25501. * @returns true if the object is in frustum otherwise false
  25502. */
  25503. isCompletelyInFrustum(target: ICullable): boolean;
  25504. /**
  25505. * Gets a ray in the forward direction from the camera.
  25506. * @param length Defines the length of the ray to create
  25507. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25508. * @param origin Defines the start point of the ray which defaults to the camera position
  25509. * @returns the forward ray
  25510. */
  25511. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25512. /**
  25513. * Releases resources associated with this node.
  25514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25516. */
  25517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25518. /** @hidden */
  25519. _isLeftCamera: boolean;
  25520. /**
  25521. * Gets the left camera of a rig setup in case of Rigged Camera
  25522. */
  25523. readonly isLeftCamera: boolean;
  25524. /** @hidden */
  25525. _isRightCamera: boolean;
  25526. /**
  25527. * Gets the right camera of a rig setup in case of Rigged Camera
  25528. */
  25529. readonly isRightCamera: boolean;
  25530. /**
  25531. * Gets the left camera of a rig setup in case of Rigged Camera
  25532. */
  25533. readonly leftCamera: Nullable<FreeCamera>;
  25534. /**
  25535. * Gets the right camera of a rig setup in case of Rigged Camera
  25536. */
  25537. readonly rightCamera: Nullable<FreeCamera>;
  25538. /**
  25539. * Gets the left camera target of a rig setup in case of Rigged Camera
  25540. * @returns the target position
  25541. */
  25542. getLeftTarget(): Nullable<Vector3>;
  25543. /**
  25544. * Gets the right camera target of a rig setup in case of Rigged Camera
  25545. * @returns the target position
  25546. */
  25547. getRightTarget(): Nullable<Vector3>;
  25548. /**
  25549. * @hidden
  25550. */
  25551. setCameraRigMode(mode: number, rigParams: any): void;
  25552. /** @hidden */
  25553. static _setStereoscopicRigMode(camera: Camera): void;
  25554. /** @hidden */
  25555. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25556. /** @hidden */
  25557. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25558. /** @hidden */
  25559. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25560. /** @hidden */
  25561. _getVRProjectionMatrix(): Matrix;
  25562. protected _updateCameraRotationMatrix(): void;
  25563. protected _updateWebVRCameraRotationMatrix(): void;
  25564. /**
  25565. * This function MUST be overwritten by the different WebVR cameras available.
  25566. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25567. * @hidden
  25568. */
  25569. _getWebVRProjectionMatrix(): Matrix;
  25570. /**
  25571. * This function MUST be overwritten by the different WebVR cameras available.
  25572. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25573. * @hidden
  25574. */
  25575. _getWebVRViewMatrix(): Matrix;
  25576. /** @hidden */
  25577. setCameraRigParameter(name: string, value: any): void;
  25578. /**
  25579. * needs to be overridden by children so sub has required properties to be copied
  25580. * @hidden
  25581. */
  25582. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25583. /**
  25584. * May need to be overridden by children
  25585. * @hidden
  25586. */
  25587. _updateRigCameras(): void;
  25588. /** @hidden */
  25589. _setupInputs(): void;
  25590. /**
  25591. * Serialiaze the camera setup to a json represention
  25592. * @returns the JSON representation
  25593. */
  25594. serialize(): any;
  25595. /**
  25596. * Clones the current camera.
  25597. * @param name The cloned camera name
  25598. * @returns the cloned camera
  25599. */
  25600. clone(name: string): Camera;
  25601. /**
  25602. * Gets the direction of the camera relative to a given local axis.
  25603. * @param localAxis Defines the reference axis to provide a relative direction.
  25604. * @return the direction
  25605. */
  25606. getDirection(localAxis: Vector3): Vector3;
  25607. /**
  25608. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25609. * @param localAxis Defines the reference axis to provide a relative direction.
  25610. * @param result Defines the vector to store the result in
  25611. */
  25612. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25613. /**
  25614. * Gets a camera constructor for a given camera type
  25615. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25616. * @param name The name of the camera the result will be able to instantiate
  25617. * @param scene The scene the result will construct the camera in
  25618. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25619. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25620. * @returns a factory method to construc the camera
  25621. */
  25622. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25623. /**
  25624. * Compute the world matrix of the camera.
  25625. * @returns the camera workd matrix
  25626. */
  25627. computeWorldMatrix(): Matrix;
  25628. /**
  25629. * Parse a JSON and creates the camera from the parsed information
  25630. * @param parsedCamera The JSON to parse
  25631. * @param scene The scene to instantiate the camera in
  25632. * @returns the newly constructed camera
  25633. */
  25634. static Parse(parsedCamera: any, scene: Scene): Camera;
  25635. }
  25636. }
  25637. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25638. import { Nullable } from "babylonjs/types";
  25639. import { Scene } from "babylonjs/scene";
  25640. import { Vector4 } from "babylonjs/Maths/math.vector";
  25641. import { Mesh } from "babylonjs/Meshes/mesh";
  25642. /**
  25643. * Class containing static functions to help procedurally build meshes
  25644. */
  25645. export class DiscBuilder {
  25646. /**
  25647. * Creates a plane polygonal mesh. By default, this is a disc
  25648. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25649. * * 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
  25650. * * 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
  25651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25652. * * If you create a double-sided mesh, you can choose what parts of 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
  25653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25654. * @param name defines the name of the mesh
  25655. * @param options defines the options used to create the mesh
  25656. * @param scene defines the hosting scene
  25657. * @returns the plane polygonal mesh
  25658. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25659. */
  25660. static CreateDisc(name: string, options: {
  25661. radius?: number;
  25662. tessellation?: number;
  25663. arc?: number;
  25664. updatable?: boolean;
  25665. sideOrientation?: number;
  25666. frontUVs?: Vector4;
  25667. backUVs?: Vector4;
  25668. }, scene?: Nullable<Scene>): Mesh;
  25669. }
  25670. }
  25671. declare module "babylonjs/Particles/solidParticleSystem" {
  25672. import { Vector3 } from "babylonjs/Maths/math.vector";
  25673. import { Mesh } from "babylonjs/Meshes/mesh";
  25674. import { Scene, IDisposable } from "babylonjs/scene";
  25675. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25676. /**
  25677. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25678. *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.
  25679. * The SPS is also a particle system. It provides some methods to manage the particles.
  25680. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25681. *
  25682. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25683. */
  25684. export class SolidParticleSystem implements IDisposable {
  25685. /**
  25686. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25687. * Example : var p = SPS.particles[i];
  25688. */
  25689. particles: SolidParticle[];
  25690. /**
  25691. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25692. */
  25693. nbParticles: number;
  25694. /**
  25695. * If the particles must ever face the camera (default false). Useful for planar particles.
  25696. */
  25697. billboard: boolean;
  25698. /**
  25699. * Recompute normals when adding a shape
  25700. */
  25701. recomputeNormals: boolean;
  25702. /**
  25703. * This a counter ofr your own usage. It's not set by any SPS functions.
  25704. */
  25705. counter: number;
  25706. /**
  25707. * The SPS name. This name is also given to the underlying mesh.
  25708. */
  25709. name: string;
  25710. /**
  25711. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25712. */
  25713. mesh: Mesh;
  25714. /**
  25715. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25716. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25717. */
  25718. vars: any;
  25719. /**
  25720. * This array is populated when the SPS is set as 'pickable'.
  25721. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25722. * Each element of this array is an object `{idx: int, faceId: int}`.
  25723. * `idx` is the picked particle index in the `SPS.particles` array
  25724. * `faceId` is the picked face index counted within this particle.
  25725. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25726. */
  25727. pickedParticles: {
  25728. idx: number;
  25729. faceId: number;
  25730. }[];
  25731. /**
  25732. * This array is populated when `enableDepthSort` is set to true.
  25733. * Each element of this array is an instance of the class DepthSortedParticle.
  25734. */
  25735. depthSortedParticles: DepthSortedParticle[];
  25736. /**
  25737. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25738. * @hidden
  25739. */
  25740. _bSphereOnly: boolean;
  25741. /**
  25742. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25743. * @hidden
  25744. */
  25745. _bSphereRadiusFactor: number;
  25746. private _scene;
  25747. private _positions;
  25748. private _indices;
  25749. private _normals;
  25750. private _colors;
  25751. private _uvs;
  25752. private _indices32;
  25753. private _positions32;
  25754. private _normals32;
  25755. private _fixedNormal32;
  25756. private _colors32;
  25757. private _uvs32;
  25758. private _index;
  25759. private _updatable;
  25760. private _pickable;
  25761. private _isVisibilityBoxLocked;
  25762. private _alwaysVisible;
  25763. private _depthSort;
  25764. private _shapeCounter;
  25765. private _copy;
  25766. private _color;
  25767. private _computeParticleColor;
  25768. private _computeParticleTexture;
  25769. private _computeParticleRotation;
  25770. private _computeParticleVertex;
  25771. private _computeBoundingBox;
  25772. private _depthSortParticles;
  25773. private _camera;
  25774. private _mustUnrotateFixedNormals;
  25775. private _particlesIntersect;
  25776. private _needs32Bits;
  25777. /**
  25778. * Creates a SPS (Solid Particle System) object.
  25779. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25780. * @param scene (Scene) is the scene in which the SPS is added.
  25781. * @param options defines the options of the sps e.g.
  25782. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25783. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25784. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25785. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25786. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25787. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25788. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25789. */
  25790. constructor(name: string, scene: Scene, options?: {
  25791. updatable?: boolean;
  25792. isPickable?: boolean;
  25793. enableDepthSort?: boolean;
  25794. particleIntersection?: boolean;
  25795. boundingSphereOnly?: boolean;
  25796. bSphereRadiusFactor?: number;
  25797. });
  25798. /**
  25799. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25800. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25801. * @returns the created mesh
  25802. */
  25803. buildMesh(): Mesh;
  25804. /**
  25805. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25806. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25807. * Thus the particles generated from `digest()` have their property `position` set yet.
  25808. * @param mesh ( Mesh ) is the mesh to be digested
  25809. * @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
  25810. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25811. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25812. * @returns the current SPS
  25813. */
  25814. digest(mesh: Mesh, options?: {
  25815. facetNb?: number;
  25816. number?: number;
  25817. delta?: number;
  25818. }): SolidParticleSystem;
  25819. private _unrotateFixedNormals;
  25820. private _resetCopy;
  25821. private _meshBuilder;
  25822. private _posToShape;
  25823. private _uvsToShapeUV;
  25824. private _addParticle;
  25825. /**
  25826. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25827. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25828. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25829. * @param nb (positive integer) the number of particles to be created from this model
  25830. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25831. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25832. * @returns the number of shapes in the system
  25833. */
  25834. addShape(mesh: Mesh, nb: number, options?: {
  25835. positionFunction?: any;
  25836. vertexFunction?: any;
  25837. }): number;
  25838. private _rebuildParticle;
  25839. /**
  25840. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25841. * @returns the SPS.
  25842. */
  25843. rebuildMesh(): SolidParticleSystem;
  25844. /**
  25845. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25846. * This method calls `updateParticle()` for each particle of the SPS.
  25847. * For an animated SPS, it is usually called within the render loop.
  25848. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25849. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25850. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25851. * @returns the SPS.
  25852. */
  25853. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25854. /**
  25855. * Disposes the SPS.
  25856. */
  25857. dispose(): void;
  25858. /**
  25859. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25860. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25861. * @returns the SPS.
  25862. */
  25863. refreshVisibleSize(): SolidParticleSystem;
  25864. /**
  25865. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25866. * @param size the size (float) of the visibility box
  25867. * note : this doesn't lock the SPS mesh bounding box.
  25868. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25869. */
  25870. setVisibilityBox(size: number): void;
  25871. /**
  25872. * Gets whether the SPS as always visible or not
  25873. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25874. */
  25875. /**
  25876. * Sets the SPS as always visible or not
  25877. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25878. */
  25879. isAlwaysVisible: boolean;
  25880. /**
  25881. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25882. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25883. */
  25884. /**
  25885. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25886. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25887. */
  25888. isVisibilityBoxLocked: boolean;
  25889. /**
  25890. * Tells to `setParticles()` to compute the particle rotations or not.
  25891. * Default value : true. The SPS is faster when it's set to false.
  25892. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25893. */
  25894. /**
  25895. * Gets if `setParticles()` computes the particle rotations or not.
  25896. * Default value : true. The SPS is faster when it's set to false.
  25897. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25898. */
  25899. computeParticleRotation: boolean;
  25900. /**
  25901. * Tells to `setParticles()` to compute the particle colors or not.
  25902. * Default value : true. The SPS is faster when it's set to false.
  25903. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25904. */
  25905. /**
  25906. * Gets if `setParticles()` computes the particle colors or not.
  25907. * Default value : true. The SPS is faster when it's set to false.
  25908. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25909. */
  25910. computeParticleColor: boolean;
  25911. /**
  25912. * Gets if `setParticles()` computes the particle textures or not.
  25913. * Default value : true. The SPS is faster when it's set to false.
  25914. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25915. */
  25916. computeParticleTexture: boolean;
  25917. /**
  25918. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25919. * Default value : false. The SPS is faster when it's set to false.
  25920. * Note : the particle custom vertex positions aren't stored values.
  25921. */
  25922. /**
  25923. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25924. * Default value : false. The SPS is faster when it's set to false.
  25925. * Note : the particle custom vertex positions aren't stored values.
  25926. */
  25927. computeParticleVertex: boolean;
  25928. /**
  25929. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25930. */
  25931. /**
  25932. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25933. */
  25934. computeBoundingBox: boolean;
  25935. /**
  25936. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25937. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25938. * Default : `true`
  25939. */
  25940. /**
  25941. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25942. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25943. * Default : `true`
  25944. */
  25945. depthSortParticles: boolean;
  25946. /**
  25947. * This function does nothing. It may be overwritten to set all the particle first values.
  25948. * The SPS doesn't call this function, you may have to call it by your own.
  25949. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25950. */
  25951. initParticles(): void;
  25952. /**
  25953. * This function does nothing. It may be overwritten to recycle a particle.
  25954. * The SPS doesn't call this function, you may have to call it by your own.
  25955. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25956. * @param particle The particle to recycle
  25957. * @returns the recycled particle
  25958. */
  25959. recycleParticle(particle: SolidParticle): SolidParticle;
  25960. /**
  25961. * Updates a particle : this function should be overwritten by the user.
  25962. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25963. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25964. * @example : just set a particle position or velocity and recycle conditions
  25965. * @param particle The particle to update
  25966. * @returns the updated particle
  25967. */
  25968. updateParticle(particle: SolidParticle): SolidParticle;
  25969. /**
  25970. * Updates a vertex of a particle : it can be overwritten by the user.
  25971. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25972. * @param particle the current particle
  25973. * @param vertex the current index of the current particle
  25974. * @param pt the index of the current vertex in the particle shape
  25975. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25976. * @example : just set a vertex particle position
  25977. * @returns the updated vertex
  25978. */
  25979. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25980. /**
  25981. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25982. * This does nothing and may be overwritten by the user.
  25983. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25984. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25985. * @param update the boolean update value actually passed to setParticles()
  25986. */
  25987. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25988. /**
  25989. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25990. * This will be passed three parameters.
  25991. * This does nothing and may be overwritten by the user.
  25992. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25993. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25994. * @param update the boolean update value actually passed to setParticles()
  25995. */
  25996. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25997. }
  25998. }
  25999. declare module "babylonjs/Particles/solidParticle" {
  26000. import { Nullable } from "babylonjs/types";
  26001. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26002. import { Color4 } from "babylonjs/Maths/math.color";
  26003. import { Mesh } from "babylonjs/Meshes/mesh";
  26004. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26005. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26006. import { Plane } from "babylonjs/Maths/math.plane";
  26007. /**
  26008. * Represents one particle of a solid particle system.
  26009. */
  26010. export class SolidParticle {
  26011. /**
  26012. * particle global index
  26013. */
  26014. idx: number;
  26015. /**
  26016. * The color of the particle
  26017. */
  26018. color: Nullable<Color4>;
  26019. /**
  26020. * The world space position of the particle.
  26021. */
  26022. position: Vector3;
  26023. /**
  26024. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26025. */
  26026. rotation: Vector3;
  26027. /**
  26028. * The world space rotation quaternion of the particle.
  26029. */
  26030. rotationQuaternion: Nullable<Quaternion>;
  26031. /**
  26032. * The scaling of the particle.
  26033. */
  26034. scaling: Vector3;
  26035. /**
  26036. * The uvs of the particle.
  26037. */
  26038. uvs: Vector4;
  26039. /**
  26040. * The current speed of the particle.
  26041. */
  26042. velocity: Vector3;
  26043. /**
  26044. * The pivot point in the particle local space.
  26045. */
  26046. pivot: Vector3;
  26047. /**
  26048. * Must the particle be translated from its pivot point in its local space ?
  26049. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26050. * Default : false
  26051. */
  26052. translateFromPivot: boolean;
  26053. /**
  26054. * Is the particle active or not ?
  26055. */
  26056. alive: boolean;
  26057. /**
  26058. * Is the particle visible or not ?
  26059. */
  26060. isVisible: boolean;
  26061. /**
  26062. * Index of this particle in the global "positions" array (Internal use)
  26063. * @hidden
  26064. */
  26065. _pos: number;
  26066. /**
  26067. * @hidden Index of this particle in the global "indices" array (Internal use)
  26068. */
  26069. _ind: number;
  26070. /**
  26071. * @hidden ModelShape of this particle (Internal use)
  26072. */
  26073. _model: ModelShape;
  26074. /**
  26075. * ModelShape id of this particle
  26076. */
  26077. shapeId: number;
  26078. /**
  26079. * Index of the particle in its shape id (Internal use)
  26080. */
  26081. idxInShape: number;
  26082. /**
  26083. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26084. */
  26085. _modelBoundingInfo: BoundingInfo;
  26086. /**
  26087. * @hidden Particle BoundingInfo object (Internal use)
  26088. */
  26089. _boundingInfo: BoundingInfo;
  26090. /**
  26091. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26092. */
  26093. _sps: SolidParticleSystem;
  26094. /**
  26095. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26096. */
  26097. _stillInvisible: boolean;
  26098. /**
  26099. * @hidden Last computed particle rotation matrix
  26100. */
  26101. _rotationMatrix: number[];
  26102. /**
  26103. * Parent particle Id, if any.
  26104. * Default null.
  26105. */
  26106. parentId: Nullable<number>;
  26107. /**
  26108. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26109. * The possible values are :
  26110. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26111. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26112. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26113. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26114. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26115. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26116. * */
  26117. cullingStrategy: number;
  26118. /**
  26119. * @hidden Internal global position in the SPS.
  26120. */
  26121. _globalPosition: Vector3;
  26122. /**
  26123. * Creates a Solid Particle object.
  26124. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26125. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26126. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26127. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26128. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26129. * @param shapeId (integer) is the model shape identifier in the SPS.
  26130. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26131. * @param sps defines the sps it is associated to
  26132. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26133. */
  26134. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26135. /**
  26136. * Legacy support, changed scale to scaling
  26137. */
  26138. /**
  26139. * Legacy support, changed scale to scaling
  26140. */
  26141. scale: Vector3;
  26142. /**
  26143. * Legacy support, changed quaternion to rotationQuaternion
  26144. */
  26145. /**
  26146. * Legacy support, changed quaternion to rotationQuaternion
  26147. */
  26148. quaternion: Nullable<Quaternion>;
  26149. /**
  26150. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26151. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26152. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26153. * @returns true if it intersects
  26154. */
  26155. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26156. /**
  26157. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26158. * A particle is in the frustum if its bounding box intersects the frustum
  26159. * @param frustumPlanes defines the frustum to test
  26160. * @returns true if the particle is in the frustum planes
  26161. */
  26162. isInFrustum(frustumPlanes: Plane[]): boolean;
  26163. /**
  26164. * get the rotation matrix of the particle
  26165. * @hidden
  26166. */
  26167. getRotationMatrix(m: Matrix): void;
  26168. }
  26169. /**
  26170. * Represents the shape of the model used by one particle of a solid particle system.
  26171. * SPS internal tool, don't use it manually.
  26172. */
  26173. export class ModelShape {
  26174. /**
  26175. * The shape id
  26176. * @hidden
  26177. */
  26178. shapeID: number;
  26179. /**
  26180. * flat array of model positions (internal use)
  26181. * @hidden
  26182. */
  26183. _shape: Vector3[];
  26184. /**
  26185. * flat array of model UVs (internal use)
  26186. * @hidden
  26187. */
  26188. _shapeUV: number[];
  26189. /**
  26190. * length of the shape in the model indices array (internal use)
  26191. * @hidden
  26192. */
  26193. _indicesLength: number;
  26194. /**
  26195. * Custom position function (internal use)
  26196. * @hidden
  26197. */
  26198. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26199. /**
  26200. * Custom vertex function (internal use)
  26201. * @hidden
  26202. */
  26203. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26204. /**
  26205. * 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.
  26206. * SPS internal tool, don't use it manually.
  26207. * @hidden
  26208. */
  26209. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26210. }
  26211. /**
  26212. * Represents a Depth Sorted Particle in the solid particle system.
  26213. */
  26214. export class DepthSortedParticle {
  26215. /**
  26216. * Index of the particle in the "indices" array
  26217. */
  26218. ind: number;
  26219. /**
  26220. * Length of the particle shape in the "indices" array
  26221. */
  26222. indicesLength: number;
  26223. /**
  26224. * Squared distance from the particle to the camera
  26225. */
  26226. sqDistance: number;
  26227. }
  26228. }
  26229. declare module "babylonjs/Collisions/meshCollisionData" {
  26230. import { Collider } from "babylonjs/Collisions/collider";
  26231. import { Vector3 } from "babylonjs/Maths/math.vector";
  26232. import { Nullable } from "babylonjs/types";
  26233. import { Observer } from "babylonjs/Misc/observable";
  26234. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26235. /**
  26236. * @hidden
  26237. */
  26238. export class _MeshCollisionData {
  26239. _checkCollisions: boolean;
  26240. _collisionMask: number;
  26241. _collisionGroup: number;
  26242. _collider: Nullable<Collider>;
  26243. _oldPositionForCollisions: Vector3;
  26244. _diffPositionForCollisions: Vector3;
  26245. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26246. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26247. }
  26248. }
  26249. declare module "babylonjs/Meshes/abstractMesh" {
  26250. import { Observable } from "babylonjs/Misc/observable";
  26251. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26252. import { Camera } from "babylonjs/Cameras/camera";
  26253. import { Scene, IDisposable } from "babylonjs/scene";
  26254. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26255. import { Node } from "babylonjs/node";
  26256. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26257. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26258. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26259. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26260. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26261. import { Material } from "babylonjs/Materials/material";
  26262. import { Light } from "babylonjs/Lights/light";
  26263. import { Skeleton } from "babylonjs/Bones/skeleton";
  26264. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26265. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26266. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26267. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26268. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26269. import { Plane } from "babylonjs/Maths/math.plane";
  26270. import { Ray } from "babylonjs/Culling/ray";
  26271. import { Collider } from "babylonjs/Collisions/collider";
  26272. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26273. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26274. /** @hidden */
  26275. class _FacetDataStorage {
  26276. facetPositions: Vector3[];
  26277. facetNormals: Vector3[];
  26278. facetPartitioning: number[][];
  26279. facetNb: number;
  26280. partitioningSubdivisions: number;
  26281. partitioningBBoxRatio: number;
  26282. facetDataEnabled: boolean;
  26283. facetParameters: any;
  26284. bbSize: Vector3;
  26285. subDiv: {
  26286. max: number;
  26287. X: number;
  26288. Y: number;
  26289. Z: number;
  26290. };
  26291. facetDepthSort: boolean;
  26292. facetDepthSortEnabled: boolean;
  26293. depthSortedIndices: IndicesArray;
  26294. depthSortedFacets: {
  26295. ind: number;
  26296. sqDistance: number;
  26297. }[];
  26298. facetDepthSortFunction: (f1: {
  26299. ind: number;
  26300. sqDistance: number;
  26301. }, f2: {
  26302. ind: number;
  26303. sqDistance: number;
  26304. }) => number;
  26305. facetDepthSortFrom: Vector3;
  26306. facetDepthSortOrigin: Vector3;
  26307. invertedMatrix: Matrix;
  26308. }
  26309. /**
  26310. * @hidden
  26311. **/
  26312. class _InternalAbstractMeshDataInfo {
  26313. _hasVertexAlpha: boolean;
  26314. _useVertexColors: boolean;
  26315. _numBoneInfluencers: number;
  26316. _applyFog: boolean;
  26317. _receiveShadows: boolean;
  26318. _facetData: _FacetDataStorage;
  26319. _visibility: number;
  26320. _skeleton: Nullable<Skeleton>;
  26321. _layerMask: number;
  26322. _computeBonesUsingShaders: boolean;
  26323. _isActive: boolean;
  26324. _onlyForInstances: boolean;
  26325. _isActiveIntermediate: boolean;
  26326. _onlyForInstancesIntermediate: boolean;
  26327. }
  26328. /**
  26329. * Class used to store all common mesh properties
  26330. */
  26331. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26332. /** No occlusion */
  26333. static OCCLUSION_TYPE_NONE: number;
  26334. /** Occlusion set to optimisitic */
  26335. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26336. /** Occlusion set to strict */
  26337. static OCCLUSION_TYPE_STRICT: number;
  26338. /** Use an accurante occlusion algorithm */
  26339. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26340. /** Use a conservative occlusion algorithm */
  26341. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26342. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26343. * Test order :
  26344. * Is the bounding sphere outside the frustum ?
  26345. * If not, are the bounding box vertices outside the frustum ?
  26346. * It not, then the cullable object is in the frustum.
  26347. */
  26348. static readonly CULLINGSTRATEGY_STANDARD: number;
  26349. /** Culling strategy : Bounding Sphere Only.
  26350. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26351. * It's also less accurate than the standard because some not visible objects can still be selected.
  26352. * Test : is the bounding sphere outside the frustum ?
  26353. * If not, then the cullable object is in the frustum.
  26354. */
  26355. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26356. /** Culling strategy : Optimistic Inclusion.
  26357. * This in an inclusion test first, then the standard exclusion test.
  26358. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26359. * 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.
  26360. * Anyway, it's as accurate as the standard strategy.
  26361. * Test :
  26362. * Is the cullable object bounding sphere center in the frustum ?
  26363. * If not, apply the default culling strategy.
  26364. */
  26365. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26366. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26367. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26368. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26369. * 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.
  26370. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26371. * Test :
  26372. * Is the cullable object bounding sphere center in the frustum ?
  26373. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26374. */
  26375. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26376. /**
  26377. * No billboard
  26378. */
  26379. static readonly BILLBOARDMODE_NONE: number;
  26380. /** Billboard on X axis */
  26381. static readonly BILLBOARDMODE_X: number;
  26382. /** Billboard on Y axis */
  26383. static readonly BILLBOARDMODE_Y: number;
  26384. /** Billboard on Z axis */
  26385. static readonly BILLBOARDMODE_Z: number;
  26386. /** Billboard on all axes */
  26387. static readonly BILLBOARDMODE_ALL: number;
  26388. /** Billboard on using position instead of orientation */
  26389. static readonly BILLBOARDMODE_USE_POSITION: number;
  26390. /** @hidden */
  26391. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26392. /**
  26393. * The culling strategy to use to check whether the mesh must be rendered or not.
  26394. * This value can be changed at any time and will be used on the next render mesh selection.
  26395. * The possible values are :
  26396. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26397. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26398. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26399. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26400. * Please read each static variable documentation to get details about the culling process.
  26401. * */
  26402. cullingStrategy: number;
  26403. /**
  26404. * Gets the number of facets in the mesh
  26405. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26406. */
  26407. readonly facetNb: number;
  26408. /**
  26409. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26410. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26411. */
  26412. partitioningSubdivisions: number;
  26413. /**
  26414. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26415. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26416. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26417. */
  26418. partitioningBBoxRatio: number;
  26419. /**
  26420. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26421. * Works only for updatable meshes.
  26422. * Doesn't work with multi-materials
  26423. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26424. */
  26425. mustDepthSortFacets: boolean;
  26426. /**
  26427. * The location (Vector3) where the facet depth sort must be computed from.
  26428. * By default, the active camera position.
  26429. * Used only when facet depth sort is enabled
  26430. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26431. */
  26432. facetDepthSortFrom: Vector3;
  26433. /**
  26434. * gets a boolean indicating if facetData is enabled
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26436. */
  26437. readonly isFacetDataEnabled: boolean;
  26438. /** @hidden */
  26439. _updateNonUniformScalingState(value: boolean): boolean;
  26440. /**
  26441. * An event triggered when this mesh collides with another one
  26442. */
  26443. onCollideObservable: Observable<AbstractMesh>;
  26444. /** Set a function to call when this mesh collides with another one */
  26445. onCollide: () => void;
  26446. /**
  26447. * An event triggered when the collision's position changes
  26448. */
  26449. onCollisionPositionChangeObservable: Observable<Vector3>;
  26450. /** Set a function to call when the collision's position changes */
  26451. onCollisionPositionChange: () => void;
  26452. /**
  26453. * An event triggered when material is changed
  26454. */
  26455. onMaterialChangedObservable: Observable<AbstractMesh>;
  26456. /**
  26457. * Gets or sets the orientation for POV movement & rotation
  26458. */
  26459. definedFacingForward: boolean;
  26460. /** @hidden */
  26461. _occlusionQuery: Nullable<WebGLQuery>;
  26462. /** @hidden */
  26463. _renderingGroup: Nullable<RenderingGroup>;
  26464. /**
  26465. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26466. */
  26467. /**
  26468. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26469. */
  26470. visibility: number;
  26471. /** Gets or sets the alpha index used to sort transparent meshes
  26472. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26473. */
  26474. alphaIndex: number;
  26475. /**
  26476. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26477. */
  26478. isVisible: boolean;
  26479. /**
  26480. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26481. */
  26482. isPickable: boolean;
  26483. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26484. showSubMeshesBoundingBox: boolean;
  26485. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26486. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26487. */
  26488. isBlocker: boolean;
  26489. /**
  26490. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26491. */
  26492. enablePointerMoveEvents: boolean;
  26493. /**
  26494. * Specifies the rendering group id for this mesh (0 by default)
  26495. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26496. */
  26497. renderingGroupId: number;
  26498. private _material;
  26499. /** Gets or sets current material */
  26500. material: Nullable<Material>;
  26501. /**
  26502. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26503. * @see http://doc.babylonjs.com/babylon101/shadows
  26504. */
  26505. receiveShadows: boolean;
  26506. /** Defines color to use when rendering outline */
  26507. outlineColor: Color3;
  26508. /** Define width to use when rendering outline */
  26509. outlineWidth: number;
  26510. /** Defines color to use when rendering overlay */
  26511. overlayColor: Color3;
  26512. /** Defines alpha to use when rendering overlay */
  26513. overlayAlpha: number;
  26514. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26515. hasVertexAlpha: boolean;
  26516. /** 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) */
  26517. useVertexColors: boolean;
  26518. /**
  26519. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26520. */
  26521. computeBonesUsingShaders: boolean;
  26522. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26523. numBoneInfluencers: number;
  26524. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26525. applyFog: boolean;
  26526. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26527. useOctreeForRenderingSelection: boolean;
  26528. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26529. useOctreeForPicking: boolean;
  26530. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26531. useOctreeForCollisions: boolean;
  26532. /**
  26533. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26534. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26535. */
  26536. layerMask: number;
  26537. /**
  26538. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26539. */
  26540. alwaysSelectAsActiveMesh: boolean;
  26541. /**
  26542. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26543. */
  26544. doNotSyncBoundingInfo: boolean;
  26545. /**
  26546. * Gets or sets the current action manager
  26547. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26548. */
  26549. actionManager: Nullable<AbstractActionManager>;
  26550. private _meshCollisionData;
  26551. /**
  26552. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26553. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26554. */
  26555. ellipsoid: Vector3;
  26556. /**
  26557. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26558. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26559. */
  26560. ellipsoidOffset: Vector3;
  26561. /**
  26562. * Gets or sets a collision mask used to mask collisions (default is -1).
  26563. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26564. */
  26565. collisionMask: number;
  26566. /**
  26567. * Gets or sets the current collision group mask (-1 by default).
  26568. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26569. */
  26570. collisionGroup: number;
  26571. /**
  26572. * Defines edge width used when edgesRenderer is enabled
  26573. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26574. */
  26575. edgesWidth: number;
  26576. /**
  26577. * Defines edge color used when edgesRenderer is enabled
  26578. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26579. */
  26580. edgesColor: Color4;
  26581. /** @hidden */
  26582. _edgesRenderer: Nullable<IEdgesRenderer>;
  26583. /** @hidden */
  26584. _masterMesh: Nullable<AbstractMesh>;
  26585. /** @hidden */
  26586. _boundingInfo: Nullable<BoundingInfo>;
  26587. /** @hidden */
  26588. _renderId: number;
  26589. /**
  26590. * Gets or sets the list of subMeshes
  26591. * @see http://doc.babylonjs.com/how_to/multi_materials
  26592. */
  26593. subMeshes: SubMesh[];
  26594. /** @hidden */
  26595. _intersectionsInProgress: AbstractMesh[];
  26596. /** @hidden */
  26597. _unIndexed: boolean;
  26598. /** @hidden */
  26599. _lightSources: Light[];
  26600. /** Gets the list of lights affecting that mesh */
  26601. readonly lightSources: Light[];
  26602. /** @hidden */
  26603. readonly _positions: Nullable<Vector3[]>;
  26604. /** @hidden */
  26605. _waitingData: {
  26606. lods: Nullable<any>;
  26607. actions: Nullable<any>;
  26608. freezeWorldMatrix: Nullable<boolean>;
  26609. };
  26610. /** @hidden */
  26611. _bonesTransformMatrices: Nullable<Float32Array>;
  26612. /** @hidden */
  26613. _transformMatrixTexture: Nullable<RawTexture>;
  26614. /**
  26615. * Gets or sets a skeleton to apply skining transformations
  26616. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26617. */
  26618. skeleton: Nullable<Skeleton>;
  26619. /**
  26620. * An event triggered when the mesh is rebuilt.
  26621. */
  26622. onRebuildObservable: Observable<AbstractMesh>;
  26623. /**
  26624. * Creates a new AbstractMesh
  26625. * @param name defines the name of the mesh
  26626. * @param scene defines the hosting scene
  26627. */
  26628. constructor(name: string, scene?: Nullable<Scene>);
  26629. /**
  26630. * Returns the string "AbstractMesh"
  26631. * @returns "AbstractMesh"
  26632. */
  26633. getClassName(): string;
  26634. /**
  26635. * Gets a string representation of the current mesh
  26636. * @param fullDetails defines a boolean indicating if full details must be included
  26637. * @returns a string representation of the current mesh
  26638. */
  26639. toString(fullDetails?: boolean): string;
  26640. /**
  26641. * @hidden
  26642. */
  26643. protected _getEffectiveParent(): Nullable<Node>;
  26644. /** @hidden */
  26645. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26646. /** @hidden */
  26647. _rebuild(): void;
  26648. /** @hidden */
  26649. _resyncLightSources(): void;
  26650. /** @hidden */
  26651. _resyncLighSource(light: Light): void;
  26652. /** @hidden */
  26653. _unBindEffect(): void;
  26654. /** @hidden */
  26655. _removeLightSource(light: Light): void;
  26656. private _markSubMeshesAsDirty;
  26657. /** @hidden */
  26658. _markSubMeshesAsLightDirty(): void;
  26659. /** @hidden */
  26660. _markSubMeshesAsAttributesDirty(): void;
  26661. /** @hidden */
  26662. _markSubMeshesAsMiscDirty(): void;
  26663. /**
  26664. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26665. */
  26666. scaling: Vector3;
  26667. /**
  26668. * Returns true if the mesh is blocked. Implemented by child classes
  26669. */
  26670. readonly isBlocked: boolean;
  26671. /**
  26672. * Returns the mesh itself by default. Implemented by child classes
  26673. * @param camera defines the camera to use to pick the right LOD level
  26674. * @returns the currentAbstractMesh
  26675. */
  26676. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26677. /**
  26678. * Returns 0 by default. Implemented by child classes
  26679. * @returns an integer
  26680. */
  26681. getTotalVertices(): number;
  26682. /**
  26683. * Returns a positive integer : the total number of indices in this mesh geometry.
  26684. * @returns the numner of indices or zero if the mesh has no geometry.
  26685. */
  26686. getTotalIndices(): number;
  26687. /**
  26688. * Returns null by default. Implemented by child classes
  26689. * @returns null
  26690. */
  26691. getIndices(): Nullable<IndicesArray>;
  26692. /**
  26693. * Returns the array of the requested vertex data kind. Implemented by child classes
  26694. * @param kind defines the vertex data kind to use
  26695. * @returns null
  26696. */
  26697. getVerticesData(kind: string): Nullable<FloatArray>;
  26698. /**
  26699. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26700. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26701. * Note that a new underlying VertexBuffer object is created each call.
  26702. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26703. * @param kind defines vertex data kind:
  26704. * * VertexBuffer.PositionKind
  26705. * * VertexBuffer.UVKind
  26706. * * VertexBuffer.UV2Kind
  26707. * * VertexBuffer.UV3Kind
  26708. * * VertexBuffer.UV4Kind
  26709. * * VertexBuffer.UV5Kind
  26710. * * VertexBuffer.UV6Kind
  26711. * * VertexBuffer.ColorKind
  26712. * * VertexBuffer.MatricesIndicesKind
  26713. * * VertexBuffer.MatricesIndicesExtraKind
  26714. * * VertexBuffer.MatricesWeightsKind
  26715. * * VertexBuffer.MatricesWeightsExtraKind
  26716. * @param data defines the data source
  26717. * @param updatable defines if the data must be flagged as updatable (or static)
  26718. * @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
  26719. * @returns the current mesh
  26720. */
  26721. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26722. /**
  26723. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26724. * If the mesh has no geometry, it is simply returned as it is.
  26725. * @param kind defines vertex data kind:
  26726. * * VertexBuffer.PositionKind
  26727. * * VertexBuffer.UVKind
  26728. * * VertexBuffer.UV2Kind
  26729. * * VertexBuffer.UV3Kind
  26730. * * VertexBuffer.UV4Kind
  26731. * * VertexBuffer.UV5Kind
  26732. * * VertexBuffer.UV6Kind
  26733. * * VertexBuffer.ColorKind
  26734. * * VertexBuffer.MatricesIndicesKind
  26735. * * VertexBuffer.MatricesIndicesExtraKind
  26736. * * VertexBuffer.MatricesWeightsKind
  26737. * * VertexBuffer.MatricesWeightsExtraKind
  26738. * @param data defines the data source
  26739. * @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
  26740. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26741. * @returns the current mesh
  26742. */
  26743. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26744. /**
  26745. * Sets the mesh indices,
  26746. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26747. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26748. * @param totalVertices Defines the total number of vertices
  26749. * @returns the current mesh
  26750. */
  26751. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26752. /**
  26753. * Gets a boolean indicating if specific vertex data is present
  26754. * @param kind defines the vertex data kind to use
  26755. * @returns true is data kind is present
  26756. */
  26757. isVerticesDataPresent(kind: string): boolean;
  26758. /**
  26759. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26760. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26761. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26762. * @returns a BoundingInfo
  26763. */
  26764. getBoundingInfo(): BoundingInfo;
  26765. /**
  26766. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26767. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26768. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26769. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26770. * @returns the current mesh
  26771. */
  26772. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26773. /**
  26774. * Overwrite the current bounding info
  26775. * @param boundingInfo defines the new bounding info
  26776. * @returns the current mesh
  26777. */
  26778. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26779. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26780. readonly useBones: boolean;
  26781. /** @hidden */
  26782. _preActivate(): void;
  26783. /** @hidden */
  26784. _preActivateForIntermediateRendering(renderId: number): void;
  26785. /** @hidden */
  26786. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26787. /** @hidden */
  26788. _postActivate(): void;
  26789. /** @hidden */
  26790. _freeze(): void;
  26791. /** @hidden */
  26792. _unFreeze(): void;
  26793. /**
  26794. * Gets the current world matrix
  26795. * @returns a Matrix
  26796. */
  26797. getWorldMatrix(): Matrix;
  26798. /** @hidden */
  26799. _getWorldMatrixDeterminant(): number;
  26800. /**
  26801. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26802. */
  26803. readonly isAnInstance: boolean;
  26804. /**
  26805. * Gets a boolean indicating if this mesh has instances
  26806. */
  26807. readonly hasInstances: boolean;
  26808. /**
  26809. * Perform relative position change from the point of view of behind the front of the mesh.
  26810. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26811. * Supports definition of mesh facing forward or backward
  26812. * @param amountRight defines the distance on the right axis
  26813. * @param amountUp defines the distance on the up axis
  26814. * @param amountForward defines the distance on the forward axis
  26815. * @returns the current mesh
  26816. */
  26817. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26818. /**
  26819. * Calculate relative position change from the point of view of behind the front of the mesh.
  26820. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26821. * Supports definition of mesh facing forward or backward
  26822. * @param amountRight defines the distance on the right axis
  26823. * @param amountUp defines the distance on the up axis
  26824. * @param amountForward defines the distance on the forward axis
  26825. * @returns the new displacement vector
  26826. */
  26827. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26828. /**
  26829. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26830. * Supports definition of mesh facing forward or backward
  26831. * @param flipBack defines the flip
  26832. * @param twirlClockwise defines the twirl
  26833. * @param tiltRight defines the tilt
  26834. * @returns the current mesh
  26835. */
  26836. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26837. /**
  26838. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26839. * Supports definition of mesh facing forward or backward.
  26840. * @param flipBack defines the flip
  26841. * @param twirlClockwise defines the twirl
  26842. * @param tiltRight defines the tilt
  26843. * @returns the new rotation vector
  26844. */
  26845. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26846. /**
  26847. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26848. * This means the mesh underlying bounding box and sphere are recomputed.
  26849. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26850. * @returns the current mesh
  26851. */
  26852. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26853. /** @hidden */
  26854. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26855. /** @hidden */
  26856. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26857. /** @hidden */
  26858. _updateBoundingInfo(): AbstractMesh;
  26859. /** @hidden */
  26860. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26861. /** @hidden */
  26862. protected _afterComputeWorldMatrix(): void;
  26863. /** @hidden */
  26864. readonly _effectiveMesh: AbstractMesh;
  26865. /**
  26866. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26867. * A mesh is in the frustum if its bounding box intersects the frustum
  26868. * @param frustumPlanes defines the frustum to test
  26869. * @returns true if the mesh is in the frustum planes
  26870. */
  26871. isInFrustum(frustumPlanes: Plane[]): boolean;
  26872. /**
  26873. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26874. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26875. * @param frustumPlanes defines the frustum to test
  26876. * @returns true if the mesh is completely in the frustum planes
  26877. */
  26878. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26879. /**
  26880. * True if the mesh intersects another mesh or a SolidParticle object
  26881. * @param mesh defines a target mesh or SolidParticle to test
  26882. * @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)
  26883. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26884. * @returns true if there is an intersection
  26885. */
  26886. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26887. /**
  26888. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26889. * @param point defines the point to test
  26890. * @returns true if there is an intersection
  26891. */
  26892. intersectsPoint(point: Vector3): boolean;
  26893. /**
  26894. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26895. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26896. */
  26897. checkCollisions: boolean;
  26898. /**
  26899. * Gets Collider object used to compute collisions (not physics)
  26900. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26901. */
  26902. readonly collider: Nullable<Collider>;
  26903. /**
  26904. * Move the mesh using collision engine
  26905. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26906. * @param displacement defines the requested displacement vector
  26907. * @returns the current mesh
  26908. */
  26909. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26910. private _onCollisionPositionChange;
  26911. /** @hidden */
  26912. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26913. /** @hidden */
  26914. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26915. /** @hidden */
  26916. _checkCollision(collider: Collider): AbstractMesh;
  26917. /** @hidden */
  26918. _generatePointsArray(): boolean;
  26919. /**
  26920. * Checks if the passed Ray intersects with the mesh
  26921. * @param ray defines the ray to use
  26922. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26923. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26924. * @returns the picking info
  26925. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26926. */
  26927. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26928. /**
  26929. * Clones the current mesh
  26930. * @param name defines the mesh name
  26931. * @param newParent defines the new mesh parent
  26932. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26933. * @returns the new mesh
  26934. */
  26935. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26936. /**
  26937. * Disposes all the submeshes of the current meshnp
  26938. * @returns the current mesh
  26939. */
  26940. releaseSubMeshes(): AbstractMesh;
  26941. /**
  26942. * Releases resources associated with this abstract mesh.
  26943. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26944. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26945. */
  26946. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26947. /**
  26948. * Adds the passed mesh as a child to the current mesh
  26949. * @param mesh defines the child mesh
  26950. * @returns the current mesh
  26951. */
  26952. addChild(mesh: AbstractMesh): AbstractMesh;
  26953. /**
  26954. * Removes the passed mesh from the current mesh children list
  26955. * @param mesh defines the child mesh
  26956. * @returns the current mesh
  26957. */
  26958. removeChild(mesh: AbstractMesh): AbstractMesh;
  26959. /** @hidden */
  26960. private _initFacetData;
  26961. /**
  26962. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26963. * This method can be called within the render loop.
  26964. * 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
  26965. * @returns the current mesh
  26966. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26967. */
  26968. updateFacetData(): AbstractMesh;
  26969. /**
  26970. * Returns the facetLocalNormals array.
  26971. * The normals are expressed in the mesh local spac
  26972. * @returns an array of Vector3
  26973. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26974. */
  26975. getFacetLocalNormals(): Vector3[];
  26976. /**
  26977. * Returns the facetLocalPositions array.
  26978. * The facet positions are expressed in the mesh local space
  26979. * @returns an array of Vector3
  26980. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26981. */
  26982. getFacetLocalPositions(): Vector3[];
  26983. /**
  26984. * Returns the facetLocalPartioning array
  26985. * @returns an array of array of numbers
  26986. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26987. */
  26988. getFacetLocalPartitioning(): number[][];
  26989. /**
  26990. * Returns the i-th facet position in the world system.
  26991. * This method allocates a new Vector3 per call
  26992. * @param i defines the facet index
  26993. * @returns a new Vector3
  26994. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26995. */
  26996. getFacetPosition(i: number): Vector3;
  26997. /**
  26998. * Sets the reference Vector3 with the i-th facet position in the world system
  26999. * @param i defines the facet index
  27000. * @param ref defines the target vector
  27001. * @returns the current mesh
  27002. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27003. */
  27004. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27005. /**
  27006. * Returns the i-th facet normal in the world system.
  27007. * This method allocates a new Vector3 per call
  27008. * @param i defines the facet index
  27009. * @returns a new Vector3
  27010. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27011. */
  27012. getFacetNormal(i: number): Vector3;
  27013. /**
  27014. * Sets the reference Vector3 with the i-th facet normal in the world system
  27015. * @param i defines the facet index
  27016. * @param ref defines the target vector
  27017. * @returns the current mesh
  27018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27019. */
  27020. getFacetNormalToRef(i: number, ref: Vector3): this;
  27021. /**
  27022. * 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)
  27023. * @param x defines x coordinate
  27024. * @param y defines y coordinate
  27025. * @param z defines z coordinate
  27026. * @returns the array of facet indexes
  27027. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27028. */
  27029. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27030. /**
  27031. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27032. * @param projected sets as the (x,y,z) world projection on the facet
  27033. * @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
  27034. * @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
  27035. * @param x defines x coordinate
  27036. * @param y defines y coordinate
  27037. * @param z defines z coordinate
  27038. * @returns the face index if found (or null instead)
  27039. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27040. */
  27041. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27042. /**
  27043. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27044. * @param projected sets as the (x,y,z) local projection on the facet
  27045. * @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
  27046. * @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
  27047. * @param x defines x coordinate
  27048. * @param y defines y coordinate
  27049. * @param z defines z coordinate
  27050. * @returns the face index if found (or null instead)
  27051. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27052. */
  27053. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27054. /**
  27055. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27056. * @returns the parameters
  27057. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27058. */
  27059. getFacetDataParameters(): any;
  27060. /**
  27061. * Disables the feature FacetData and frees the related memory
  27062. * @returns the current mesh
  27063. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27064. */
  27065. disableFacetData(): AbstractMesh;
  27066. /**
  27067. * Updates the AbstractMesh indices array
  27068. * @param indices defines the data source
  27069. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27070. * @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)
  27071. * @returns the current mesh
  27072. */
  27073. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27074. /**
  27075. * Creates new normals data for the mesh
  27076. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27077. * @returns the current mesh
  27078. */
  27079. createNormals(updatable: boolean): AbstractMesh;
  27080. /**
  27081. * Align the mesh with a normal
  27082. * @param normal defines the normal to use
  27083. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27084. * @returns the current mesh
  27085. */
  27086. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27087. /** @hidden */
  27088. _checkOcclusionQuery(): boolean;
  27089. /**
  27090. * Disables the mesh edge rendering mode
  27091. * @returns the currentAbstractMesh
  27092. */
  27093. disableEdgesRendering(): AbstractMesh;
  27094. /**
  27095. * Enables the edge rendering mode on the mesh.
  27096. * This mode makes the mesh edges visible
  27097. * @param epsilon defines the maximal distance between two angles to detect a face
  27098. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27099. * @returns the currentAbstractMesh
  27100. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27101. */
  27102. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27103. }
  27104. }
  27105. declare module "babylonjs/Actions/actionEvent" {
  27106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27107. import { Nullable } from "babylonjs/types";
  27108. import { Sprite } from "babylonjs/Sprites/sprite";
  27109. import { Scene } from "babylonjs/scene";
  27110. import { Vector2 } from "babylonjs/Maths/math.vector";
  27111. /**
  27112. * Interface used to define ActionEvent
  27113. */
  27114. export interface IActionEvent {
  27115. /** The mesh or sprite that triggered the action */
  27116. source: any;
  27117. /** The X mouse cursor position at the time of the event */
  27118. pointerX: number;
  27119. /** The Y mouse cursor position at the time of the event */
  27120. pointerY: number;
  27121. /** The mesh that is currently pointed at (can be null) */
  27122. meshUnderPointer: Nullable<AbstractMesh>;
  27123. /** the original (browser) event that triggered the ActionEvent */
  27124. sourceEvent?: any;
  27125. /** additional data for the event */
  27126. additionalData?: any;
  27127. }
  27128. /**
  27129. * ActionEvent is the event being sent when an action is triggered.
  27130. */
  27131. export class ActionEvent implements IActionEvent {
  27132. /** The mesh or sprite that triggered the action */
  27133. source: any;
  27134. /** The X mouse cursor position at the time of the event */
  27135. pointerX: number;
  27136. /** The Y mouse cursor position at the time of the event */
  27137. pointerY: number;
  27138. /** The mesh that is currently pointed at (can be null) */
  27139. meshUnderPointer: Nullable<AbstractMesh>;
  27140. /** the original (browser) event that triggered the ActionEvent */
  27141. sourceEvent?: any;
  27142. /** additional data for the event */
  27143. additionalData?: any;
  27144. /**
  27145. * Creates a new ActionEvent
  27146. * @param source The mesh or sprite that triggered the action
  27147. * @param pointerX The X mouse cursor position at the time of the event
  27148. * @param pointerY The Y mouse cursor position at the time of the event
  27149. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27150. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27151. * @param additionalData additional data for the event
  27152. */
  27153. constructor(
  27154. /** The mesh or sprite that triggered the action */
  27155. source: any,
  27156. /** The X mouse cursor position at the time of the event */
  27157. pointerX: number,
  27158. /** The Y mouse cursor position at the time of the event */
  27159. pointerY: number,
  27160. /** The mesh that is currently pointed at (can be null) */
  27161. meshUnderPointer: Nullable<AbstractMesh>,
  27162. /** the original (browser) event that triggered the ActionEvent */
  27163. sourceEvent?: any,
  27164. /** additional data for the event */
  27165. additionalData?: any);
  27166. /**
  27167. * Helper function to auto-create an ActionEvent from a source mesh.
  27168. * @param source The source mesh that triggered the event
  27169. * @param evt The original (browser) event
  27170. * @param additionalData additional data for the event
  27171. * @returns the new ActionEvent
  27172. */
  27173. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27174. /**
  27175. * Helper function to auto-create an ActionEvent from a source sprite
  27176. * @param source The source sprite that triggered the event
  27177. * @param scene Scene associated with the sprite
  27178. * @param evt The original (browser) event
  27179. * @param additionalData additional data for the event
  27180. * @returns the new ActionEvent
  27181. */
  27182. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27183. /**
  27184. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27185. * @param scene the scene where the event occurred
  27186. * @param evt The original (browser) event
  27187. * @returns the new ActionEvent
  27188. */
  27189. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27190. /**
  27191. * Helper function to auto-create an ActionEvent from a primitive
  27192. * @param prim defines the target primitive
  27193. * @param pointerPos defines the pointer position
  27194. * @param evt The original (browser) event
  27195. * @param additionalData additional data for the event
  27196. * @returns the new ActionEvent
  27197. */
  27198. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27199. }
  27200. }
  27201. declare module "babylonjs/Actions/abstractActionManager" {
  27202. import { IDisposable } from "babylonjs/scene";
  27203. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27204. import { IAction } from "babylonjs/Actions/action";
  27205. import { Nullable } from "babylonjs/types";
  27206. /**
  27207. * Abstract class used to decouple action Manager from scene and meshes.
  27208. * Do not instantiate.
  27209. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27210. */
  27211. export abstract class AbstractActionManager implements IDisposable {
  27212. /** Gets the list of active triggers */
  27213. static Triggers: {
  27214. [key: string]: number;
  27215. };
  27216. /** Gets the cursor to use when hovering items */
  27217. hoverCursor: string;
  27218. /** Gets the list of actions */
  27219. actions: IAction[];
  27220. /**
  27221. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27222. */
  27223. isRecursive: boolean;
  27224. /**
  27225. * Releases all associated resources
  27226. */
  27227. abstract dispose(): void;
  27228. /**
  27229. * Does this action manager has pointer triggers
  27230. */
  27231. abstract readonly hasPointerTriggers: boolean;
  27232. /**
  27233. * Does this action manager has pick triggers
  27234. */
  27235. abstract readonly hasPickTriggers: boolean;
  27236. /**
  27237. * Process a specific trigger
  27238. * @param trigger defines the trigger to process
  27239. * @param evt defines the event details to be processed
  27240. */
  27241. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27242. /**
  27243. * Does this action manager handles actions of any of the given triggers
  27244. * @param triggers defines the triggers to be tested
  27245. * @return a boolean indicating whether one (or more) of the triggers is handled
  27246. */
  27247. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27248. /**
  27249. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27250. * speed.
  27251. * @param triggerA defines the trigger to be tested
  27252. * @param triggerB defines the trigger to be tested
  27253. * @return a boolean indicating whether one (or more) of the triggers is handled
  27254. */
  27255. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27256. /**
  27257. * Does this action manager handles actions of a given trigger
  27258. * @param trigger defines the trigger to be tested
  27259. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27260. * @return whether the trigger is handled
  27261. */
  27262. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27263. /**
  27264. * Serialize this manager to a JSON object
  27265. * @param name defines the property name to store this manager
  27266. * @returns a JSON representation of this manager
  27267. */
  27268. abstract serialize(name: string): any;
  27269. /**
  27270. * Registers an action to this action manager
  27271. * @param action defines the action to be registered
  27272. * @return the action amended (prepared) after registration
  27273. */
  27274. abstract registerAction(action: IAction): Nullable<IAction>;
  27275. /**
  27276. * Unregisters an action to this action manager
  27277. * @param action defines the action to be unregistered
  27278. * @return a boolean indicating whether the action has been unregistered
  27279. */
  27280. abstract unregisterAction(action: IAction): Boolean;
  27281. /**
  27282. * Does exist one action manager with at least one trigger
  27283. **/
  27284. static readonly HasTriggers: boolean;
  27285. /**
  27286. * Does exist one action manager with at least one pick trigger
  27287. **/
  27288. static readonly HasPickTriggers: boolean;
  27289. /**
  27290. * Does exist one action manager that handles actions of a given trigger
  27291. * @param trigger defines the trigger to be tested
  27292. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27293. **/
  27294. static HasSpecificTrigger(trigger: number): boolean;
  27295. }
  27296. }
  27297. declare module "babylonjs/node" {
  27298. import { Scene } from "babylonjs/scene";
  27299. import { Nullable } from "babylonjs/types";
  27300. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27301. import { Engine } from "babylonjs/Engines/engine";
  27302. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27303. import { Observable } from "babylonjs/Misc/observable";
  27304. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27305. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27306. import { Animatable } from "babylonjs/Animations/animatable";
  27307. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27308. import { Animation } from "babylonjs/Animations/animation";
  27309. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27310. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27311. /**
  27312. * Defines how a node can be built from a string name.
  27313. */
  27314. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27315. /**
  27316. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27317. */
  27318. export class Node implements IBehaviorAware<Node> {
  27319. /** @hidden */
  27320. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27321. private static _NodeConstructors;
  27322. /**
  27323. * Add a new node constructor
  27324. * @param type defines the type name of the node to construct
  27325. * @param constructorFunc defines the constructor function
  27326. */
  27327. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27328. /**
  27329. * Returns a node constructor based on type name
  27330. * @param type defines the type name
  27331. * @param name defines the new node name
  27332. * @param scene defines the hosting scene
  27333. * @param options defines optional options to transmit to constructors
  27334. * @returns the new constructor or null
  27335. */
  27336. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27337. /**
  27338. * Gets or sets the name of the node
  27339. */
  27340. name: string;
  27341. /**
  27342. * Gets or sets the id of the node
  27343. */
  27344. id: string;
  27345. /**
  27346. * Gets or sets the unique id of the node
  27347. */
  27348. uniqueId: number;
  27349. /**
  27350. * Gets or sets a string used to store user defined state for the node
  27351. */
  27352. state: string;
  27353. /**
  27354. * Gets or sets an object used to store user defined information for the node
  27355. */
  27356. metadata: any;
  27357. /**
  27358. * For internal use only. Please do not use.
  27359. */
  27360. reservedDataStore: any;
  27361. /**
  27362. * List of inspectable custom properties (used by the Inspector)
  27363. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27364. */
  27365. inspectableCustomProperties: IInspectable[];
  27366. /**
  27367. * Gets or sets a boolean used to define if the node must be serialized
  27368. */
  27369. doNotSerialize: boolean;
  27370. /** @hidden */
  27371. _isDisposed: boolean;
  27372. /**
  27373. * Gets a list of Animations associated with the node
  27374. */
  27375. animations: import("babylonjs/Animations/animation").Animation[];
  27376. protected _ranges: {
  27377. [name: string]: Nullable<AnimationRange>;
  27378. };
  27379. /**
  27380. * Callback raised when the node is ready to be used
  27381. */
  27382. onReady: Nullable<(node: Node) => void>;
  27383. private _isEnabled;
  27384. private _isParentEnabled;
  27385. private _isReady;
  27386. /** @hidden */
  27387. _currentRenderId: number;
  27388. private _parentUpdateId;
  27389. /** @hidden */
  27390. _childUpdateId: number;
  27391. /** @hidden */
  27392. _waitingParentId: Nullable<string>;
  27393. /** @hidden */
  27394. _scene: Scene;
  27395. /** @hidden */
  27396. _cache: any;
  27397. private _parentNode;
  27398. private _children;
  27399. /** @hidden */
  27400. _worldMatrix: Matrix;
  27401. /** @hidden */
  27402. _worldMatrixDeterminant: number;
  27403. /** @hidden */
  27404. _worldMatrixDeterminantIsDirty: boolean;
  27405. /** @hidden */
  27406. private _sceneRootNodesIndex;
  27407. /**
  27408. * Gets a boolean indicating if the node has been disposed
  27409. * @returns true if the node was disposed
  27410. */
  27411. isDisposed(): boolean;
  27412. /**
  27413. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27414. * @see https://doc.babylonjs.com/how_to/parenting
  27415. */
  27416. parent: Nullable<Node>;
  27417. private addToSceneRootNodes;
  27418. private removeFromSceneRootNodes;
  27419. private _animationPropertiesOverride;
  27420. /**
  27421. * Gets or sets the animation properties override
  27422. */
  27423. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27424. /**
  27425. * Gets a string idenfifying the name of the class
  27426. * @returns "Node" string
  27427. */
  27428. getClassName(): string;
  27429. /** @hidden */
  27430. readonly _isNode: boolean;
  27431. /**
  27432. * An event triggered when the mesh is disposed
  27433. */
  27434. onDisposeObservable: Observable<Node>;
  27435. private _onDisposeObserver;
  27436. /**
  27437. * Sets a callback that will be raised when the node will be disposed
  27438. */
  27439. onDispose: () => void;
  27440. /**
  27441. * Creates a new Node
  27442. * @param name the name and id to be given to this node
  27443. * @param scene the scene this node will be added to
  27444. * @param addToRootNodes the node will be added to scene.rootNodes
  27445. */
  27446. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27447. /**
  27448. * Gets the scene of the node
  27449. * @returns a scene
  27450. */
  27451. getScene(): Scene;
  27452. /**
  27453. * Gets the engine of the node
  27454. * @returns a Engine
  27455. */
  27456. getEngine(): Engine;
  27457. private _behaviors;
  27458. /**
  27459. * Attach a behavior to the node
  27460. * @see http://doc.babylonjs.com/features/behaviour
  27461. * @param behavior defines the behavior to attach
  27462. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27463. * @returns the current Node
  27464. */
  27465. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27466. /**
  27467. * Remove an attached behavior
  27468. * @see http://doc.babylonjs.com/features/behaviour
  27469. * @param behavior defines the behavior to attach
  27470. * @returns the current Node
  27471. */
  27472. removeBehavior(behavior: Behavior<Node>): Node;
  27473. /**
  27474. * Gets the list of attached behaviors
  27475. * @see http://doc.babylonjs.com/features/behaviour
  27476. */
  27477. readonly behaviors: Behavior<Node>[];
  27478. /**
  27479. * Gets an attached behavior by name
  27480. * @param name defines the name of the behavior to look for
  27481. * @see http://doc.babylonjs.com/features/behaviour
  27482. * @returns null if behavior was not found else the requested behavior
  27483. */
  27484. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27485. /**
  27486. * Returns the latest update of the World matrix
  27487. * @returns a Matrix
  27488. */
  27489. getWorldMatrix(): Matrix;
  27490. /** @hidden */
  27491. _getWorldMatrixDeterminant(): number;
  27492. /**
  27493. * Returns directly the latest state of the mesh World matrix.
  27494. * A Matrix is returned.
  27495. */
  27496. readonly worldMatrixFromCache: Matrix;
  27497. /** @hidden */
  27498. _initCache(): void;
  27499. /** @hidden */
  27500. updateCache(force?: boolean): void;
  27501. /** @hidden */
  27502. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27503. /** @hidden */
  27504. _updateCache(ignoreParentClass?: boolean): void;
  27505. /** @hidden */
  27506. _isSynchronized(): boolean;
  27507. /** @hidden */
  27508. _markSyncedWithParent(): void;
  27509. /** @hidden */
  27510. isSynchronizedWithParent(): boolean;
  27511. /** @hidden */
  27512. isSynchronized(): boolean;
  27513. /**
  27514. * Is this node ready to be used/rendered
  27515. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27516. * @return true if the node is ready
  27517. */
  27518. isReady(completeCheck?: boolean): boolean;
  27519. /**
  27520. * Is this node enabled?
  27521. * 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
  27522. * @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
  27523. * @return whether this node (and its parent) is enabled
  27524. */
  27525. isEnabled(checkAncestors?: boolean): boolean;
  27526. /** @hidden */
  27527. protected _syncParentEnabledState(): void;
  27528. /**
  27529. * Set the enabled state of this node
  27530. * @param value defines the new enabled state
  27531. */
  27532. setEnabled(value: boolean): void;
  27533. /**
  27534. * Is this node a descendant of the given node?
  27535. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27536. * @param ancestor defines the parent node to inspect
  27537. * @returns a boolean indicating if this node is a descendant of the given node
  27538. */
  27539. isDescendantOf(ancestor: Node): boolean;
  27540. /** @hidden */
  27541. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27542. /**
  27543. * Will return all nodes that have this node as ascendant
  27544. * @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
  27545. * @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
  27546. * @return all children nodes of all types
  27547. */
  27548. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27549. /**
  27550. * Get all child-meshes of this node
  27551. * @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)
  27552. * @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
  27553. * @returns an array of AbstractMesh
  27554. */
  27555. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27556. /**
  27557. * Get all direct children of this node
  27558. * @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
  27559. * @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)
  27560. * @returns an array of Node
  27561. */
  27562. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27563. /** @hidden */
  27564. _setReady(state: boolean): void;
  27565. /**
  27566. * Get an animation by name
  27567. * @param name defines the name of the animation to look for
  27568. * @returns null if not found else the requested animation
  27569. */
  27570. getAnimationByName(name: string): Nullable<Animation>;
  27571. /**
  27572. * Creates an animation range for this node
  27573. * @param name defines the name of the range
  27574. * @param from defines the starting key
  27575. * @param to defines the end key
  27576. */
  27577. createAnimationRange(name: string, from: number, to: number): void;
  27578. /**
  27579. * Delete a specific animation range
  27580. * @param name defines the name of the range to delete
  27581. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27582. */
  27583. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27584. /**
  27585. * Get an animation range by name
  27586. * @param name defines the name of the animation range to look for
  27587. * @returns null if not found else the requested animation range
  27588. */
  27589. getAnimationRange(name: string): Nullable<AnimationRange>;
  27590. /**
  27591. * Gets the list of all animation ranges defined on this node
  27592. * @returns an array
  27593. */
  27594. getAnimationRanges(): Nullable<AnimationRange>[];
  27595. /**
  27596. * Will start the animation sequence
  27597. * @param name defines the range frames for animation sequence
  27598. * @param loop defines if the animation should loop (false by default)
  27599. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27600. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27601. * @returns the object created for this animation. If range does not exist, it will return null
  27602. */
  27603. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27604. /**
  27605. * Serialize animation ranges into a JSON compatible object
  27606. * @returns serialization object
  27607. */
  27608. serializeAnimationRanges(): any;
  27609. /**
  27610. * Computes the world matrix of the node
  27611. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27612. * @returns the world matrix
  27613. */
  27614. computeWorldMatrix(force?: boolean): Matrix;
  27615. /**
  27616. * Releases resources associated with this node.
  27617. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27618. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27619. */
  27620. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27621. /**
  27622. * Parse animation range data from a serialization object and store them into a given node
  27623. * @param node defines where to store the animation ranges
  27624. * @param parsedNode defines the serialization object to read data from
  27625. * @param scene defines the hosting scene
  27626. */
  27627. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27628. /**
  27629. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27630. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27631. * @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
  27632. * @returns the new bounding vectors
  27633. */
  27634. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27635. min: Vector3;
  27636. max: Vector3;
  27637. };
  27638. }
  27639. }
  27640. declare module "babylonjs/Animations/animation" {
  27641. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27642. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27643. import { Color3 } from "babylonjs/Maths/math.color";
  27644. import { Nullable } from "babylonjs/types";
  27645. import { Scene } from "babylonjs/scene";
  27646. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27647. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27648. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27649. import { Node } from "babylonjs/node";
  27650. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27651. import { Size } from "babylonjs/Maths/math.size";
  27652. import { Animatable } from "babylonjs/Animations/animatable";
  27653. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27654. /**
  27655. * @hidden
  27656. */
  27657. export class _IAnimationState {
  27658. key: number;
  27659. repeatCount: number;
  27660. workValue?: any;
  27661. loopMode?: number;
  27662. offsetValue?: any;
  27663. highLimitValue?: any;
  27664. }
  27665. /**
  27666. * Class used to store any kind of animation
  27667. */
  27668. export class Animation {
  27669. /**Name of the animation */
  27670. name: string;
  27671. /**Property to animate */
  27672. targetProperty: string;
  27673. /**The frames per second of the animation */
  27674. framePerSecond: number;
  27675. /**The data type of the animation */
  27676. dataType: number;
  27677. /**The loop mode of the animation */
  27678. loopMode?: number | undefined;
  27679. /**Specifies if blending should be enabled */
  27680. enableBlending?: boolean | undefined;
  27681. /**
  27682. * Use matrix interpolation instead of using direct key value when animating matrices
  27683. */
  27684. static AllowMatricesInterpolation: boolean;
  27685. /**
  27686. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27687. */
  27688. static AllowMatrixDecomposeForInterpolation: boolean;
  27689. /**
  27690. * Stores the key frames of the animation
  27691. */
  27692. private _keys;
  27693. /**
  27694. * Stores the easing function of the animation
  27695. */
  27696. private _easingFunction;
  27697. /**
  27698. * @hidden Internal use only
  27699. */
  27700. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27701. /**
  27702. * The set of event that will be linked to this animation
  27703. */
  27704. private _events;
  27705. /**
  27706. * Stores an array of target property paths
  27707. */
  27708. targetPropertyPath: string[];
  27709. /**
  27710. * Stores the blending speed of the animation
  27711. */
  27712. blendingSpeed: number;
  27713. /**
  27714. * Stores the animation ranges for the animation
  27715. */
  27716. private _ranges;
  27717. /**
  27718. * @hidden Internal use
  27719. */
  27720. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27721. /**
  27722. * Sets up an animation
  27723. * @param property The property to animate
  27724. * @param animationType The animation type to apply
  27725. * @param framePerSecond The frames per second of the animation
  27726. * @param easingFunction The easing function used in the animation
  27727. * @returns The created animation
  27728. */
  27729. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27730. /**
  27731. * Create and start an animation on a node
  27732. * @param name defines the name of the global animation that will be run on all nodes
  27733. * @param node defines the root node where the animation will take place
  27734. * @param targetProperty defines property to animate
  27735. * @param framePerSecond defines the number of frame per second yo use
  27736. * @param totalFrame defines the number of frames in total
  27737. * @param from defines the initial value
  27738. * @param to defines the final value
  27739. * @param loopMode defines which loop mode you want to use (off by default)
  27740. * @param easingFunction defines the easing function to use (linear by default)
  27741. * @param onAnimationEnd defines the callback to call when animation end
  27742. * @returns the animatable created for this animation
  27743. */
  27744. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27745. /**
  27746. * Create and start an animation on a node and its descendants
  27747. * @param name defines the name of the global animation that will be run on all nodes
  27748. * @param node defines the root node where the animation will take place
  27749. * @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
  27750. * @param targetProperty defines property to animate
  27751. * @param framePerSecond defines the number of frame per second to use
  27752. * @param totalFrame defines the number of frames in total
  27753. * @param from defines the initial value
  27754. * @param to defines the final value
  27755. * @param loopMode defines which loop mode you want to use (off by default)
  27756. * @param easingFunction defines the easing function to use (linear by default)
  27757. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27758. * @returns the list of animatables created for all nodes
  27759. * @example https://www.babylonjs-playground.com/#MH0VLI
  27760. */
  27761. 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[]>;
  27762. /**
  27763. * Creates a new animation, merges it with the existing animations and starts it
  27764. * @param name Name of the animation
  27765. * @param node Node which contains the scene that begins the animations
  27766. * @param targetProperty Specifies which property to animate
  27767. * @param framePerSecond The frames per second of the animation
  27768. * @param totalFrame The total number of frames
  27769. * @param from The frame at the beginning of the animation
  27770. * @param to The frame at the end of the animation
  27771. * @param loopMode Specifies the loop mode of the animation
  27772. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27773. * @param onAnimationEnd Callback to run once the animation is complete
  27774. * @returns Nullable animation
  27775. */
  27776. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27777. /**
  27778. * Transition property of an host to the target Value
  27779. * @param property The property to transition
  27780. * @param targetValue The target Value of the property
  27781. * @param host The object where the property to animate belongs
  27782. * @param scene Scene used to run the animation
  27783. * @param frameRate Framerate (in frame/s) to use
  27784. * @param transition The transition type we want to use
  27785. * @param duration The duration of the animation, in milliseconds
  27786. * @param onAnimationEnd Callback trigger at the end of the animation
  27787. * @returns Nullable animation
  27788. */
  27789. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27790. /**
  27791. * Return the array of runtime animations currently using this animation
  27792. */
  27793. readonly runtimeAnimations: RuntimeAnimation[];
  27794. /**
  27795. * Specifies if any of the runtime animations are currently running
  27796. */
  27797. readonly hasRunningRuntimeAnimations: boolean;
  27798. /**
  27799. * Initializes the animation
  27800. * @param name Name of the animation
  27801. * @param targetProperty Property to animate
  27802. * @param framePerSecond The frames per second of the animation
  27803. * @param dataType The data type of the animation
  27804. * @param loopMode The loop mode of the animation
  27805. * @param enableBlending Specifies if blending should be enabled
  27806. */
  27807. constructor(
  27808. /**Name of the animation */
  27809. name: string,
  27810. /**Property to animate */
  27811. targetProperty: string,
  27812. /**The frames per second of the animation */
  27813. framePerSecond: number,
  27814. /**The data type of the animation */
  27815. dataType: number,
  27816. /**The loop mode of the animation */
  27817. loopMode?: number | undefined,
  27818. /**Specifies if blending should be enabled */
  27819. enableBlending?: boolean | undefined);
  27820. /**
  27821. * Converts the animation to a string
  27822. * @param fullDetails support for multiple levels of logging within scene loading
  27823. * @returns String form of the animation
  27824. */
  27825. toString(fullDetails?: boolean): string;
  27826. /**
  27827. * Add an event to this animation
  27828. * @param event Event to add
  27829. */
  27830. addEvent(event: AnimationEvent): void;
  27831. /**
  27832. * Remove all events found at the given frame
  27833. * @param frame The frame to remove events from
  27834. */
  27835. removeEvents(frame: number): void;
  27836. /**
  27837. * Retrieves all the events from the animation
  27838. * @returns Events from the animation
  27839. */
  27840. getEvents(): AnimationEvent[];
  27841. /**
  27842. * Creates an animation range
  27843. * @param name Name of the animation range
  27844. * @param from Starting frame of the animation range
  27845. * @param to Ending frame of the animation
  27846. */
  27847. createRange(name: string, from: number, to: number): void;
  27848. /**
  27849. * Deletes an animation range by name
  27850. * @param name Name of the animation range to delete
  27851. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27852. */
  27853. deleteRange(name: string, deleteFrames?: boolean): void;
  27854. /**
  27855. * Gets the animation range by name, or null if not defined
  27856. * @param name Name of the animation range
  27857. * @returns Nullable animation range
  27858. */
  27859. getRange(name: string): Nullable<AnimationRange>;
  27860. /**
  27861. * Gets the key frames from the animation
  27862. * @returns The key frames of the animation
  27863. */
  27864. getKeys(): Array<IAnimationKey>;
  27865. /**
  27866. * Gets the highest frame rate of the animation
  27867. * @returns Highest frame rate of the animation
  27868. */
  27869. getHighestFrame(): number;
  27870. /**
  27871. * Gets the easing function of the animation
  27872. * @returns Easing function of the animation
  27873. */
  27874. getEasingFunction(): IEasingFunction;
  27875. /**
  27876. * Sets the easing function of the animation
  27877. * @param easingFunction A custom mathematical formula for animation
  27878. */
  27879. setEasingFunction(easingFunction: EasingFunction): void;
  27880. /**
  27881. * Interpolates a scalar linearly
  27882. * @param startValue Start value of the animation curve
  27883. * @param endValue End value of the animation curve
  27884. * @param gradient Scalar amount to interpolate
  27885. * @returns Interpolated scalar value
  27886. */
  27887. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27888. /**
  27889. * Interpolates a scalar cubically
  27890. * @param startValue Start value of the animation curve
  27891. * @param outTangent End tangent of the animation
  27892. * @param endValue End value of the animation curve
  27893. * @param inTangent Start tangent of the animation curve
  27894. * @param gradient Scalar amount to interpolate
  27895. * @returns Interpolated scalar value
  27896. */
  27897. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27898. /**
  27899. * Interpolates a quaternion using a spherical linear interpolation
  27900. * @param startValue Start value of the animation curve
  27901. * @param endValue End value of the animation curve
  27902. * @param gradient Scalar amount to interpolate
  27903. * @returns Interpolated quaternion value
  27904. */
  27905. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27906. /**
  27907. * Interpolates a quaternion cubically
  27908. * @param startValue Start value of the animation curve
  27909. * @param outTangent End tangent of the animation curve
  27910. * @param endValue End value of the animation curve
  27911. * @param inTangent Start tangent of the animation curve
  27912. * @param gradient Scalar amount to interpolate
  27913. * @returns Interpolated quaternion value
  27914. */
  27915. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27916. /**
  27917. * Interpolates a Vector3 linearl
  27918. * @param startValue Start value of the animation curve
  27919. * @param endValue End value of the animation curve
  27920. * @param gradient Scalar amount to interpolate
  27921. * @returns Interpolated scalar value
  27922. */
  27923. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27924. /**
  27925. * Interpolates a Vector3 cubically
  27926. * @param startValue Start value of the animation curve
  27927. * @param outTangent End tangent of the animation
  27928. * @param endValue End value of the animation curve
  27929. * @param inTangent Start tangent of the animation curve
  27930. * @param gradient Scalar amount to interpolate
  27931. * @returns InterpolatedVector3 value
  27932. */
  27933. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27934. /**
  27935. * Interpolates a Vector2 linearly
  27936. * @param startValue Start value of the animation curve
  27937. * @param endValue End value of the animation curve
  27938. * @param gradient Scalar amount to interpolate
  27939. * @returns Interpolated Vector2 value
  27940. */
  27941. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27942. /**
  27943. * Interpolates a Vector2 cubically
  27944. * @param startValue Start value of the animation curve
  27945. * @param outTangent End tangent of the animation
  27946. * @param endValue End value of the animation curve
  27947. * @param inTangent Start tangent of the animation curve
  27948. * @param gradient Scalar amount to interpolate
  27949. * @returns Interpolated Vector2 value
  27950. */
  27951. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27952. /**
  27953. * Interpolates a size linearly
  27954. * @param startValue Start value of the animation curve
  27955. * @param endValue End value of the animation curve
  27956. * @param gradient Scalar amount to interpolate
  27957. * @returns Interpolated Size value
  27958. */
  27959. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27960. /**
  27961. * Interpolates a Color3 linearly
  27962. * @param startValue Start value of the animation curve
  27963. * @param endValue End value of the animation curve
  27964. * @param gradient Scalar amount to interpolate
  27965. * @returns Interpolated Color3 value
  27966. */
  27967. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27968. /**
  27969. * @hidden Internal use only
  27970. */
  27971. _getKeyValue(value: any): any;
  27972. /**
  27973. * @hidden Internal use only
  27974. */
  27975. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27976. /**
  27977. * Defines the function to use to interpolate matrices
  27978. * @param startValue defines the start matrix
  27979. * @param endValue defines the end matrix
  27980. * @param gradient defines the gradient between both matrices
  27981. * @param result defines an optional target matrix where to store the interpolation
  27982. * @returns the interpolated matrix
  27983. */
  27984. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27985. /**
  27986. * Makes a copy of the animation
  27987. * @returns Cloned animation
  27988. */
  27989. clone(): Animation;
  27990. /**
  27991. * Sets the key frames of the animation
  27992. * @param values The animation key frames to set
  27993. */
  27994. setKeys(values: Array<IAnimationKey>): void;
  27995. /**
  27996. * Serializes the animation to an object
  27997. * @returns Serialized object
  27998. */
  27999. serialize(): any;
  28000. /**
  28001. * Float animation type
  28002. */
  28003. private static _ANIMATIONTYPE_FLOAT;
  28004. /**
  28005. * Vector3 animation type
  28006. */
  28007. private static _ANIMATIONTYPE_VECTOR3;
  28008. /**
  28009. * Quaternion animation type
  28010. */
  28011. private static _ANIMATIONTYPE_QUATERNION;
  28012. /**
  28013. * Matrix animation type
  28014. */
  28015. private static _ANIMATIONTYPE_MATRIX;
  28016. /**
  28017. * Color3 animation type
  28018. */
  28019. private static _ANIMATIONTYPE_COLOR3;
  28020. /**
  28021. * Vector2 animation type
  28022. */
  28023. private static _ANIMATIONTYPE_VECTOR2;
  28024. /**
  28025. * Size animation type
  28026. */
  28027. private static _ANIMATIONTYPE_SIZE;
  28028. /**
  28029. * Relative Loop Mode
  28030. */
  28031. private static _ANIMATIONLOOPMODE_RELATIVE;
  28032. /**
  28033. * Cycle Loop Mode
  28034. */
  28035. private static _ANIMATIONLOOPMODE_CYCLE;
  28036. /**
  28037. * Constant Loop Mode
  28038. */
  28039. private static _ANIMATIONLOOPMODE_CONSTANT;
  28040. /**
  28041. * Get the float animation type
  28042. */
  28043. static readonly ANIMATIONTYPE_FLOAT: number;
  28044. /**
  28045. * Get the Vector3 animation type
  28046. */
  28047. static readonly ANIMATIONTYPE_VECTOR3: number;
  28048. /**
  28049. * Get the Vector2 animation type
  28050. */
  28051. static readonly ANIMATIONTYPE_VECTOR2: number;
  28052. /**
  28053. * Get the Size animation type
  28054. */
  28055. static readonly ANIMATIONTYPE_SIZE: number;
  28056. /**
  28057. * Get the Quaternion animation type
  28058. */
  28059. static readonly ANIMATIONTYPE_QUATERNION: number;
  28060. /**
  28061. * Get the Matrix animation type
  28062. */
  28063. static readonly ANIMATIONTYPE_MATRIX: number;
  28064. /**
  28065. * Get the Color3 animation type
  28066. */
  28067. static readonly ANIMATIONTYPE_COLOR3: number;
  28068. /**
  28069. * Get the Relative Loop Mode
  28070. */
  28071. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28072. /**
  28073. * Get the Cycle Loop Mode
  28074. */
  28075. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28076. /**
  28077. * Get the Constant Loop Mode
  28078. */
  28079. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28080. /** @hidden */
  28081. static _UniversalLerp(left: any, right: any, amount: number): any;
  28082. /**
  28083. * Parses an animation object and creates an animation
  28084. * @param parsedAnimation Parsed animation object
  28085. * @returns Animation object
  28086. */
  28087. static Parse(parsedAnimation: any): Animation;
  28088. /**
  28089. * Appends the serialized animations from the source animations
  28090. * @param source Source containing the animations
  28091. * @param destination Target to store the animations
  28092. */
  28093. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28094. }
  28095. }
  28096. declare module "babylonjs/Animations/animatable.interface" {
  28097. import { Nullable } from "babylonjs/types";
  28098. import { Animation } from "babylonjs/Animations/animation";
  28099. /**
  28100. * Interface containing an array of animations
  28101. */
  28102. export interface IAnimatable {
  28103. /**
  28104. * Array of animations
  28105. */
  28106. animations: Nullable<Array<Animation>>;
  28107. }
  28108. }
  28109. declare module "babylonjs/Materials/fresnelParameters" {
  28110. import { Color3 } from "babylonjs/Maths/math.color";
  28111. /**
  28112. * This represents all the required information to add a fresnel effect on a material:
  28113. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28114. */
  28115. export class FresnelParameters {
  28116. private _isEnabled;
  28117. /**
  28118. * Define if the fresnel effect is enable or not.
  28119. */
  28120. isEnabled: boolean;
  28121. /**
  28122. * Define the color used on edges (grazing angle)
  28123. */
  28124. leftColor: Color3;
  28125. /**
  28126. * Define the color used on center
  28127. */
  28128. rightColor: Color3;
  28129. /**
  28130. * Define bias applied to computed fresnel term
  28131. */
  28132. bias: number;
  28133. /**
  28134. * Defined the power exponent applied to fresnel term
  28135. */
  28136. power: number;
  28137. /**
  28138. * Clones the current fresnel and its valuues
  28139. * @returns a clone fresnel configuration
  28140. */
  28141. clone(): FresnelParameters;
  28142. /**
  28143. * Serializes the current fresnel parameters to a JSON representation.
  28144. * @return the JSON serialization
  28145. */
  28146. serialize(): any;
  28147. /**
  28148. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28149. * @param parsedFresnelParameters Define the JSON representation
  28150. * @returns the parsed parameters
  28151. */
  28152. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28153. }
  28154. }
  28155. declare module "babylonjs/Misc/decorators" {
  28156. import { Nullable } from "babylonjs/types";
  28157. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28158. import { Scene } from "babylonjs/scene";
  28159. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28160. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28161. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28162. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28163. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28164. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28165. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28166. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28167. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28168. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28169. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28170. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28171. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28172. /**
  28173. * Decorator used to define property that can be serialized as reference to a camera
  28174. * @param sourceName defines the name of the property to decorate
  28175. */
  28176. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28177. /**
  28178. * Class used to help serialization objects
  28179. */
  28180. export class SerializationHelper {
  28181. /** @hidden */
  28182. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28183. /** @hidden */
  28184. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28185. /** @hidden */
  28186. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28187. /** @hidden */
  28188. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28189. /**
  28190. * Appends the serialized animations from the source animations
  28191. * @param source Source containing the animations
  28192. * @param destination Target to store the animations
  28193. */
  28194. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28195. /**
  28196. * Static function used to serialized a specific entity
  28197. * @param entity defines the entity to serialize
  28198. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28199. * @returns a JSON compatible object representing the serialization of the entity
  28200. */
  28201. static Serialize<T>(entity: T, serializationObject?: any): any;
  28202. /**
  28203. * Creates a new entity from a serialization data object
  28204. * @param creationFunction defines a function used to instanciated the new entity
  28205. * @param source defines the source serialization data
  28206. * @param scene defines the hosting scene
  28207. * @param rootUrl defines the root url for resources
  28208. * @returns a new entity
  28209. */
  28210. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28211. /**
  28212. * Clones an object
  28213. * @param creationFunction defines the function used to instanciate the new object
  28214. * @param source defines the source object
  28215. * @returns the cloned object
  28216. */
  28217. static Clone<T>(creationFunction: () => T, source: T): T;
  28218. /**
  28219. * Instanciates a new object based on a source one (some data will be shared between both object)
  28220. * @param creationFunction defines the function used to instanciate the new object
  28221. * @param source defines the source object
  28222. * @returns the new object
  28223. */
  28224. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28225. }
  28226. }
  28227. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28228. import { Nullable } from "babylonjs/types";
  28229. /**
  28230. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28231. */
  28232. export interface CubeMapInfo {
  28233. /**
  28234. * The pixel array for the front face.
  28235. * This is stored in format, left to right, up to down format.
  28236. */
  28237. front: Nullable<ArrayBufferView>;
  28238. /**
  28239. * The pixel array for the back face.
  28240. * This is stored in format, left to right, up to down format.
  28241. */
  28242. back: Nullable<ArrayBufferView>;
  28243. /**
  28244. * The pixel array for the left face.
  28245. * This is stored in format, left to right, up to down format.
  28246. */
  28247. left: Nullable<ArrayBufferView>;
  28248. /**
  28249. * The pixel array for the right face.
  28250. * This is stored in format, left to right, up to down format.
  28251. */
  28252. right: Nullable<ArrayBufferView>;
  28253. /**
  28254. * The pixel array for the up face.
  28255. * This is stored in format, left to right, up to down format.
  28256. */
  28257. up: Nullable<ArrayBufferView>;
  28258. /**
  28259. * The pixel array for the down face.
  28260. * This is stored in format, left to right, up to down format.
  28261. */
  28262. down: Nullable<ArrayBufferView>;
  28263. /**
  28264. * The size of the cubemap stored.
  28265. *
  28266. * Each faces will be size * size pixels.
  28267. */
  28268. size: number;
  28269. /**
  28270. * The format of the texture.
  28271. *
  28272. * RGBA, RGB.
  28273. */
  28274. format: number;
  28275. /**
  28276. * The type of the texture data.
  28277. *
  28278. * UNSIGNED_INT, FLOAT.
  28279. */
  28280. type: number;
  28281. /**
  28282. * Specifies whether the texture is in gamma space.
  28283. */
  28284. gammaSpace: boolean;
  28285. }
  28286. /**
  28287. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28288. */
  28289. export class PanoramaToCubeMapTools {
  28290. private static FACE_FRONT;
  28291. private static FACE_BACK;
  28292. private static FACE_RIGHT;
  28293. private static FACE_LEFT;
  28294. private static FACE_DOWN;
  28295. private static FACE_UP;
  28296. /**
  28297. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28298. *
  28299. * @param float32Array The source data.
  28300. * @param inputWidth The width of the input panorama.
  28301. * @param inputHeight The height of the input panorama.
  28302. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28303. * @return The cubemap data
  28304. */
  28305. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28306. private static CreateCubemapTexture;
  28307. private static CalcProjectionSpherical;
  28308. }
  28309. }
  28310. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28311. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28312. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28313. import { Nullable } from "babylonjs/types";
  28314. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28315. /**
  28316. * Helper class dealing with the extraction of spherical polynomial dataArray
  28317. * from a cube map.
  28318. */
  28319. export class CubeMapToSphericalPolynomialTools {
  28320. private static FileFaces;
  28321. /**
  28322. * Converts a texture to the according Spherical Polynomial data.
  28323. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28324. *
  28325. * @param texture The texture to extract the information from.
  28326. * @return The Spherical Polynomial data.
  28327. */
  28328. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28329. /**
  28330. * Converts a cubemap to the according Spherical Polynomial data.
  28331. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28332. *
  28333. * @param cubeInfo The Cube map to extract the information from.
  28334. * @return The Spherical Polynomial data.
  28335. */
  28336. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28337. }
  28338. }
  28339. declare module "babylonjs/Misc/guid" {
  28340. /**
  28341. * Class used to manipulate GUIDs
  28342. */
  28343. export class GUID {
  28344. /**
  28345. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28346. * Be aware Math.random() could cause collisions, but:
  28347. * "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"
  28348. * @returns a pseudo random id
  28349. */
  28350. static RandomId(): string;
  28351. }
  28352. }
  28353. declare module "babylonjs/Materials/Textures/baseTexture" {
  28354. import { Observable } from "babylonjs/Misc/observable";
  28355. import { Nullable } from "babylonjs/types";
  28356. import { Scene } from "babylonjs/scene";
  28357. import { Matrix } from "babylonjs/Maths/math.vector";
  28358. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28359. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28360. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28361. import { ISize } from "babylonjs/Maths/math.size";
  28362. /**
  28363. * Base class of all the textures in babylon.
  28364. * It groups all the common properties the materials, post process, lights... might need
  28365. * in order to make a correct use of the texture.
  28366. */
  28367. export class BaseTexture implements IAnimatable {
  28368. /**
  28369. * Default anisotropic filtering level for the application.
  28370. * It is set to 4 as a good tradeoff between perf and quality.
  28371. */
  28372. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28373. /**
  28374. * Gets or sets the unique id of the texture
  28375. */
  28376. uniqueId: number;
  28377. /**
  28378. * Define the name of the texture.
  28379. */
  28380. name: string;
  28381. /**
  28382. * Gets or sets an object used to store user defined information.
  28383. */
  28384. metadata: any;
  28385. /**
  28386. * For internal use only. Please do not use.
  28387. */
  28388. reservedDataStore: any;
  28389. private _hasAlpha;
  28390. /**
  28391. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28392. */
  28393. hasAlpha: boolean;
  28394. /**
  28395. * Defines if the alpha value should be determined via the rgb values.
  28396. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28397. */
  28398. getAlphaFromRGB: boolean;
  28399. /**
  28400. * Intensity or strength of the texture.
  28401. * It is commonly used by materials to fine tune the intensity of the texture
  28402. */
  28403. level: number;
  28404. /**
  28405. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28406. * This is part of the texture as textures usually maps to one uv set.
  28407. */
  28408. coordinatesIndex: number;
  28409. private _coordinatesMode;
  28410. /**
  28411. * How a texture is mapped.
  28412. *
  28413. * | Value | Type | Description |
  28414. * | ----- | ----------------------------------- | ----------- |
  28415. * | 0 | EXPLICIT_MODE | |
  28416. * | 1 | SPHERICAL_MODE | |
  28417. * | 2 | PLANAR_MODE | |
  28418. * | 3 | CUBIC_MODE | |
  28419. * | 4 | PROJECTION_MODE | |
  28420. * | 5 | SKYBOX_MODE | |
  28421. * | 6 | INVCUBIC_MODE | |
  28422. * | 7 | EQUIRECTANGULAR_MODE | |
  28423. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28424. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28425. */
  28426. coordinatesMode: number;
  28427. /**
  28428. * | Value | Type | Description |
  28429. * | ----- | ------------------ | ----------- |
  28430. * | 0 | CLAMP_ADDRESSMODE | |
  28431. * | 1 | WRAP_ADDRESSMODE | |
  28432. * | 2 | MIRROR_ADDRESSMODE | |
  28433. */
  28434. wrapU: number;
  28435. /**
  28436. * | Value | Type | Description |
  28437. * | ----- | ------------------ | ----------- |
  28438. * | 0 | CLAMP_ADDRESSMODE | |
  28439. * | 1 | WRAP_ADDRESSMODE | |
  28440. * | 2 | MIRROR_ADDRESSMODE | |
  28441. */
  28442. wrapV: number;
  28443. /**
  28444. * | Value | Type | Description |
  28445. * | ----- | ------------------ | ----------- |
  28446. * | 0 | CLAMP_ADDRESSMODE | |
  28447. * | 1 | WRAP_ADDRESSMODE | |
  28448. * | 2 | MIRROR_ADDRESSMODE | |
  28449. */
  28450. wrapR: number;
  28451. /**
  28452. * With compliant hardware and browser (supporting anisotropic filtering)
  28453. * this defines the level of anisotropic filtering in the texture.
  28454. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28455. */
  28456. anisotropicFilteringLevel: number;
  28457. /**
  28458. * Define if the texture is a cube texture or if false a 2d texture.
  28459. */
  28460. isCube: boolean;
  28461. /**
  28462. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28463. */
  28464. is3D: boolean;
  28465. /**
  28466. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28467. * HDR texture are usually stored in linear space.
  28468. * This only impacts the PBR and Background materials
  28469. */
  28470. gammaSpace: boolean;
  28471. /**
  28472. * Gets whether or not the texture contains RGBD data.
  28473. */
  28474. readonly isRGBD: boolean;
  28475. /**
  28476. * Is Z inverted in the texture (useful in a cube texture).
  28477. */
  28478. invertZ: boolean;
  28479. /**
  28480. * Are mip maps generated for this texture or not.
  28481. */
  28482. readonly noMipmap: boolean;
  28483. /**
  28484. * @hidden
  28485. */
  28486. lodLevelInAlpha: boolean;
  28487. /**
  28488. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28489. */
  28490. lodGenerationOffset: number;
  28491. /**
  28492. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28493. */
  28494. lodGenerationScale: number;
  28495. /**
  28496. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28497. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28498. * average roughness values.
  28499. */
  28500. linearSpecularLOD: boolean;
  28501. /**
  28502. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28503. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28504. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28505. */
  28506. irradianceTexture: Nullable<BaseTexture>;
  28507. /**
  28508. * Define if the texture is a render target.
  28509. */
  28510. isRenderTarget: boolean;
  28511. /**
  28512. * Define the unique id of the texture in the scene.
  28513. */
  28514. readonly uid: string;
  28515. /**
  28516. * Return a string representation of the texture.
  28517. * @returns the texture as a string
  28518. */
  28519. toString(): string;
  28520. /**
  28521. * Get the class name of the texture.
  28522. * @returns "BaseTexture"
  28523. */
  28524. getClassName(): string;
  28525. /**
  28526. * Define the list of animation attached to the texture.
  28527. */
  28528. animations: import("babylonjs/Animations/animation").Animation[];
  28529. /**
  28530. * An event triggered when the texture is disposed.
  28531. */
  28532. onDisposeObservable: Observable<BaseTexture>;
  28533. private _onDisposeObserver;
  28534. /**
  28535. * Callback triggered when the texture has been disposed.
  28536. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28537. */
  28538. onDispose: () => void;
  28539. /**
  28540. * Define the current state of the loading sequence when in delayed load mode.
  28541. */
  28542. delayLoadState: number;
  28543. private _scene;
  28544. /** @hidden */
  28545. _texture: Nullable<InternalTexture>;
  28546. private _uid;
  28547. /**
  28548. * Define if the texture is preventinga material to render or not.
  28549. * If not and the texture is not ready, the engine will use a default black texture instead.
  28550. */
  28551. readonly isBlocking: boolean;
  28552. /**
  28553. * Instantiates a new BaseTexture.
  28554. * Base class of all the textures in babylon.
  28555. * It groups all the common properties the materials, post process, lights... might need
  28556. * in order to make a correct use of the texture.
  28557. * @param scene Define the scene the texture blongs to
  28558. */
  28559. constructor(scene: Nullable<Scene>);
  28560. /**
  28561. * Get the scene the texture belongs to.
  28562. * @returns the scene or null if undefined
  28563. */
  28564. getScene(): Nullable<Scene>;
  28565. /**
  28566. * Get the texture transform matrix used to offset tile the texture for istance.
  28567. * @returns the transformation matrix
  28568. */
  28569. getTextureMatrix(): Matrix;
  28570. /**
  28571. * Get the texture reflection matrix used to rotate/transform the reflection.
  28572. * @returns the reflection matrix
  28573. */
  28574. getReflectionTextureMatrix(): Matrix;
  28575. /**
  28576. * Get the underlying lower level texture from Babylon.
  28577. * @returns the insternal texture
  28578. */
  28579. getInternalTexture(): Nullable<InternalTexture>;
  28580. /**
  28581. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28582. * @returns true if ready or not blocking
  28583. */
  28584. isReadyOrNotBlocking(): boolean;
  28585. /**
  28586. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28587. * @returns true if fully ready
  28588. */
  28589. isReady(): boolean;
  28590. private _cachedSize;
  28591. /**
  28592. * Get the size of the texture.
  28593. * @returns the texture size.
  28594. */
  28595. getSize(): ISize;
  28596. /**
  28597. * Get the base size of the texture.
  28598. * It can be different from the size if the texture has been resized for POT for instance
  28599. * @returns the base size
  28600. */
  28601. getBaseSize(): ISize;
  28602. /**
  28603. * Update the sampling mode of the texture.
  28604. * Default is Trilinear mode.
  28605. *
  28606. * | Value | Type | Description |
  28607. * | ----- | ------------------ | ----------- |
  28608. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28609. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28610. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28611. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28612. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28613. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28614. * | 7 | NEAREST_LINEAR | |
  28615. * | 8 | NEAREST_NEAREST | |
  28616. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28617. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28618. * | 11 | LINEAR_LINEAR | |
  28619. * | 12 | LINEAR_NEAREST | |
  28620. *
  28621. * > _mag_: magnification filter (close to the viewer)
  28622. * > _min_: minification filter (far from the viewer)
  28623. * > _mip_: filter used between mip map levels
  28624. *@param samplingMode Define the new sampling mode of the texture
  28625. */
  28626. updateSamplingMode(samplingMode: number): void;
  28627. /**
  28628. * Scales the texture if is `canRescale()`
  28629. * @param ratio the resize factor we want to use to rescale
  28630. */
  28631. scale(ratio: number): void;
  28632. /**
  28633. * Get if the texture can rescale.
  28634. */
  28635. readonly canRescale: boolean;
  28636. /** @hidden */
  28637. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28638. /** @hidden */
  28639. _rebuild(): void;
  28640. /**
  28641. * Triggers the load sequence in delayed load mode.
  28642. */
  28643. delayLoad(): void;
  28644. /**
  28645. * Clones the texture.
  28646. * @returns the cloned texture
  28647. */
  28648. clone(): Nullable<BaseTexture>;
  28649. /**
  28650. * Get the texture underlying type (INT, FLOAT...)
  28651. */
  28652. readonly textureType: number;
  28653. /**
  28654. * Get the texture underlying format (RGB, RGBA...)
  28655. */
  28656. readonly textureFormat: number;
  28657. /**
  28658. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28659. * This will returns an RGBA array buffer containing either in values (0-255) or
  28660. * float values (0-1) depending of the underlying buffer type.
  28661. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28662. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28663. * @param buffer defines a user defined buffer to fill with data (can be null)
  28664. * @returns The Array buffer containing the pixels data.
  28665. */
  28666. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28667. /**
  28668. * Release and destroy the underlying lower level texture aka internalTexture.
  28669. */
  28670. releaseInternalTexture(): void;
  28671. /**
  28672. * Get the polynomial representation of the texture data.
  28673. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28674. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28675. */
  28676. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28677. /** @hidden */
  28678. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28679. /** @hidden */
  28680. readonly _lodTextureMid: Nullable<BaseTexture>;
  28681. /** @hidden */
  28682. readonly _lodTextureLow: Nullable<BaseTexture>;
  28683. /**
  28684. * Dispose the texture and release its associated resources.
  28685. */
  28686. dispose(): void;
  28687. /**
  28688. * Serialize the texture into a JSON representation that can be parsed later on.
  28689. * @returns the JSON representation of the texture
  28690. */
  28691. serialize(): any;
  28692. /**
  28693. * Helper function to be called back once a list of texture contains only ready textures.
  28694. * @param textures Define the list of textures to wait for
  28695. * @param callback Define the callback triggered once the entire list will be ready
  28696. */
  28697. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28698. }
  28699. }
  28700. declare module "babylonjs/Materials/Textures/internalTexture" {
  28701. import { Observable } from "babylonjs/Misc/observable";
  28702. import { Nullable, int } from "babylonjs/types";
  28703. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28704. import { Engine } from "babylonjs/Engines/engine";
  28705. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28706. /**
  28707. * Class used to store data associated with WebGL texture data for the engine
  28708. * This class should not be used directly
  28709. */
  28710. export class InternalTexture {
  28711. /** @hidden */
  28712. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28713. /**
  28714. * The source of the texture data is unknown
  28715. */
  28716. static DATASOURCE_UNKNOWN: number;
  28717. /**
  28718. * Texture data comes from an URL
  28719. */
  28720. static DATASOURCE_URL: number;
  28721. /**
  28722. * Texture data is only used for temporary storage
  28723. */
  28724. static DATASOURCE_TEMP: number;
  28725. /**
  28726. * Texture data comes from raw data (ArrayBuffer)
  28727. */
  28728. static DATASOURCE_RAW: number;
  28729. /**
  28730. * Texture content is dynamic (video or dynamic texture)
  28731. */
  28732. static DATASOURCE_DYNAMIC: number;
  28733. /**
  28734. * Texture content is generated by rendering to it
  28735. */
  28736. static DATASOURCE_RENDERTARGET: number;
  28737. /**
  28738. * Texture content is part of a multi render target process
  28739. */
  28740. static DATASOURCE_MULTIRENDERTARGET: number;
  28741. /**
  28742. * Texture data comes from a cube data file
  28743. */
  28744. static DATASOURCE_CUBE: number;
  28745. /**
  28746. * Texture data comes from a raw cube data
  28747. */
  28748. static DATASOURCE_CUBERAW: number;
  28749. /**
  28750. * Texture data come from a prefiltered cube data file
  28751. */
  28752. static DATASOURCE_CUBEPREFILTERED: number;
  28753. /**
  28754. * Texture content is raw 3D data
  28755. */
  28756. static DATASOURCE_RAW3D: number;
  28757. /**
  28758. * Texture content is a depth texture
  28759. */
  28760. static DATASOURCE_DEPTHTEXTURE: number;
  28761. /**
  28762. * Texture data comes from a raw cube data encoded with RGBD
  28763. */
  28764. static DATASOURCE_CUBERAW_RGBD: number;
  28765. /**
  28766. * Defines if the texture is ready
  28767. */
  28768. isReady: boolean;
  28769. /**
  28770. * Defines if the texture is a cube texture
  28771. */
  28772. isCube: boolean;
  28773. /**
  28774. * Defines if the texture contains 3D data
  28775. */
  28776. is3D: boolean;
  28777. /**
  28778. * Defines if the texture contains multiview data
  28779. */
  28780. isMultiview: boolean;
  28781. /**
  28782. * Gets the URL used to load this texture
  28783. */
  28784. url: string;
  28785. /**
  28786. * Gets the sampling mode of the texture
  28787. */
  28788. samplingMode: number;
  28789. /**
  28790. * Gets a boolean indicating if the texture needs mipmaps generation
  28791. */
  28792. generateMipMaps: boolean;
  28793. /**
  28794. * Gets the number of samples used by the texture (WebGL2+ only)
  28795. */
  28796. samples: number;
  28797. /**
  28798. * Gets the type of the texture (int, float...)
  28799. */
  28800. type: number;
  28801. /**
  28802. * Gets the format of the texture (RGB, RGBA...)
  28803. */
  28804. format: number;
  28805. /**
  28806. * Observable called when the texture is loaded
  28807. */
  28808. onLoadedObservable: Observable<InternalTexture>;
  28809. /**
  28810. * Gets the width of the texture
  28811. */
  28812. width: number;
  28813. /**
  28814. * Gets the height of the texture
  28815. */
  28816. height: number;
  28817. /**
  28818. * Gets the depth of the texture
  28819. */
  28820. depth: number;
  28821. /**
  28822. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28823. */
  28824. baseWidth: number;
  28825. /**
  28826. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28827. */
  28828. baseHeight: number;
  28829. /**
  28830. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28831. */
  28832. baseDepth: number;
  28833. /**
  28834. * Gets a boolean indicating if the texture is inverted on Y axis
  28835. */
  28836. invertY: boolean;
  28837. /** @hidden */
  28838. _invertVScale: boolean;
  28839. /** @hidden */
  28840. _associatedChannel: number;
  28841. /** @hidden */
  28842. _dataSource: number;
  28843. /** @hidden */
  28844. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28845. /** @hidden */
  28846. _bufferView: Nullable<ArrayBufferView>;
  28847. /** @hidden */
  28848. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28849. /** @hidden */
  28850. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28851. /** @hidden */
  28852. _size: number;
  28853. /** @hidden */
  28854. _extension: string;
  28855. /** @hidden */
  28856. _files: Nullable<string[]>;
  28857. /** @hidden */
  28858. _workingCanvas: Nullable<HTMLCanvasElement>;
  28859. /** @hidden */
  28860. _workingContext: Nullable<CanvasRenderingContext2D>;
  28861. /** @hidden */
  28862. _framebuffer: Nullable<WebGLFramebuffer>;
  28863. /** @hidden */
  28864. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28865. /** @hidden */
  28866. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28867. /** @hidden */
  28868. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28869. /** @hidden */
  28870. _attachments: Nullable<number[]>;
  28871. /** @hidden */
  28872. _cachedCoordinatesMode: Nullable<number>;
  28873. /** @hidden */
  28874. _cachedWrapU: Nullable<number>;
  28875. /** @hidden */
  28876. _cachedWrapV: Nullable<number>;
  28877. /** @hidden */
  28878. _cachedWrapR: Nullable<number>;
  28879. /** @hidden */
  28880. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28881. /** @hidden */
  28882. _isDisabled: boolean;
  28883. /** @hidden */
  28884. _compression: Nullable<string>;
  28885. /** @hidden */
  28886. _generateStencilBuffer: boolean;
  28887. /** @hidden */
  28888. _generateDepthBuffer: boolean;
  28889. /** @hidden */
  28890. _comparisonFunction: number;
  28891. /** @hidden */
  28892. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28893. /** @hidden */
  28894. _lodGenerationScale: number;
  28895. /** @hidden */
  28896. _lodGenerationOffset: number;
  28897. /** @hidden */
  28898. _colorTextureArray: Nullable<WebGLTexture>;
  28899. /** @hidden */
  28900. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28901. /** @hidden */
  28902. _lodTextureHigh: Nullable<BaseTexture>;
  28903. /** @hidden */
  28904. _lodTextureMid: Nullable<BaseTexture>;
  28905. /** @hidden */
  28906. _lodTextureLow: Nullable<BaseTexture>;
  28907. /** @hidden */
  28908. _isRGBD: boolean;
  28909. /** @hidden */
  28910. _linearSpecularLOD: boolean;
  28911. /** @hidden */
  28912. _irradianceTexture: Nullable<BaseTexture>;
  28913. /** @hidden */
  28914. _webGLTexture: Nullable<WebGLTexture>;
  28915. /** @hidden */
  28916. _references: number;
  28917. private _engine;
  28918. /**
  28919. * Gets the Engine the texture belongs to.
  28920. * @returns The babylon engine
  28921. */
  28922. getEngine(): Engine;
  28923. /**
  28924. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28925. */
  28926. readonly dataSource: number;
  28927. /**
  28928. * Creates a new InternalTexture
  28929. * @param engine defines the engine to use
  28930. * @param dataSource defines the type of data that will be used
  28931. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28932. */
  28933. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28934. /**
  28935. * Increments the number of references (ie. the number of Texture that point to it)
  28936. */
  28937. incrementReferences(): void;
  28938. /**
  28939. * Change the size of the texture (not the size of the content)
  28940. * @param width defines the new width
  28941. * @param height defines the new height
  28942. * @param depth defines the new depth (1 by default)
  28943. */
  28944. updateSize(width: int, height: int, depth?: int): void;
  28945. /** @hidden */
  28946. _rebuild(): void;
  28947. /** @hidden */
  28948. _swapAndDie(target: InternalTexture): void;
  28949. /**
  28950. * Dispose the current allocated resources
  28951. */
  28952. dispose(): void;
  28953. }
  28954. }
  28955. declare module "babylonjs/Materials/effect" {
  28956. import { Observable } from "babylonjs/Misc/observable";
  28957. import { Nullable } from "babylonjs/types";
  28958. import { IDisposable } from "babylonjs/scene";
  28959. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28960. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28961. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28962. import { Engine } from "babylonjs/Engines/engine";
  28963. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28965. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28966. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28968. /**
  28969. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28970. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28971. */
  28972. export class EffectFallbacks {
  28973. private _defines;
  28974. private _currentRank;
  28975. private _maxRank;
  28976. private _mesh;
  28977. /**
  28978. * Removes the fallback from the bound mesh.
  28979. */
  28980. unBindMesh(): void;
  28981. /**
  28982. * Adds a fallback on the specified property.
  28983. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28984. * @param define The name of the define in the shader
  28985. */
  28986. addFallback(rank: number, define: string): void;
  28987. /**
  28988. * Sets the mesh to use CPU skinning when needing to fallback.
  28989. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28990. * @param mesh The mesh to use the fallbacks.
  28991. */
  28992. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28993. /**
  28994. * Checks to see if more fallbacks are still availible.
  28995. */
  28996. readonly hasMoreFallbacks: boolean;
  28997. /**
  28998. * Removes the defines that should be removed when falling back.
  28999. * @param currentDefines defines the current define statements for the shader.
  29000. * @param effect defines the current effect we try to compile
  29001. * @returns The resulting defines with defines of the current rank removed.
  29002. */
  29003. reduce(currentDefines: string, effect: Effect): string;
  29004. }
  29005. /**
  29006. * Options to be used when creating an effect.
  29007. */
  29008. export class EffectCreationOptions {
  29009. /**
  29010. * Atrributes that will be used in the shader.
  29011. */
  29012. attributes: string[];
  29013. /**
  29014. * Uniform varible names that will be set in the shader.
  29015. */
  29016. uniformsNames: string[];
  29017. /**
  29018. * Uniform buffer varible names that will be set in the shader.
  29019. */
  29020. uniformBuffersNames: string[];
  29021. /**
  29022. * Sampler texture variable names that will be set in the shader.
  29023. */
  29024. samplers: string[];
  29025. /**
  29026. * Define statements that will be set in the shader.
  29027. */
  29028. defines: any;
  29029. /**
  29030. * Possible fallbacks for this effect to improve performance when needed.
  29031. */
  29032. fallbacks: Nullable<EffectFallbacks>;
  29033. /**
  29034. * Callback that will be called when the shader is compiled.
  29035. */
  29036. onCompiled: Nullable<(effect: Effect) => void>;
  29037. /**
  29038. * Callback that will be called if an error occurs during shader compilation.
  29039. */
  29040. onError: Nullable<(effect: Effect, errors: string) => void>;
  29041. /**
  29042. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29043. */
  29044. indexParameters: any;
  29045. /**
  29046. * Max number of lights that can be used in the shader.
  29047. */
  29048. maxSimultaneousLights: number;
  29049. /**
  29050. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29051. */
  29052. transformFeedbackVaryings: Nullable<string[]>;
  29053. }
  29054. /**
  29055. * Effect containing vertex and fragment shader that can be executed on an object.
  29056. */
  29057. export class Effect implements IDisposable {
  29058. /**
  29059. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29060. */
  29061. static ShadersRepository: string;
  29062. /**
  29063. * Name of the effect.
  29064. */
  29065. name: any;
  29066. /**
  29067. * String container all the define statements that should be set on the shader.
  29068. */
  29069. defines: string;
  29070. /**
  29071. * Callback that will be called when the shader is compiled.
  29072. */
  29073. onCompiled: Nullable<(effect: Effect) => void>;
  29074. /**
  29075. * Callback that will be called if an error occurs during shader compilation.
  29076. */
  29077. onError: Nullable<(effect: Effect, errors: string) => void>;
  29078. /**
  29079. * Callback that will be called when effect is bound.
  29080. */
  29081. onBind: Nullable<(effect: Effect) => void>;
  29082. /**
  29083. * Unique ID of the effect.
  29084. */
  29085. uniqueId: number;
  29086. /**
  29087. * Observable that will be called when the shader is compiled.
  29088. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29089. */
  29090. onCompileObservable: Observable<Effect>;
  29091. /**
  29092. * Observable that will be called if an error occurs during shader compilation.
  29093. */
  29094. onErrorObservable: Observable<Effect>;
  29095. /** @hidden */
  29096. _onBindObservable: Nullable<Observable<Effect>>;
  29097. /**
  29098. * Observable that will be called when effect is bound.
  29099. */
  29100. readonly onBindObservable: Observable<Effect>;
  29101. /** @hidden */
  29102. _bonesComputationForcedToCPU: boolean;
  29103. private static _uniqueIdSeed;
  29104. private _engine;
  29105. private _uniformBuffersNames;
  29106. private _uniformsNames;
  29107. private _samplerList;
  29108. private _samplers;
  29109. private _isReady;
  29110. private _compilationError;
  29111. private _attributesNames;
  29112. private _attributes;
  29113. private _uniforms;
  29114. /**
  29115. * Key for the effect.
  29116. * @hidden
  29117. */
  29118. _key: string;
  29119. private _indexParameters;
  29120. private _fallbacks;
  29121. private _vertexSourceCode;
  29122. private _fragmentSourceCode;
  29123. private _vertexSourceCodeOverride;
  29124. private _fragmentSourceCodeOverride;
  29125. private _transformFeedbackVaryings;
  29126. /**
  29127. * Compiled shader to webGL program.
  29128. * @hidden
  29129. */
  29130. _pipelineContext: Nullable<IPipelineContext>;
  29131. private _valueCache;
  29132. private static _baseCache;
  29133. /**
  29134. * Instantiates an effect.
  29135. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29136. * @param baseName Name of the effect.
  29137. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29138. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29139. * @param samplers List of sampler variables that will be passed to the shader.
  29140. * @param engine Engine to be used to render the effect
  29141. * @param defines Define statements to be added to the shader.
  29142. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29143. * @param onCompiled Callback that will be called when the shader is compiled.
  29144. * @param onError Callback that will be called if an error occurs during shader compilation.
  29145. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29146. */
  29147. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29148. private _useFinalCode;
  29149. /**
  29150. * Unique key for this effect
  29151. */
  29152. readonly key: string;
  29153. /**
  29154. * If the effect has been compiled and prepared.
  29155. * @returns if the effect is compiled and prepared.
  29156. */
  29157. isReady(): boolean;
  29158. private _isReadyInternal;
  29159. /**
  29160. * The engine the effect was initialized with.
  29161. * @returns the engine.
  29162. */
  29163. getEngine(): Engine;
  29164. /**
  29165. * The pipeline context for this effect
  29166. * @returns the associated pipeline context
  29167. */
  29168. getPipelineContext(): Nullable<IPipelineContext>;
  29169. /**
  29170. * The set of names of attribute variables for the shader.
  29171. * @returns An array of attribute names.
  29172. */
  29173. getAttributesNames(): string[];
  29174. /**
  29175. * Returns the attribute at the given index.
  29176. * @param index The index of the attribute.
  29177. * @returns The location of the attribute.
  29178. */
  29179. getAttributeLocation(index: number): number;
  29180. /**
  29181. * Returns the attribute based on the name of the variable.
  29182. * @param name of the attribute to look up.
  29183. * @returns the attribute location.
  29184. */
  29185. getAttributeLocationByName(name: string): number;
  29186. /**
  29187. * The number of attributes.
  29188. * @returns the numnber of attributes.
  29189. */
  29190. getAttributesCount(): number;
  29191. /**
  29192. * Gets the index of a uniform variable.
  29193. * @param uniformName of the uniform to look up.
  29194. * @returns the index.
  29195. */
  29196. getUniformIndex(uniformName: string): number;
  29197. /**
  29198. * Returns the attribute based on the name of the variable.
  29199. * @param uniformName of the uniform to look up.
  29200. * @returns the location of the uniform.
  29201. */
  29202. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29203. /**
  29204. * Returns an array of sampler variable names
  29205. * @returns The array of sampler variable neames.
  29206. */
  29207. getSamplers(): string[];
  29208. /**
  29209. * The error from the last compilation.
  29210. * @returns the error string.
  29211. */
  29212. getCompilationError(): string;
  29213. /**
  29214. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29215. * @param func The callback to be used.
  29216. */
  29217. executeWhenCompiled(func: (effect: Effect) => void): void;
  29218. private _checkIsReady;
  29219. /** @hidden */
  29220. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29221. /** @hidden */
  29222. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29223. /** @hidden */
  29224. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29225. /**
  29226. * Recompiles the webGL program
  29227. * @param vertexSourceCode The source code for the vertex shader.
  29228. * @param fragmentSourceCode The source code for the fragment shader.
  29229. * @param onCompiled Callback called when completed.
  29230. * @param onError Callback called on error.
  29231. * @hidden
  29232. */
  29233. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29234. /**
  29235. * Prepares the effect
  29236. * @hidden
  29237. */
  29238. _prepareEffect(): void;
  29239. private _processCompilationErrors;
  29240. /**
  29241. * Checks if the effect is supported. (Must be called after compilation)
  29242. */
  29243. readonly isSupported: boolean;
  29244. /**
  29245. * Binds a texture to the engine to be used as output of the shader.
  29246. * @param channel Name of the output variable.
  29247. * @param texture Texture to bind.
  29248. * @hidden
  29249. */
  29250. _bindTexture(channel: string, texture: InternalTexture): void;
  29251. /**
  29252. * Sets a texture on the engine to be used in the shader.
  29253. * @param channel Name of the sampler variable.
  29254. * @param texture Texture to set.
  29255. */
  29256. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29257. /**
  29258. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29259. * @param channel Name of the sampler variable.
  29260. * @param texture Texture to set.
  29261. */
  29262. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29263. /**
  29264. * Sets an array of textures on the engine to be used in the shader.
  29265. * @param channel Name of the variable.
  29266. * @param textures Textures to set.
  29267. */
  29268. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29269. /**
  29270. * 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)
  29271. * @param channel Name of the sampler variable.
  29272. * @param postProcess Post process to get the input texture from.
  29273. */
  29274. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29275. /**
  29276. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29277. * 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)
  29278. * @param channel Name of the sampler variable.
  29279. * @param postProcess Post process to get the output texture from.
  29280. */
  29281. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29282. /** @hidden */
  29283. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29284. /** @hidden */
  29285. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29286. /** @hidden */
  29287. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29288. /** @hidden */
  29289. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29290. /**
  29291. * Binds a buffer to a uniform.
  29292. * @param buffer Buffer to bind.
  29293. * @param name Name of the uniform variable to bind to.
  29294. */
  29295. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29296. /**
  29297. * Binds block to a uniform.
  29298. * @param blockName Name of the block to bind.
  29299. * @param index Index to bind.
  29300. */
  29301. bindUniformBlock(blockName: string, index: number): void;
  29302. /**
  29303. * Sets an interger value on a uniform variable.
  29304. * @param uniformName Name of the variable.
  29305. * @param value Value to be set.
  29306. * @returns this effect.
  29307. */
  29308. setInt(uniformName: string, value: number): Effect;
  29309. /**
  29310. * Sets an int array on a uniform variable.
  29311. * @param uniformName Name of the variable.
  29312. * @param array array to be set.
  29313. * @returns this effect.
  29314. */
  29315. setIntArray(uniformName: string, array: Int32Array): Effect;
  29316. /**
  29317. * 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)
  29318. * @param uniformName Name of the variable.
  29319. * @param array array to be set.
  29320. * @returns this effect.
  29321. */
  29322. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29323. /**
  29324. * 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)
  29325. * @param uniformName Name of the variable.
  29326. * @param array array to be set.
  29327. * @returns this effect.
  29328. */
  29329. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29330. /**
  29331. * 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)
  29332. * @param uniformName Name of the variable.
  29333. * @param array array to be set.
  29334. * @returns this effect.
  29335. */
  29336. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29337. /**
  29338. * Sets an float array on a uniform variable.
  29339. * @param uniformName Name of the variable.
  29340. * @param array array to be set.
  29341. * @returns this effect.
  29342. */
  29343. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29344. /**
  29345. * 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)
  29346. * @param uniformName Name of the variable.
  29347. * @param array array to be set.
  29348. * @returns this effect.
  29349. */
  29350. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29351. /**
  29352. * 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)
  29353. * @param uniformName Name of the variable.
  29354. * @param array array to be set.
  29355. * @returns this effect.
  29356. */
  29357. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29358. /**
  29359. * 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)
  29360. * @param uniformName Name of the variable.
  29361. * @param array array to be set.
  29362. * @returns this effect.
  29363. */
  29364. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29365. /**
  29366. * Sets an array on a uniform variable.
  29367. * @param uniformName Name of the variable.
  29368. * @param array array to be set.
  29369. * @returns this effect.
  29370. */
  29371. setArray(uniformName: string, array: number[]): Effect;
  29372. /**
  29373. * 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)
  29374. * @param uniformName Name of the variable.
  29375. * @param array array to be set.
  29376. * @returns this effect.
  29377. */
  29378. setArray2(uniformName: string, array: number[]): Effect;
  29379. /**
  29380. * 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)
  29381. * @param uniformName Name of the variable.
  29382. * @param array array to be set.
  29383. * @returns this effect.
  29384. */
  29385. setArray3(uniformName: string, array: number[]): Effect;
  29386. /**
  29387. * 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)
  29388. * @param uniformName Name of the variable.
  29389. * @param array array to be set.
  29390. * @returns this effect.
  29391. */
  29392. setArray4(uniformName: string, array: number[]): Effect;
  29393. /**
  29394. * Sets matrices on a uniform variable.
  29395. * @param uniformName Name of the variable.
  29396. * @param matrices matrices to be set.
  29397. * @returns this effect.
  29398. */
  29399. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29400. /**
  29401. * Sets matrix on a uniform variable.
  29402. * @param uniformName Name of the variable.
  29403. * @param matrix matrix to be set.
  29404. * @returns this effect.
  29405. */
  29406. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29407. /**
  29408. * 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)
  29409. * @param uniformName Name of the variable.
  29410. * @param matrix matrix to be set.
  29411. * @returns this effect.
  29412. */
  29413. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29414. /**
  29415. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29416. * @param uniformName Name of the variable.
  29417. * @param matrix matrix to be set.
  29418. * @returns this effect.
  29419. */
  29420. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29421. /**
  29422. * Sets a float on a uniform variable.
  29423. * @param uniformName Name of the variable.
  29424. * @param value value to be set.
  29425. * @returns this effect.
  29426. */
  29427. setFloat(uniformName: string, value: number): Effect;
  29428. /**
  29429. * Sets a boolean on a uniform variable.
  29430. * @param uniformName Name of the variable.
  29431. * @param bool value to be set.
  29432. * @returns this effect.
  29433. */
  29434. setBool(uniformName: string, bool: boolean): Effect;
  29435. /**
  29436. * Sets a Vector2 on a uniform variable.
  29437. * @param uniformName Name of the variable.
  29438. * @param vector2 vector2 to be set.
  29439. * @returns this effect.
  29440. */
  29441. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29442. /**
  29443. * Sets a float2 on a uniform variable.
  29444. * @param uniformName Name of the variable.
  29445. * @param x First float in float2.
  29446. * @param y Second float in float2.
  29447. * @returns this effect.
  29448. */
  29449. setFloat2(uniformName: string, x: number, y: number): Effect;
  29450. /**
  29451. * Sets a Vector3 on a uniform variable.
  29452. * @param uniformName Name of the variable.
  29453. * @param vector3 Value to be set.
  29454. * @returns this effect.
  29455. */
  29456. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29457. /**
  29458. * Sets a float3 on a uniform variable.
  29459. * @param uniformName Name of the variable.
  29460. * @param x First float in float3.
  29461. * @param y Second float in float3.
  29462. * @param z Third float in float3.
  29463. * @returns this effect.
  29464. */
  29465. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29466. /**
  29467. * Sets a Vector4 on a uniform variable.
  29468. * @param uniformName Name of the variable.
  29469. * @param vector4 Value to be set.
  29470. * @returns this effect.
  29471. */
  29472. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29473. /**
  29474. * Sets a float4 on a uniform variable.
  29475. * @param uniformName Name of the variable.
  29476. * @param x First float in float4.
  29477. * @param y Second float in float4.
  29478. * @param z Third float in float4.
  29479. * @param w Fourth float in float4.
  29480. * @returns this effect.
  29481. */
  29482. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29483. /**
  29484. * Sets a Color3 on a uniform variable.
  29485. * @param uniformName Name of the variable.
  29486. * @param color3 Value to be set.
  29487. * @returns this effect.
  29488. */
  29489. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29490. /**
  29491. * Sets a Color4 on a uniform variable.
  29492. * @param uniformName Name of the variable.
  29493. * @param color3 Value to be set.
  29494. * @param alpha Alpha value to be set.
  29495. * @returns this effect.
  29496. */
  29497. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29498. /**
  29499. * Sets a Color4 on a uniform variable
  29500. * @param uniformName defines the name of the variable
  29501. * @param color4 defines the value to be set
  29502. * @returns this effect.
  29503. */
  29504. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29505. /** Release all associated resources */
  29506. dispose(): void;
  29507. /**
  29508. * This function will add a new shader to the shader store
  29509. * @param name the name of the shader
  29510. * @param pixelShader optional pixel shader content
  29511. * @param vertexShader optional vertex shader content
  29512. */
  29513. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29514. /**
  29515. * Store of each shader (The can be looked up using effect.key)
  29516. */
  29517. static ShadersStore: {
  29518. [key: string]: string;
  29519. };
  29520. /**
  29521. * Store of each included file for a shader (The can be looked up using effect.key)
  29522. */
  29523. static IncludesShadersStore: {
  29524. [key: string]: string;
  29525. };
  29526. /**
  29527. * Resets the cache of effects.
  29528. */
  29529. static ResetCache(): void;
  29530. }
  29531. }
  29532. declare module "babylonjs/Materials/uniformBuffer" {
  29533. import { Nullable, FloatArray } from "babylonjs/types";
  29534. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29535. import { Engine } from "babylonjs/Engines/engine";
  29536. import { Effect } from "babylonjs/Materials/effect";
  29537. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29538. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29539. import { Color3 } from "babylonjs/Maths/math.color";
  29540. /**
  29541. * Uniform buffer objects.
  29542. *
  29543. * Handles blocks of uniform on the GPU.
  29544. *
  29545. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29546. *
  29547. * For more information, please refer to :
  29548. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29549. */
  29550. export class UniformBuffer {
  29551. private _engine;
  29552. private _buffer;
  29553. private _data;
  29554. private _bufferData;
  29555. private _dynamic?;
  29556. private _uniformLocations;
  29557. private _uniformSizes;
  29558. private _uniformLocationPointer;
  29559. private _needSync;
  29560. private _noUBO;
  29561. private _currentEffect;
  29562. private static _MAX_UNIFORM_SIZE;
  29563. private static _tempBuffer;
  29564. /**
  29565. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29566. * This is dynamic to allow compat with webgl 1 and 2.
  29567. * You will need to pass the name of the uniform as well as the value.
  29568. */
  29569. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29570. /**
  29571. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29572. * This is dynamic to allow compat with webgl 1 and 2.
  29573. * You will need to pass the name of the uniform as well as the value.
  29574. */
  29575. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29576. /**
  29577. * Lambda to Update a single float in a uniform buffer.
  29578. * This is dynamic to allow compat with webgl 1 and 2.
  29579. * You will need to pass the name of the uniform as well as the value.
  29580. */
  29581. updateFloat: (name: string, x: number) => void;
  29582. /**
  29583. * Lambda to Update a vec2 of float in a uniform buffer.
  29584. * This is dynamic to allow compat with webgl 1 and 2.
  29585. * You will need to pass the name of the uniform as well as the value.
  29586. */
  29587. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29588. /**
  29589. * Lambda to Update a vec3 of float in a uniform buffer.
  29590. * This is dynamic to allow compat with webgl 1 and 2.
  29591. * You will need to pass the name of the uniform as well as the value.
  29592. */
  29593. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29594. /**
  29595. * Lambda to Update a vec4 of float in a uniform buffer.
  29596. * This is dynamic to allow compat with webgl 1 and 2.
  29597. * You will need to pass the name of the uniform as well as the value.
  29598. */
  29599. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29600. /**
  29601. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29602. * This is dynamic to allow compat with webgl 1 and 2.
  29603. * You will need to pass the name of the uniform as well as the value.
  29604. */
  29605. updateMatrix: (name: string, mat: Matrix) => void;
  29606. /**
  29607. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29608. * This is dynamic to allow compat with webgl 1 and 2.
  29609. * You will need to pass the name of the uniform as well as the value.
  29610. */
  29611. updateVector3: (name: string, vector: Vector3) => void;
  29612. /**
  29613. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29614. * This is dynamic to allow compat with webgl 1 and 2.
  29615. * You will need to pass the name of the uniform as well as the value.
  29616. */
  29617. updateVector4: (name: string, vector: Vector4) => void;
  29618. /**
  29619. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29620. * This is dynamic to allow compat with webgl 1 and 2.
  29621. * You will need to pass the name of the uniform as well as the value.
  29622. */
  29623. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29624. /**
  29625. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29626. * This is dynamic to allow compat with webgl 1 and 2.
  29627. * You will need to pass the name of the uniform as well as the value.
  29628. */
  29629. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29630. /**
  29631. * Instantiates a new Uniform buffer objects.
  29632. *
  29633. * Handles blocks of uniform on the GPU.
  29634. *
  29635. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29636. *
  29637. * For more information, please refer to :
  29638. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29639. * @param engine Define the engine the buffer is associated with
  29640. * @param data Define the data contained in the buffer
  29641. * @param dynamic Define if the buffer is updatable
  29642. */
  29643. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29644. /**
  29645. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29646. * or just falling back on setUniformXXX calls.
  29647. */
  29648. readonly useUbo: boolean;
  29649. /**
  29650. * Indicates if the WebGL underlying uniform buffer is in sync
  29651. * with the javascript cache data.
  29652. */
  29653. readonly isSync: boolean;
  29654. /**
  29655. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29656. * Also, a dynamic UniformBuffer will disable cache verification and always
  29657. * update the underlying WebGL uniform buffer to the GPU.
  29658. * @returns if Dynamic, otherwise false
  29659. */
  29660. isDynamic(): boolean;
  29661. /**
  29662. * The data cache on JS side.
  29663. * @returns the underlying data as a float array
  29664. */
  29665. getData(): Float32Array;
  29666. /**
  29667. * The underlying WebGL Uniform buffer.
  29668. * @returns the webgl buffer
  29669. */
  29670. getBuffer(): Nullable<DataBuffer>;
  29671. /**
  29672. * std140 layout specifies how to align data within an UBO structure.
  29673. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29674. * for specs.
  29675. */
  29676. private _fillAlignment;
  29677. /**
  29678. * Adds an uniform in the buffer.
  29679. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29680. * for the layout to be correct !
  29681. * @param name Name of the uniform, as used in the uniform block in the shader.
  29682. * @param size Data size, or data directly.
  29683. */
  29684. addUniform(name: string, size: number | number[]): void;
  29685. /**
  29686. * Adds a Matrix 4x4 to the uniform buffer.
  29687. * @param name Name of the uniform, as used in the uniform block in the shader.
  29688. * @param mat A 4x4 matrix.
  29689. */
  29690. addMatrix(name: string, mat: Matrix): void;
  29691. /**
  29692. * Adds a vec2 to the uniform buffer.
  29693. * @param name Name of the uniform, as used in the uniform block in the shader.
  29694. * @param x Define the x component value of the vec2
  29695. * @param y Define the y component value of the vec2
  29696. */
  29697. addFloat2(name: string, x: number, y: number): void;
  29698. /**
  29699. * Adds a vec3 to the uniform buffer.
  29700. * @param name Name of the uniform, as used in the uniform block in the shader.
  29701. * @param x Define the x component value of the vec3
  29702. * @param y Define the y component value of the vec3
  29703. * @param z Define the z component value of the vec3
  29704. */
  29705. addFloat3(name: string, x: number, y: number, z: number): void;
  29706. /**
  29707. * Adds a vec3 to the uniform buffer.
  29708. * @param name Name of the uniform, as used in the uniform block in the shader.
  29709. * @param color Define the vec3 from a Color
  29710. */
  29711. addColor3(name: string, color: Color3): void;
  29712. /**
  29713. * Adds a vec4 to the uniform buffer.
  29714. * @param name Name of the uniform, as used in the uniform block in the shader.
  29715. * @param color Define the rgb components from a Color
  29716. * @param alpha Define the a component of the vec4
  29717. */
  29718. addColor4(name: string, color: Color3, alpha: number): void;
  29719. /**
  29720. * Adds a vec3 to the uniform buffer.
  29721. * @param name Name of the uniform, as used in the uniform block in the shader.
  29722. * @param vector Define the vec3 components from a Vector
  29723. */
  29724. addVector3(name: string, vector: Vector3): void;
  29725. /**
  29726. * Adds a Matrix 3x3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. */
  29729. addMatrix3x3(name: string): void;
  29730. /**
  29731. * Adds a Matrix 2x2 to the uniform buffer.
  29732. * @param name Name of the uniform, as used in the uniform block in the shader.
  29733. */
  29734. addMatrix2x2(name: string): void;
  29735. /**
  29736. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29737. */
  29738. create(): void;
  29739. /** @hidden */
  29740. _rebuild(): void;
  29741. /**
  29742. * Updates the WebGL Uniform Buffer on the GPU.
  29743. * If the `dynamic` flag is set to true, no cache comparison is done.
  29744. * Otherwise, the buffer will be updated only if the cache differs.
  29745. */
  29746. update(): void;
  29747. /**
  29748. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29749. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29750. * @param data Define the flattened data
  29751. * @param size Define the size of the data.
  29752. */
  29753. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29754. private _valueCache;
  29755. private _cacheMatrix;
  29756. private _updateMatrix3x3ForUniform;
  29757. private _updateMatrix3x3ForEffect;
  29758. private _updateMatrix2x2ForEffect;
  29759. private _updateMatrix2x2ForUniform;
  29760. private _updateFloatForEffect;
  29761. private _updateFloatForUniform;
  29762. private _updateFloat2ForEffect;
  29763. private _updateFloat2ForUniform;
  29764. private _updateFloat3ForEffect;
  29765. private _updateFloat3ForUniform;
  29766. private _updateFloat4ForEffect;
  29767. private _updateFloat4ForUniform;
  29768. private _updateMatrixForEffect;
  29769. private _updateMatrixForUniform;
  29770. private _updateVector3ForEffect;
  29771. private _updateVector3ForUniform;
  29772. private _updateVector4ForEffect;
  29773. private _updateVector4ForUniform;
  29774. private _updateColor3ForEffect;
  29775. private _updateColor3ForUniform;
  29776. private _updateColor4ForEffect;
  29777. private _updateColor4ForUniform;
  29778. /**
  29779. * Sets a sampler uniform on the effect.
  29780. * @param name Define the name of the sampler.
  29781. * @param texture Define the texture to set in the sampler
  29782. */
  29783. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29784. /**
  29785. * Directly updates the value of the uniform in the cache AND on the GPU.
  29786. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29787. * @param data Define the flattened data
  29788. */
  29789. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29790. /**
  29791. * Binds this uniform buffer to an effect.
  29792. * @param effect Define the effect to bind the buffer to
  29793. * @param name Name of the uniform block in the shader.
  29794. */
  29795. bindToEffect(effect: Effect, name: string): void;
  29796. /**
  29797. * Disposes the uniform buffer.
  29798. */
  29799. dispose(): void;
  29800. }
  29801. }
  29802. declare module "babylonjs/Audio/analyser" {
  29803. import { Scene } from "babylonjs/scene";
  29804. /**
  29805. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29806. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29807. */
  29808. export class Analyser {
  29809. /**
  29810. * Gets or sets the smoothing
  29811. * @ignorenaming
  29812. */
  29813. SMOOTHING: number;
  29814. /**
  29815. * Gets or sets the FFT table size
  29816. * @ignorenaming
  29817. */
  29818. FFT_SIZE: number;
  29819. /**
  29820. * Gets or sets the bar graph amplitude
  29821. * @ignorenaming
  29822. */
  29823. BARGRAPHAMPLITUDE: number;
  29824. /**
  29825. * Gets or sets the position of the debug canvas
  29826. * @ignorenaming
  29827. */
  29828. DEBUGCANVASPOS: {
  29829. x: number;
  29830. y: number;
  29831. };
  29832. /**
  29833. * Gets or sets the debug canvas size
  29834. * @ignorenaming
  29835. */
  29836. DEBUGCANVASSIZE: {
  29837. width: number;
  29838. height: number;
  29839. };
  29840. private _byteFreqs;
  29841. private _byteTime;
  29842. private _floatFreqs;
  29843. private _webAudioAnalyser;
  29844. private _debugCanvas;
  29845. private _debugCanvasContext;
  29846. private _scene;
  29847. private _registerFunc;
  29848. private _audioEngine;
  29849. /**
  29850. * Creates a new analyser
  29851. * @param scene defines hosting scene
  29852. */
  29853. constructor(scene: Scene);
  29854. /**
  29855. * Get the number of data values you will have to play with for the visualization
  29856. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29857. * @returns a number
  29858. */
  29859. getFrequencyBinCount(): number;
  29860. /**
  29861. * Gets the current frequency data as a byte array
  29862. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29863. * @returns a Uint8Array
  29864. */
  29865. getByteFrequencyData(): Uint8Array;
  29866. /**
  29867. * Gets the current waveform as a byte array
  29868. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29869. * @returns a Uint8Array
  29870. */
  29871. getByteTimeDomainData(): Uint8Array;
  29872. /**
  29873. * Gets the current frequency data as a float array
  29874. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29875. * @returns a Float32Array
  29876. */
  29877. getFloatFrequencyData(): Float32Array;
  29878. /**
  29879. * Renders the debug canvas
  29880. */
  29881. drawDebugCanvas(): void;
  29882. /**
  29883. * Stops rendering the debug canvas and removes it
  29884. */
  29885. stopDebugCanvas(): void;
  29886. /**
  29887. * Connects two audio nodes
  29888. * @param inputAudioNode defines first node to connect
  29889. * @param outputAudioNode defines second node to connect
  29890. */
  29891. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29892. /**
  29893. * Releases all associated resources
  29894. */
  29895. dispose(): void;
  29896. }
  29897. }
  29898. declare module "babylonjs/Audio/audioEngine" {
  29899. import { IDisposable } from "babylonjs/scene";
  29900. import { Analyser } from "babylonjs/Audio/analyser";
  29901. import { Nullable } from "babylonjs/types";
  29902. import { Observable } from "babylonjs/Misc/observable";
  29903. /**
  29904. * This represents an audio engine and it is responsible
  29905. * to play, synchronize and analyse sounds throughout the application.
  29906. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29907. */
  29908. export interface IAudioEngine extends IDisposable {
  29909. /**
  29910. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29911. */
  29912. readonly canUseWebAudio: boolean;
  29913. /**
  29914. * Gets the current AudioContext if available.
  29915. */
  29916. readonly audioContext: Nullable<AudioContext>;
  29917. /**
  29918. * The master gain node defines the global audio volume of your audio engine.
  29919. */
  29920. readonly masterGain: GainNode;
  29921. /**
  29922. * Gets whether or not mp3 are supported by your browser.
  29923. */
  29924. readonly isMP3supported: boolean;
  29925. /**
  29926. * Gets whether or not ogg are supported by your browser.
  29927. */
  29928. readonly isOGGsupported: boolean;
  29929. /**
  29930. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29931. * @ignoreNaming
  29932. */
  29933. WarnedWebAudioUnsupported: boolean;
  29934. /**
  29935. * Defines if the audio engine relies on a custom unlocked button.
  29936. * In this case, the embedded button will not be displayed.
  29937. */
  29938. useCustomUnlockedButton: boolean;
  29939. /**
  29940. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29941. */
  29942. readonly unlocked: boolean;
  29943. /**
  29944. * Event raised when audio has been unlocked on the browser.
  29945. */
  29946. onAudioUnlockedObservable: Observable<AudioEngine>;
  29947. /**
  29948. * Event raised when audio has been locked on the browser.
  29949. */
  29950. onAudioLockedObservable: Observable<AudioEngine>;
  29951. /**
  29952. * Flags the audio engine in Locked state.
  29953. * This happens due to new browser policies preventing audio to autoplay.
  29954. */
  29955. lock(): void;
  29956. /**
  29957. * Unlocks the audio engine once a user action has been done on the dom.
  29958. * This is helpful to resume play once browser policies have been satisfied.
  29959. */
  29960. unlock(): void;
  29961. }
  29962. /**
  29963. * This represents the default audio engine used in babylon.
  29964. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29966. */
  29967. export class AudioEngine implements IAudioEngine {
  29968. private _audioContext;
  29969. private _audioContextInitialized;
  29970. private _muteButton;
  29971. private _hostElement;
  29972. /**
  29973. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29974. */
  29975. canUseWebAudio: boolean;
  29976. /**
  29977. * The master gain node defines the global audio volume of your audio engine.
  29978. */
  29979. masterGain: GainNode;
  29980. /**
  29981. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29982. * @ignoreNaming
  29983. */
  29984. WarnedWebAudioUnsupported: boolean;
  29985. /**
  29986. * Gets whether or not mp3 are supported by your browser.
  29987. */
  29988. isMP3supported: boolean;
  29989. /**
  29990. * Gets whether or not ogg are supported by your browser.
  29991. */
  29992. isOGGsupported: boolean;
  29993. /**
  29994. * Gets whether audio has been unlocked on the device.
  29995. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29996. * a user interaction has happened.
  29997. */
  29998. unlocked: boolean;
  29999. /**
  30000. * Defines if the audio engine relies on a custom unlocked button.
  30001. * In this case, the embedded button will not be displayed.
  30002. */
  30003. useCustomUnlockedButton: boolean;
  30004. /**
  30005. * Event raised when audio has been unlocked on the browser.
  30006. */
  30007. onAudioUnlockedObservable: Observable<AudioEngine>;
  30008. /**
  30009. * Event raised when audio has been locked on the browser.
  30010. */
  30011. onAudioLockedObservable: Observable<AudioEngine>;
  30012. /**
  30013. * Gets the current AudioContext if available.
  30014. */
  30015. readonly audioContext: Nullable<AudioContext>;
  30016. private _connectedAnalyser;
  30017. /**
  30018. * Instantiates a new audio engine.
  30019. *
  30020. * There should be only one per page as some browsers restrict the number
  30021. * of audio contexts you can create.
  30022. * @param hostElement defines the host element where to display the mute icon if necessary
  30023. */
  30024. constructor(hostElement?: Nullable<HTMLElement>);
  30025. /**
  30026. * Flags the audio engine in Locked state.
  30027. * This happens due to new browser policies preventing audio to autoplay.
  30028. */
  30029. lock(): void;
  30030. /**
  30031. * Unlocks the audio engine once a user action has been done on the dom.
  30032. * This is helpful to resume play once browser policies have been satisfied.
  30033. */
  30034. unlock(): void;
  30035. private _resumeAudioContext;
  30036. private _initializeAudioContext;
  30037. private _tryToRun;
  30038. private _triggerRunningState;
  30039. private _triggerSuspendedState;
  30040. private _displayMuteButton;
  30041. private _moveButtonToTopLeft;
  30042. private _onResize;
  30043. private _hideMuteButton;
  30044. /**
  30045. * Destroy and release the resources associated with the audio ccontext.
  30046. */
  30047. dispose(): void;
  30048. /**
  30049. * Gets the global volume sets on the master gain.
  30050. * @returns the global volume if set or -1 otherwise
  30051. */
  30052. getGlobalVolume(): number;
  30053. /**
  30054. * Sets the global volume of your experience (sets on the master gain).
  30055. * @param newVolume Defines the new global volume of the application
  30056. */
  30057. setGlobalVolume(newVolume: number): void;
  30058. /**
  30059. * Connect the audio engine to an audio analyser allowing some amazing
  30060. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30061. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30062. * @param analyser The analyser to connect to the engine
  30063. */
  30064. connectToAnalyser(analyser: Analyser): void;
  30065. }
  30066. }
  30067. declare module "babylonjs/Loading/loadingScreen" {
  30068. /**
  30069. * Interface used to present a loading screen while loading a scene
  30070. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30071. */
  30072. export interface ILoadingScreen {
  30073. /**
  30074. * Function called to display the loading screen
  30075. */
  30076. displayLoadingUI: () => void;
  30077. /**
  30078. * Function called to hide the loading screen
  30079. */
  30080. hideLoadingUI: () => void;
  30081. /**
  30082. * Gets or sets the color to use for the background
  30083. */
  30084. loadingUIBackgroundColor: string;
  30085. /**
  30086. * Gets or sets the text to display while loading
  30087. */
  30088. loadingUIText: string;
  30089. }
  30090. /**
  30091. * Class used for the default loading screen
  30092. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30093. */
  30094. export class DefaultLoadingScreen implements ILoadingScreen {
  30095. private _renderingCanvas;
  30096. private _loadingText;
  30097. private _loadingDivBackgroundColor;
  30098. private _loadingDiv;
  30099. private _loadingTextDiv;
  30100. /** Gets or sets the logo url to use for the default loading screen */
  30101. static DefaultLogoUrl: string;
  30102. /** Gets or sets the spinner url to use for the default loading screen */
  30103. static DefaultSpinnerUrl: string;
  30104. /**
  30105. * Creates a new default loading screen
  30106. * @param _renderingCanvas defines the canvas used to render the scene
  30107. * @param _loadingText defines the default text to display
  30108. * @param _loadingDivBackgroundColor defines the default background color
  30109. */
  30110. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30111. /**
  30112. * Function called to display the loading screen
  30113. */
  30114. displayLoadingUI(): void;
  30115. /**
  30116. * Function called to hide the loading screen
  30117. */
  30118. hideLoadingUI(): void;
  30119. /**
  30120. * Gets or sets the text to display while loading
  30121. */
  30122. loadingUIText: string;
  30123. /**
  30124. * Gets or sets the color to use for the background
  30125. */
  30126. loadingUIBackgroundColor: string;
  30127. private _resizeLoadingUI;
  30128. }
  30129. }
  30130. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30131. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30132. import { Engine } from "babylonjs/Engines/engine";
  30133. import { Nullable } from "babylonjs/types";
  30134. /** @hidden */
  30135. export class WebGLPipelineContext implements IPipelineContext {
  30136. engine: Engine;
  30137. program: Nullable<WebGLProgram>;
  30138. context?: WebGLRenderingContext;
  30139. vertexShader?: WebGLShader;
  30140. fragmentShader?: WebGLShader;
  30141. isParallelCompiled: boolean;
  30142. onCompiled?: () => void;
  30143. transformFeedback?: WebGLTransformFeedback | null;
  30144. readonly isAsync: boolean;
  30145. readonly isReady: boolean;
  30146. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30147. }
  30148. }
  30149. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30150. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30151. /** @hidden */
  30152. export class WebGLDataBuffer extends DataBuffer {
  30153. private _buffer;
  30154. constructor(resource: WebGLBuffer);
  30155. readonly underlyingResource: any;
  30156. }
  30157. }
  30158. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30159. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30160. /** @hidden */
  30161. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30162. attributeProcessor(attribute: string): string;
  30163. varyingProcessor(varying: string, isFragment: boolean): string;
  30164. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30165. }
  30166. }
  30167. declare module "babylonjs/Misc/perfCounter" {
  30168. /**
  30169. * This class is used to track a performance counter which is number based.
  30170. * The user has access to many properties which give statistics of different nature.
  30171. *
  30172. * The implementer can track two kinds of Performance Counter: time and count.
  30173. * 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.
  30174. * 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.
  30175. */
  30176. export class PerfCounter {
  30177. /**
  30178. * Gets or sets a global boolean to turn on and off all the counters
  30179. */
  30180. static Enabled: boolean;
  30181. /**
  30182. * Returns the smallest value ever
  30183. */
  30184. readonly min: number;
  30185. /**
  30186. * Returns the biggest value ever
  30187. */
  30188. readonly max: number;
  30189. /**
  30190. * Returns the average value since the performance counter is running
  30191. */
  30192. readonly average: number;
  30193. /**
  30194. * Returns the average value of the last second the counter was monitored
  30195. */
  30196. readonly lastSecAverage: number;
  30197. /**
  30198. * Returns the current value
  30199. */
  30200. readonly current: number;
  30201. /**
  30202. * Gets the accumulated total
  30203. */
  30204. readonly total: number;
  30205. /**
  30206. * Gets the total value count
  30207. */
  30208. readonly count: number;
  30209. /**
  30210. * Creates a new counter
  30211. */
  30212. constructor();
  30213. /**
  30214. * Call this method to start monitoring a new frame.
  30215. * 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.
  30216. */
  30217. fetchNewFrame(): void;
  30218. /**
  30219. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30220. * @param newCount the count value to add to the monitored count
  30221. * @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.
  30222. */
  30223. addCount(newCount: number, fetchResult: boolean): void;
  30224. /**
  30225. * Start monitoring this performance counter
  30226. */
  30227. beginMonitoring(): void;
  30228. /**
  30229. * Compute the time lapsed since the previous beginMonitoring() call.
  30230. * @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
  30231. */
  30232. endMonitoring(newFrame?: boolean): void;
  30233. private _fetchResult;
  30234. private _startMonitoringTime;
  30235. private _min;
  30236. private _max;
  30237. private _average;
  30238. private _current;
  30239. private _totalValueCount;
  30240. private _totalAccumulated;
  30241. private _lastSecAverage;
  30242. private _lastSecAccumulated;
  30243. private _lastSecTime;
  30244. private _lastSecValueCount;
  30245. }
  30246. }
  30247. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30248. /**
  30249. * Interface for any object that can request an animation frame
  30250. */
  30251. export interface ICustomAnimationFrameRequester {
  30252. /**
  30253. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30254. */
  30255. renderFunction?: Function;
  30256. /**
  30257. * Called to request the next frame to render to
  30258. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30259. */
  30260. requestAnimationFrame: Function;
  30261. /**
  30262. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30263. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30264. */
  30265. requestID?: number;
  30266. }
  30267. }
  30268. declare module "babylonjs/Materials/Textures/videoTexture" {
  30269. import { Observable } from "babylonjs/Misc/observable";
  30270. import { Nullable } from "babylonjs/types";
  30271. import { Scene } from "babylonjs/scene";
  30272. import { Texture } from "babylonjs/Materials/Textures/texture";
  30273. /**
  30274. * Settings for finer control over video usage
  30275. */
  30276. export interface VideoTextureSettings {
  30277. /**
  30278. * Applies `autoplay` to video, if specified
  30279. */
  30280. autoPlay?: boolean;
  30281. /**
  30282. * Applies `loop` to video, if specified
  30283. */
  30284. loop?: boolean;
  30285. /**
  30286. * Automatically updates internal texture from video at every frame in the render loop
  30287. */
  30288. autoUpdateTexture: boolean;
  30289. /**
  30290. * Image src displayed during the video loading or until the user interacts with the video.
  30291. */
  30292. poster?: string;
  30293. }
  30294. /**
  30295. * If you want to display a video in your scene, this is the special texture for that.
  30296. * This special texture works similar to other textures, with the exception of a few parameters.
  30297. * @see https://doc.babylonjs.com/how_to/video_texture
  30298. */
  30299. export class VideoTexture extends Texture {
  30300. /**
  30301. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30302. */
  30303. readonly autoUpdateTexture: boolean;
  30304. /**
  30305. * The video instance used by the texture internally
  30306. */
  30307. readonly video: HTMLVideoElement;
  30308. private _onUserActionRequestedObservable;
  30309. /**
  30310. * Event triggerd when a dom action is required by the user to play the video.
  30311. * This happens due to recent changes in browser policies preventing video to auto start.
  30312. */
  30313. readonly onUserActionRequestedObservable: Observable<Texture>;
  30314. private _generateMipMaps;
  30315. private _engine;
  30316. private _stillImageCaptured;
  30317. private _displayingPosterTexture;
  30318. private _settings;
  30319. private _createInternalTextureOnEvent;
  30320. /**
  30321. * Creates a video texture.
  30322. * If you want to display a video in your scene, this is the special texture for that.
  30323. * This special texture works similar to other textures, with the exception of a few parameters.
  30324. * @see https://doc.babylonjs.com/how_to/video_texture
  30325. * @param name optional name, will detect from video source, if not defined
  30326. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30327. * @param scene is obviously the current scene.
  30328. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30329. * @param invertY is false by default but can be used to invert video on Y axis
  30330. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30331. * @param settings allows finer control over video usage
  30332. */
  30333. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30334. private _getName;
  30335. private _getVideo;
  30336. private _createInternalTexture;
  30337. private reset;
  30338. /**
  30339. * @hidden Internal method to initiate `update`.
  30340. */
  30341. _rebuild(): void;
  30342. /**
  30343. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30344. */
  30345. update(): void;
  30346. /**
  30347. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30348. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30349. */
  30350. updateTexture(isVisible: boolean): void;
  30351. protected _updateInternalTexture: () => void;
  30352. /**
  30353. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30354. * @param url New url.
  30355. */
  30356. updateURL(url: string): void;
  30357. /**
  30358. * Dispose the texture and release its associated resources.
  30359. */
  30360. dispose(): void;
  30361. /**
  30362. * Creates a video texture straight from a stream.
  30363. * @param scene Define the scene the texture should be created in
  30364. * @param stream Define the stream the texture should be created from
  30365. * @returns The created video texture as a promise
  30366. */
  30367. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30368. /**
  30369. * Creates a video texture straight from your WebCam video feed.
  30370. * @param scene Define the scene the texture should be created in
  30371. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30372. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30373. * @returns The created video texture as a promise
  30374. */
  30375. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30376. minWidth: number;
  30377. maxWidth: number;
  30378. minHeight: number;
  30379. maxHeight: number;
  30380. deviceId: string;
  30381. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30382. /**
  30383. * Creates a video texture straight from your WebCam video feed.
  30384. * @param scene Define the scene the texture should be created in
  30385. * @param onReady Define a callback to triggered once the texture will be ready
  30386. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30387. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30388. */
  30389. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30390. minWidth: number;
  30391. maxWidth: number;
  30392. minHeight: number;
  30393. maxHeight: number;
  30394. deviceId: string;
  30395. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30396. }
  30397. }
  30398. declare module "babylonjs/Engines/engine" {
  30399. import { Observable } from "babylonjs/Misc/observable";
  30400. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30401. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30402. import { Scene } from "babylonjs/scene";
  30403. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30404. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30405. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30406. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30409. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30410. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30411. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30412. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30413. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30414. import { WebRequest } from "babylonjs/Misc/webRequest";
  30415. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30416. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30417. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30418. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30419. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30420. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30421. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30422. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30423. import { Material } from "babylonjs/Materials/material";
  30424. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30425. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30426. /**
  30427. * Defines the interface used by objects containing a viewport (like a camera)
  30428. */
  30429. interface IViewportOwnerLike {
  30430. /**
  30431. * Gets or sets the viewport
  30432. */
  30433. viewport: IViewportLike;
  30434. }
  30435. /**
  30436. * Interface for attribute information associated with buffer instanciation
  30437. */
  30438. export class InstancingAttributeInfo {
  30439. /**
  30440. * Index/offset of the attribute in the vertex shader
  30441. */
  30442. index: number;
  30443. /**
  30444. * size of the attribute, 1, 2, 3 or 4
  30445. */
  30446. attributeSize: number;
  30447. /**
  30448. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30449. * default is FLOAT
  30450. */
  30451. attribyteType: number;
  30452. /**
  30453. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30454. */
  30455. normalized: boolean;
  30456. /**
  30457. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30458. */
  30459. offset: number;
  30460. /**
  30461. * Name of the GLSL attribute, for debugging purpose only
  30462. */
  30463. attributeName: string;
  30464. }
  30465. /**
  30466. * Define options used to create a depth texture
  30467. */
  30468. export class DepthTextureCreationOptions {
  30469. /** Specifies whether or not a stencil should be allocated in the texture */
  30470. generateStencil?: boolean;
  30471. /** Specifies whether or not bilinear filtering is enable on the texture */
  30472. bilinearFiltering?: boolean;
  30473. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30474. comparisonFunction?: number;
  30475. /** Specifies if the created texture is a cube texture */
  30476. isCube?: boolean;
  30477. }
  30478. /**
  30479. * Class used to describe the capabilities of the engine relatively to the current browser
  30480. */
  30481. export class EngineCapabilities {
  30482. /** Maximum textures units per fragment shader */
  30483. maxTexturesImageUnits: number;
  30484. /** Maximum texture units per vertex shader */
  30485. maxVertexTextureImageUnits: number;
  30486. /** Maximum textures units in the entire pipeline */
  30487. maxCombinedTexturesImageUnits: number;
  30488. /** Maximum texture size */
  30489. maxTextureSize: number;
  30490. /** Maximum cube texture size */
  30491. maxCubemapTextureSize: number;
  30492. /** Maximum render texture size */
  30493. maxRenderTextureSize: number;
  30494. /** Maximum number of vertex attributes */
  30495. maxVertexAttribs: number;
  30496. /** Maximum number of varyings */
  30497. maxVaryingVectors: number;
  30498. /** Maximum number of uniforms per vertex shader */
  30499. maxVertexUniformVectors: number;
  30500. /** Maximum number of uniforms per fragment shader */
  30501. maxFragmentUniformVectors: number;
  30502. /** Defines if standard derivates (dx/dy) are supported */
  30503. standardDerivatives: boolean;
  30504. /** Defines if s3tc texture compression is supported */
  30505. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30506. /** Defines if pvrtc texture compression is supported */
  30507. pvrtc: any;
  30508. /** Defines if etc1 texture compression is supported */
  30509. etc1: any;
  30510. /** Defines if etc2 texture compression is supported */
  30511. etc2: any;
  30512. /** Defines if astc texture compression is supported */
  30513. astc: any;
  30514. /** Defines if float textures are supported */
  30515. textureFloat: boolean;
  30516. /** Defines if vertex array objects are supported */
  30517. vertexArrayObject: boolean;
  30518. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30519. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30520. /** Gets the maximum level of anisotropy supported */
  30521. maxAnisotropy: number;
  30522. /** Defines if instancing is supported */
  30523. instancedArrays: boolean;
  30524. /** Defines if 32 bits indices are supported */
  30525. uintIndices: boolean;
  30526. /** Defines if high precision shaders are supported */
  30527. highPrecisionShaderSupported: boolean;
  30528. /** Defines if depth reading in the fragment shader is supported */
  30529. fragmentDepthSupported: boolean;
  30530. /** Defines if float texture linear filtering is supported*/
  30531. textureFloatLinearFiltering: boolean;
  30532. /** Defines if rendering to float textures is supported */
  30533. textureFloatRender: boolean;
  30534. /** Defines if half float textures are supported*/
  30535. textureHalfFloat: boolean;
  30536. /** Defines if half float texture linear filtering is supported*/
  30537. textureHalfFloatLinearFiltering: boolean;
  30538. /** Defines if rendering to half float textures is supported */
  30539. textureHalfFloatRender: boolean;
  30540. /** Defines if textureLOD shader command is supported */
  30541. textureLOD: boolean;
  30542. /** Defines if draw buffers extension is supported */
  30543. drawBuffersExtension: boolean;
  30544. /** Defines if depth textures are supported */
  30545. depthTextureExtension: boolean;
  30546. /** Defines if float color buffer are supported */
  30547. colorBufferFloat: boolean;
  30548. /** Gets disjoint timer query extension (null if not supported) */
  30549. timerQuery: EXT_disjoint_timer_query;
  30550. /** Defines if timestamp can be used with timer query */
  30551. canUseTimestampForTimerQuery: boolean;
  30552. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30553. multiview: any;
  30554. /** Function used to let the system compiles shaders in background */
  30555. parallelShaderCompile: {
  30556. COMPLETION_STATUS_KHR: number;
  30557. };
  30558. /** Max number of texture samples for MSAA */
  30559. maxMSAASamples: number;
  30560. }
  30561. /** Interface defining initialization parameters for Engine class */
  30562. export interface EngineOptions extends WebGLContextAttributes {
  30563. /**
  30564. * Defines if the engine should no exceed a specified device ratio
  30565. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30566. */
  30567. limitDeviceRatio?: number;
  30568. /**
  30569. * Defines if webvr should be enabled automatically
  30570. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30571. */
  30572. autoEnableWebVR?: boolean;
  30573. /**
  30574. * Defines if webgl2 should be turned off even if supported
  30575. * @see http://doc.babylonjs.com/features/webgl2
  30576. */
  30577. disableWebGL2Support?: boolean;
  30578. /**
  30579. * Defines if webaudio should be initialized as well
  30580. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30581. */
  30582. audioEngine?: boolean;
  30583. /**
  30584. * Defines if animations should run using a deterministic lock step
  30585. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30586. */
  30587. deterministicLockstep?: boolean;
  30588. /** Defines the maximum steps to use with deterministic lock step mode */
  30589. lockstepMaxSteps?: number;
  30590. /**
  30591. * Defines that engine should ignore context lost events
  30592. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30593. */
  30594. doNotHandleContextLost?: boolean;
  30595. /**
  30596. * Defines that engine should ignore modifying touch action attribute and style
  30597. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30598. */
  30599. doNotHandleTouchAction?: boolean;
  30600. /**
  30601. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30602. */
  30603. useHighPrecisionFloats?: boolean;
  30604. }
  30605. /**
  30606. * Defines the interface used by display changed events
  30607. */
  30608. export interface IDisplayChangedEventArgs {
  30609. /** Gets the vrDisplay object (if any) */
  30610. vrDisplay: Nullable<any>;
  30611. /** Gets a boolean indicating if webVR is supported */
  30612. vrSupported: boolean;
  30613. }
  30614. /**
  30615. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30616. */
  30617. export class Engine {
  30618. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30619. static ExceptionList: ({
  30620. key: string;
  30621. capture: string;
  30622. captureConstraint: number;
  30623. targets: string[];
  30624. } | {
  30625. key: string;
  30626. capture: null;
  30627. captureConstraint: null;
  30628. targets: string[];
  30629. })[];
  30630. /** Gets the list of created engines */
  30631. static readonly Instances: Engine[];
  30632. /**
  30633. * Gets the latest created engine
  30634. */
  30635. static readonly LastCreatedEngine: Nullable<Engine>;
  30636. /**
  30637. * Gets the latest created scene
  30638. */
  30639. static readonly LastCreatedScene: Nullable<Scene>;
  30640. /**
  30641. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30642. * @param flag defines which part of the materials must be marked as dirty
  30643. * @param predicate defines a predicate used to filter which materials should be affected
  30644. */
  30645. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30646. /** @hidden */
  30647. static _TextureLoaders: IInternalTextureLoader[];
  30648. /** Defines that alpha blending is disabled */
  30649. static readonly ALPHA_DISABLE: number;
  30650. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30651. static readonly ALPHA_ADD: number;
  30652. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30653. static readonly ALPHA_COMBINE: number;
  30654. /** Defines that alpha blending to DEST - SRC * DEST */
  30655. static readonly ALPHA_SUBTRACT: number;
  30656. /** Defines that alpha blending to SRC * DEST */
  30657. static readonly ALPHA_MULTIPLY: number;
  30658. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30659. static readonly ALPHA_MAXIMIZED: number;
  30660. /** Defines that alpha blending to SRC + DEST */
  30661. static readonly ALPHA_ONEONE: number;
  30662. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30663. static readonly ALPHA_PREMULTIPLIED: number;
  30664. /**
  30665. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30666. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30667. */
  30668. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30669. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30670. static readonly ALPHA_INTERPOLATE: number;
  30671. /**
  30672. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30673. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30674. */
  30675. static readonly ALPHA_SCREENMODE: number;
  30676. /** Defines that the ressource is not delayed*/
  30677. static readonly DELAYLOADSTATE_NONE: number;
  30678. /** Defines that the ressource was successfully delay loaded */
  30679. static readonly DELAYLOADSTATE_LOADED: number;
  30680. /** Defines that the ressource is currently delay loading */
  30681. static readonly DELAYLOADSTATE_LOADING: number;
  30682. /** Defines that the ressource is delayed and has not started loading */
  30683. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30684. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30685. static readonly NEVER: number;
  30686. /** 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 */
  30687. static readonly ALWAYS: number;
  30688. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30689. static readonly LESS: number;
  30690. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30691. static readonly EQUAL: number;
  30692. /** 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 */
  30693. static readonly LEQUAL: number;
  30694. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30695. static readonly GREATER: number;
  30696. /** 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 */
  30697. static readonly GEQUAL: number;
  30698. /** 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 */
  30699. static readonly NOTEQUAL: number;
  30700. /** Passed to stencilOperation to specify that stencil value must be kept */
  30701. static readonly KEEP: number;
  30702. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30703. static readonly REPLACE: number;
  30704. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30705. static readonly INCR: number;
  30706. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30707. static readonly DECR: number;
  30708. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30709. static readonly INVERT: number;
  30710. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30711. static readonly INCR_WRAP: number;
  30712. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30713. static readonly DECR_WRAP: number;
  30714. /** Texture is not repeating outside of 0..1 UVs */
  30715. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30716. /** Texture is repeating outside of 0..1 UVs */
  30717. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30718. /** Texture is repeating and mirrored */
  30719. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30720. /** ALPHA */
  30721. static readonly TEXTUREFORMAT_ALPHA: number;
  30722. /** LUMINANCE */
  30723. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30724. /** LUMINANCE_ALPHA */
  30725. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30726. /** RGB */
  30727. static readonly TEXTUREFORMAT_RGB: number;
  30728. /** RGBA */
  30729. static readonly TEXTUREFORMAT_RGBA: number;
  30730. /** RED */
  30731. static readonly TEXTUREFORMAT_RED: number;
  30732. /** RED (2nd reference) */
  30733. static readonly TEXTUREFORMAT_R: number;
  30734. /** RG */
  30735. static readonly TEXTUREFORMAT_RG: number;
  30736. /** RED_INTEGER */
  30737. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30738. /** RED_INTEGER (2nd reference) */
  30739. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30740. /** RG_INTEGER */
  30741. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30742. /** RGB_INTEGER */
  30743. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30744. /** RGBA_INTEGER */
  30745. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30746. /** UNSIGNED_BYTE */
  30747. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30748. /** UNSIGNED_BYTE (2nd reference) */
  30749. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30750. /** FLOAT */
  30751. static readonly TEXTURETYPE_FLOAT: number;
  30752. /** HALF_FLOAT */
  30753. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30754. /** BYTE */
  30755. static readonly TEXTURETYPE_BYTE: number;
  30756. /** SHORT */
  30757. static readonly TEXTURETYPE_SHORT: number;
  30758. /** UNSIGNED_SHORT */
  30759. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30760. /** INT */
  30761. static readonly TEXTURETYPE_INT: number;
  30762. /** UNSIGNED_INT */
  30763. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30764. /** UNSIGNED_SHORT_4_4_4_4 */
  30765. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30766. /** UNSIGNED_SHORT_5_5_5_1 */
  30767. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30768. /** UNSIGNED_SHORT_5_6_5 */
  30769. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30770. /** UNSIGNED_INT_2_10_10_10_REV */
  30771. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30772. /** UNSIGNED_INT_24_8 */
  30773. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30774. /** UNSIGNED_INT_10F_11F_11F_REV */
  30775. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30776. /** UNSIGNED_INT_5_9_9_9_REV */
  30777. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30778. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30779. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30780. /** nearest is mag = nearest and min = nearest and mip = linear */
  30781. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30782. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30783. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30784. /** Trilinear is mag = linear and min = linear and mip = linear */
  30785. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30786. /** nearest is mag = nearest and min = nearest and mip = linear */
  30787. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30788. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30789. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30790. /** Trilinear is mag = linear and min = linear and mip = linear */
  30791. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30792. /** mag = nearest and min = nearest and mip = nearest */
  30793. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30794. /** mag = nearest and min = linear and mip = nearest */
  30795. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30796. /** mag = nearest and min = linear and mip = linear */
  30797. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30798. /** mag = nearest and min = linear and mip = none */
  30799. static readonly TEXTURE_NEAREST_LINEAR: number;
  30800. /** mag = nearest and min = nearest and mip = none */
  30801. static readonly TEXTURE_NEAREST_NEAREST: number;
  30802. /** mag = linear and min = nearest and mip = nearest */
  30803. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30804. /** mag = linear and min = nearest and mip = linear */
  30805. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30806. /** mag = linear and min = linear and mip = none */
  30807. static readonly TEXTURE_LINEAR_LINEAR: number;
  30808. /** mag = linear and min = nearest and mip = none */
  30809. static readonly TEXTURE_LINEAR_NEAREST: number;
  30810. /** Explicit coordinates mode */
  30811. static readonly TEXTURE_EXPLICIT_MODE: number;
  30812. /** Spherical coordinates mode */
  30813. static readonly TEXTURE_SPHERICAL_MODE: number;
  30814. /** Planar coordinates mode */
  30815. static readonly TEXTURE_PLANAR_MODE: number;
  30816. /** Cubic coordinates mode */
  30817. static readonly TEXTURE_CUBIC_MODE: number;
  30818. /** Projection coordinates mode */
  30819. static readonly TEXTURE_PROJECTION_MODE: number;
  30820. /** Skybox coordinates mode */
  30821. static readonly TEXTURE_SKYBOX_MODE: number;
  30822. /** Inverse Cubic coordinates mode */
  30823. static readonly TEXTURE_INVCUBIC_MODE: number;
  30824. /** Equirectangular coordinates mode */
  30825. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30826. /** Equirectangular Fixed coordinates mode */
  30827. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30828. /** Equirectangular Fixed Mirrored coordinates mode */
  30829. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30830. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30831. static readonly SCALEMODE_FLOOR: number;
  30832. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30833. static readonly SCALEMODE_NEAREST: number;
  30834. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30835. static readonly SCALEMODE_CEILING: number;
  30836. /**
  30837. * Returns the current npm package of the sdk
  30838. */
  30839. static readonly NpmPackage: string;
  30840. /**
  30841. * Returns the current version of the framework
  30842. */
  30843. static readonly Version: string;
  30844. /**
  30845. * Returns a string describing the current engine
  30846. */
  30847. readonly description: string;
  30848. /**
  30849. * Gets or sets the epsilon value used by collision engine
  30850. */
  30851. static CollisionsEpsilon: number;
  30852. /**
  30853. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30854. */
  30855. static ShadersRepository: string;
  30856. /**
  30857. * Method called to create the default loading screen.
  30858. * This can be overriden in your own app.
  30859. * @param canvas The rendering canvas element
  30860. * @returns The loading screen
  30861. */
  30862. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30863. /**
  30864. * Method called to create the default rescale post process on each engine.
  30865. */
  30866. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30867. /** @hidden */
  30868. _shaderProcessor: IShaderProcessor;
  30869. /**
  30870. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30871. */
  30872. forcePOTTextures: boolean;
  30873. /**
  30874. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30875. */
  30876. isFullscreen: boolean;
  30877. /**
  30878. * Gets a boolean indicating if the pointer is currently locked
  30879. */
  30880. isPointerLock: boolean;
  30881. /**
  30882. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30883. */
  30884. cullBackFaces: boolean;
  30885. /**
  30886. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30887. */
  30888. renderEvenInBackground: boolean;
  30889. /**
  30890. * Gets or sets a boolean indicating that cache can be kept between frames
  30891. */
  30892. preventCacheWipeBetweenFrames: boolean;
  30893. /**
  30894. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30895. **/
  30896. enableOfflineSupport: boolean;
  30897. /**
  30898. * 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)
  30899. **/
  30900. disableManifestCheck: boolean;
  30901. /**
  30902. * Gets the list of created scenes
  30903. */
  30904. scenes: Scene[];
  30905. /**
  30906. * Event raised when a new scene is created
  30907. */
  30908. onNewSceneAddedObservable: Observable<Scene>;
  30909. /**
  30910. * Gets the list of created postprocesses
  30911. */
  30912. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30913. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30914. validateShaderPrograms: boolean;
  30915. /**
  30916. * Observable event triggered each time the rendering canvas is resized
  30917. */
  30918. onResizeObservable: Observable<Engine>;
  30919. /**
  30920. * Observable event triggered each time the canvas loses focus
  30921. */
  30922. onCanvasBlurObservable: Observable<Engine>;
  30923. /**
  30924. * Observable event triggered each time the canvas gains focus
  30925. */
  30926. onCanvasFocusObservable: Observable<Engine>;
  30927. /**
  30928. * Observable event triggered each time the canvas receives pointerout event
  30929. */
  30930. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30931. /**
  30932. * Observable event triggered before each texture is initialized
  30933. */
  30934. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30935. /**
  30936. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30937. */
  30938. disableUniformBuffers: boolean;
  30939. /** @hidden */
  30940. _uniformBuffers: UniformBuffer[];
  30941. /**
  30942. * Gets a boolean indicating that the engine supports uniform buffers
  30943. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30944. */
  30945. readonly supportsUniformBuffers: boolean;
  30946. /**
  30947. * Observable raised when the engine begins a new frame
  30948. */
  30949. onBeginFrameObservable: Observable<Engine>;
  30950. /**
  30951. * If set, will be used to request the next animation frame for the render loop
  30952. */
  30953. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30954. /**
  30955. * Observable raised when the engine ends the current frame
  30956. */
  30957. onEndFrameObservable: Observable<Engine>;
  30958. /**
  30959. * Observable raised when the engine is about to compile a shader
  30960. */
  30961. onBeforeShaderCompilationObservable: Observable<Engine>;
  30962. /**
  30963. * Observable raised when the engine has jsut compiled a shader
  30964. */
  30965. onAfterShaderCompilationObservable: Observable<Engine>;
  30966. /** @hidden */
  30967. _gl: WebGLRenderingContext;
  30968. private _renderingCanvas;
  30969. private _windowIsBackground;
  30970. private _webGLVersion;
  30971. protected _highPrecisionShadersAllowed: boolean;
  30972. /** @hidden */
  30973. readonly _shouldUseHighPrecisionShader: boolean;
  30974. /**
  30975. * Gets a boolean indicating that only power of 2 textures are supported
  30976. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30977. */
  30978. readonly needPOTTextures: boolean;
  30979. /** @hidden */
  30980. _badOS: boolean;
  30981. /** @hidden */
  30982. _badDesktopOS: boolean;
  30983. /**
  30984. * Gets the audio engine
  30985. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30986. * @ignorenaming
  30987. */
  30988. static audioEngine: IAudioEngine;
  30989. /**
  30990. * Default AudioEngine factory responsible of creating the Audio Engine.
  30991. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30992. */
  30993. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30994. /**
  30995. * Default offline support factory responsible of creating a tool used to store data locally.
  30996. * By default, this will create a Database object if the workload has been embedded.
  30997. */
  30998. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30999. private _onFocus;
  31000. private _onBlur;
  31001. private _onCanvasPointerOut;
  31002. private _onCanvasBlur;
  31003. private _onCanvasFocus;
  31004. private _onFullscreenChange;
  31005. private _onPointerLockChange;
  31006. private _hardwareScalingLevel;
  31007. /** @hidden */
  31008. _caps: EngineCapabilities;
  31009. private _pointerLockRequested;
  31010. private _isStencilEnable;
  31011. private _colorWrite;
  31012. private _loadingScreen;
  31013. /** @hidden */
  31014. _drawCalls: PerfCounter;
  31015. private _glVersion;
  31016. private _glRenderer;
  31017. private _glVendor;
  31018. private _videoTextureSupported;
  31019. private _renderingQueueLaunched;
  31020. private _activeRenderLoops;
  31021. private _deterministicLockstep;
  31022. private _lockstepMaxSteps;
  31023. /**
  31024. * Observable signaled when a context lost event is raised
  31025. */
  31026. onContextLostObservable: Observable<Engine>;
  31027. /**
  31028. * Observable signaled when a context restored event is raised
  31029. */
  31030. onContextRestoredObservable: Observable<Engine>;
  31031. private _onContextLost;
  31032. private _onContextRestored;
  31033. private _contextWasLost;
  31034. /** @hidden */
  31035. _doNotHandleContextLost: boolean;
  31036. /**
  31037. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31038. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31039. */
  31040. doNotHandleContextLost: boolean;
  31041. private _performanceMonitor;
  31042. private _fps;
  31043. private _deltaTime;
  31044. /**
  31045. * Turn this value on if you want to pause FPS computation when in background
  31046. */
  31047. disablePerformanceMonitorInBackground: boolean;
  31048. /**
  31049. * Gets the performance monitor attached to this engine
  31050. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31051. */
  31052. readonly performanceMonitor: PerformanceMonitor;
  31053. /**
  31054. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31055. */
  31056. disableVertexArrayObjects: boolean;
  31057. /** @hidden */
  31058. protected _depthCullingState: _DepthCullingState;
  31059. /** @hidden */
  31060. protected _stencilState: _StencilState;
  31061. /** @hidden */
  31062. protected _alphaState: _AlphaState;
  31063. /** @hidden */
  31064. protected _alphaMode: number;
  31065. /** @hidden */
  31066. _internalTexturesCache: InternalTexture[];
  31067. /** @hidden */
  31068. protected _activeChannel: number;
  31069. private _currentTextureChannel;
  31070. /** @hidden */
  31071. protected _boundTexturesCache: {
  31072. [key: string]: Nullable<InternalTexture>;
  31073. };
  31074. /** @hidden */
  31075. protected _currentEffect: Nullable<Effect>;
  31076. /** @hidden */
  31077. protected _currentProgram: Nullable<WebGLProgram>;
  31078. private _compiledEffects;
  31079. private _vertexAttribArraysEnabled;
  31080. /** @hidden */
  31081. protected _cachedViewport: Nullable<IViewportLike>;
  31082. private _cachedVertexArrayObject;
  31083. /** @hidden */
  31084. protected _cachedVertexBuffers: any;
  31085. /** @hidden */
  31086. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31087. /** @hidden */
  31088. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31089. /** @hidden */
  31090. _currentRenderTarget: Nullable<InternalTexture>;
  31091. private _uintIndicesCurrentlySet;
  31092. private _currentBoundBuffer;
  31093. /** @hidden */
  31094. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31095. private _currentBufferPointers;
  31096. private _currentInstanceLocations;
  31097. private _currentInstanceBuffers;
  31098. private _textureUnits;
  31099. /** @hidden */
  31100. _workingCanvas: Nullable<HTMLCanvasElement>;
  31101. /** @hidden */
  31102. _workingContext: Nullable<CanvasRenderingContext2D>;
  31103. private _rescalePostProcess;
  31104. private _dummyFramebuffer;
  31105. private _externalData;
  31106. /** @hidden */
  31107. _bindedRenderFunction: any;
  31108. private _vaoRecordInProgress;
  31109. private _mustWipeVertexAttributes;
  31110. private _emptyTexture;
  31111. private _emptyCubeTexture;
  31112. private _emptyTexture3D;
  31113. /** @hidden */
  31114. _frameHandler: number;
  31115. private _nextFreeTextureSlots;
  31116. private _maxSimultaneousTextures;
  31117. private _activeRequests;
  31118. private _texturesSupported;
  31119. /** @hidden */
  31120. _textureFormatInUse: Nullable<string>;
  31121. /**
  31122. * Gets the list of texture formats supported
  31123. */
  31124. readonly texturesSupported: Array<string>;
  31125. /**
  31126. * Gets the list of texture formats in use
  31127. */
  31128. readonly textureFormatInUse: Nullable<string>;
  31129. /**
  31130. * Gets the current viewport
  31131. */
  31132. readonly currentViewport: Nullable<IViewportLike>;
  31133. /**
  31134. * Gets the default empty texture
  31135. */
  31136. readonly emptyTexture: InternalTexture;
  31137. /**
  31138. * Gets the default empty 3D texture
  31139. */
  31140. readonly emptyTexture3D: InternalTexture;
  31141. /**
  31142. * Gets the default empty cube texture
  31143. */
  31144. readonly emptyCubeTexture: InternalTexture;
  31145. /**
  31146. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31147. */
  31148. readonly premultipliedAlpha: boolean;
  31149. /**
  31150. * Creates a new engine
  31151. * @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
  31152. * @param antialias defines enable antialiasing (default: false)
  31153. * @param options defines further options to be sent to the getContext() function
  31154. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31155. */
  31156. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31157. /**
  31158. * Initializes a webVR display and starts listening to display change events
  31159. * The onVRDisplayChangedObservable will be notified upon these changes
  31160. * @returns The onVRDisplayChangedObservable
  31161. */
  31162. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31163. /** @hidden */
  31164. _prepareVRComponent(): void;
  31165. /** @hidden */
  31166. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31167. /** @hidden */
  31168. _submitVRFrame(): void;
  31169. /**
  31170. * Call this function to leave webVR mode
  31171. * Will do nothing if webVR is not supported or if there is no webVR device
  31172. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31173. */
  31174. disableVR(): void;
  31175. /**
  31176. * Gets a boolean indicating that the system is in VR mode and is presenting
  31177. * @returns true if VR mode is engaged
  31178. */
  31179. isVRPresenting(): boolean;
  31180. /** @hidden */
  31181. _requestVRFrame(): void;
  31182. private _disableTouchAction;
  31183. private _rebuildInternalTextures;
  31184. private _rebuildEffects;
  31185. /**
  31186. * Gets a boolean indicating if all created effects are ready
  31187. * @returns true if all effects are ready
  31188. */
  31189. areAllEffectsReady(): boolean;
  31190. private _rebuildBuffers;
  31191. private _initGLContext;
  31192. /**
  31193. * Gets version of the current webGL context
  31194. */
  31195. readonly webGLVersion: number;
  31196. /**
  31197. * Gets a string idenfifying the name of the class
  31198. * @returns "Engine" string
  31199. */
  31200. getClassName(): string;
  31201. /**
  31202. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31203. */
  31204. readonly isStencilEnable: boolean;
  31205. /** @hidden */
  31206. _prepareWorkingCanvas(): void;
  31207. /**
  31208. * Reset the texture cache to empty state
  31209. */
  31210. resetTextureCache(): void;
  31211. /**
  31212. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31213. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31214. * @returns true if engine is in deterministic lock step mode
  31215. */
  31216. isDeterministicLockStep(): boolean;
  31217. /**
  31218. * Gets the max steps when engine is running in deterministic lock step
  31219. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31220. * @returns the max steps
  31221. */
  31222. getLockstepMaxSteps(): number;
  31223. /**
  31224. * Gets an object containing information about the current webGL context
  31225. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31226. */
  31227. getGlInfo(): {
  31228. vendor: string;
  31229. renderer: string;
  31230. version: string;
  31231. };
  31232. /**
  31233. * Gets current aspect ratio
  31234. * @param viewportOwner defines the camera to use to get the aspect ratio
  31235. * @param useScreen defines if screen size must be used (or the current render target if any)
  31236. * @returns a number defining the aspect ratio
  31237. */
  31238. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31239. /**
  31240. * Gets current screen aspect ratio
  31241. * @returns a number defining the aspect ratio
  31242. */
  31243. getScreenAspectRatio(): number;
  31244. /**
  31245. * Gets the current render width
  31246. * @param useScreen defines if screen size must be used (or the current render target if any)
  31247. * @returns a number defining the current render width
  31248. */
  31249. getRenderWidth(useScreen?: boolean): number;
  31250. /**
  31251. * Gets the current render height
  31252. * @param useScreen defines if screen size must be used (or the current render target if any)
  31253. * @returns a number defining the current render height
  31254. */
  31255. getRenderHeight(useScreen?: boolean): number;
  31256. /**
  31257. * Gets the HTML canvas attached with the current webGL context
  31258. * @returns a HTML canvas
  31259. */
  31260. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31261. /**
  31262. * Gets host window
  31263. * @returns the host window object
  31264. */
  31265. getHostWindow(): Window;
  31266. /**
  31267. * Gets host document
  31268. * @returns the host document object
  31269. */
  31270. getHostDocument(): Document;
  31271. /**
  31272. * Gets the client rect of the HTML canvas attached with the current webGL context
  31273. * @returns a client rectanglee
  31274. */
  31275. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31276. /**
  31277. * Defines the hardware scaling level.
  31278. * By default the hardware scaling level is computed from the window device ratio.
  31279. * 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.
  31280. * @param level defines the level to use
  31281. */
  31282. setHardwareScalingLevel(level: number): void;
  31283. /**
  31284. * Gets the current hardware scaling level.
  31285. * By default the hardware scaling level is computed from the window device ratio.
  31286. * 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.
  31287. * @returns a number indicating the current hardware scaling level
  31288. */
  31289. getHardwareScalingLevel(): number;
  31290. /**
  31291. * Gets the list of loaded textures
  31292. * @returns an array containing all loaded textures
  31293. */
  31294. getLoadedTexturesCache(): InternalTexture[];
  31295. /**
  31296. * Gets the object containing all engine capabilities
  31297. * @returns the EngineCapabilities object
  31298. */
  31299. getCaps(): EngineCapabilities;
  31300. /**
  31301. * Gets the current depth function
  31302. * @returns a number defining the depth function
  31303. */
  31304. getDepthFunction(): Nullable<number>;
  31305. /**
  31306. * Sets the current depth function
  31307. * @param depthFunc defines the function to use
  31308. */
  31309. setDepthFunction(depthFunc: number): void;
  31310. /**
  31311. * Sets the current depth function to GREATER
  31312. */
  31313. setDepthFunctionToGreater(): void;
  31314. /**
  31315. * Sets the current depth function to GEQUAL
  31316. */
  31317. setDepthFunctionToGreaterOrEqual(): void;
  31318. /**
  31319. * Sets the current depth function to LESS
  31320. */
  31321. setDepthFunctionToLess(): void;
  31322. private _cachedStencilBuffer;
  31323. private _cachedStencilFunction;
  31324. private _cachedStencilMask;
  31325. private _cachedStencilOperationPass;
  31326. private _cachedStencilOperationFail;
  31327. private _cachedStencilOperationDepthFail;
  31328. private _cachedStencilReference;
  31329. /**
  31330. * Caches the the state of the stencil buffer
  31331. */
  31332. cacheStencilState(): void;
  31333. /**
  31334. * Restores the state of the stencil buffer
  31335. */
  31336. restoreStencilState(): void;
  31337. /**
  31338. * Sets the current depth function to LEQUAL
  31339. */
  31340. setDepthFunctionToLessOrEqual(): void;
  31341. /**
  31342. * Gets a boolean indicating if stencil buffer is enabled
  31343. * @returns the current stencil buffer state
  31344. */
  31345. getStencilBuffer(): boolean;
  31346. /**
  31347. * Enable or disable the stencil buffer
  31348. * @param enable defines if the stencil buffer must be enabled or disabled
  31349. */
  31350. setStencilBuffer(enable: boolean): void;
  31351. /**
  31352. * Gets the current stencil mask
  31353. * @returns a number defining the new stencil mask to use
  31354. */
  31355. getStencilMask(): number;
  31356. /**
  31357. * Sets the current stencil mask
  31358. * @param mask defines the new stencil mask to use
  31359. */
  31360. setStencilMask(mask: number): void;
  31361. /**
  31362. * Gets the current stencil function
  31363. * @returns a number defining the stencil function to use
  31364. */
  31365. getStencilFunction(): number;
  31366. /**
  31367. * Gets the current stencil reference value
  31368. * @returns a number defining the stencil reference value to use
  31369. */
  31370. getStencilFunctionReference(): number;
  31371. /**
  31372. * Gets the current stencil mask
  31373. * @returns a number defining the stencil mask to use
  31374. */
  31375. getStencilFunctionMask(): number;
  31376. /**
  31377. * Sets the current stencil function
  31378. * @param stencilFunc defines the new stencil function to use
  31379. */
  31380. setStencilFunction(stencilFunc: number): void;
  31381. /**
  31382. * Sets the current stencil reference
  31383. * @param reference defines the new stencil reference to use
  31384. */
  31385. setStencilFunctionReference(reference: number): void;
  31386. /**
  31387. * Sets the current stencil mask
  31388. * @param mask defines the new stencil mask to use
  31389. */
  31390. setStencilFunctionMask(mask: number): void;
  31391. /**
  31392. * Gets the current stencil operation when stencil fails
  31393. * @returns a number defining stencil operation to use when stencil fails
  31394. */
  31395. getStencilOperationFail(): number;
  31396. /**
  31397. * Gets the current stencil operation when depth fails
  31398. * @returns a number defining stencil operation to use when depth fails
  31399. */
  31400. getStencilOperationDepthFail(): number;
  31401. /**
  31402. * Gets the current stencil operation when stencil passes
  31403. * @returns a number defining stencil operation to use when stencil passes
  31404. */
  31405. getStencilOperationPass(): number;
  31406. /**
  31407. * Sets the stencil operation to use when stencil fails
  31408. * @param operation defines the stencil operation to use when stencil fails
  31409. */
  31410. setStencilOperationFail(operation: number): void;
  31411. /**
  31412. * Sets the stencil operation to use when depth fails
  31413. * @param operation defines the stencil operation to use when depth fails
  31414. */
  31415. setStencilOperationDepthFail(operation: number): void;
  31416. /**
  31417. * Sets the stencil operation to use when stencil passes
  31418. * @param operation defines the stencil operation to use when stencil passes
  31419. */
  31420. setStencilOperationPass(operation: number): void;
  31421. /**
  31422. * Sets a boolean indicating if the dithering state is enabled or disabled
  31423. * @param value defines the dithering state
  31424. */
  31425. setDitheringState(value: boolean): void;
  31426. /**
  31427. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31428. * @param value defines the rasterizer state
  31429. */
  31430. setRasterizerState(value: boolean): void;
  31431. /**
  31432. * stop executing a render loop function and remove it from the execution array
  31433. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31434. */
  31435. stopRenderLoop(renderFunction?: () => void): void;
  31436. /** @hidden */
  31437. _renderLoop(): void;
  31438. /**
  31439. * Register and execute a render loop. The engine can have more than one render function
  31440. * @param renderFunction defines the function to continuously execute
  31441. */
  31442. runRenderLoop(renderFunction: () => void): void;
  31443. /**
  31444. * Toggle full screen mode
  31445. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31446. */
  31447. switchFullscreen(requestPointerLock: boolean): void;
  31448. /**
  31449. * Enters full screen mode
  31450. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31451. */
  31452. enterFullscreen(requestPointerLock: boolean): void;
  31453. /**
  31454. * Exits full screen mode
  31455. */
  31456. exitFullscreen(): void;
  31457. /**
  31458. * Enters Pointerlock mode
  31459. */
  31460. enterPointerlock(): void;
  31461. /**
  31462. * Exits Pointerlock mode
  31463. */
  31464. exitPointerlock(): void;
  31465. /**
  31466. * Clear the current render buffer or the current render target (if any is set up)
  31467. * @param color defines the color to use
  31468. * @param backBuffer defines if the back buffer must be cleared
  31469. * @param depth defines if the depth buffer must be cleared
  31470. * @param stencil defines if the stencil buffer must be cleared
  31471. */
  31472. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31473. /**
  31474. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31475. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31476. * @param y defines the y-coordinate of the corner of the clear rectangle
  31477. * @param width defines the width of the clear rectangle
  31478. * @param height defines the height of the clear rectangle
  31479. * @param clearColor defines the clear color
  31480. */
  31481. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31482. /**
  31483. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31484. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31485. * @param y defines the y-coordinate of the corner of the clear rectangle
  31486. * @param width defines the width of the clear rectangle
  31487. * @param height defines the height of the clear rectangle
  31488. */
  31489. enableScissor(x: number, y: number, width: number, height: number): void;
  31490. /**
  31491. * Disable previously set scissor test rectangle
  31492. */
  31493. disableScissor(): void;
  31494. private _viewportCached;
  31495. /** @hidden */
  31496. _viewport(x: number, y: number, width: number, height: number): void;
  31497. /**
  31498. * Set the WebGL's viewport
  31499. * @param viewport defines the viewport element to be used
  31500. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31501. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31502. */
  31503. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31504. /**
  31505. * Directly set the WebGL Viewport
  31506. * @param x defines the x coordinate of the viewport (in screen space)
  31507. * @param y defines the y coordinate of the viewport (in screen space)
  31508. * @param width defines the width of the viewport (in screen space)
  31509. * @param height defines the height of the viewport (in screen space)
  31510. * @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
  31511. */
  31512. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31513. /**
  31514. * Begin a new frame
  31515. */
  31516. beginFrame(): void;
  31517. /**
  31518. * Enf the current frame
  31519. */
  31520. endFrame(): void;
  31521. /**
  31522. * Resize the view according to the canvas' size
  31523. */
  31524. resize(): void;
  31525. /**
  31526. * Force a specific size of the canvas
  31527. * @param width defines the new canvas' width
  31528. * @param height defines the new canvas' height
  31529. */
  31530. setSize(width: number, height: number): void;
  31531. /**
  31532. * Binds the frame buffer to the specified texture.
  31533. * @param texture The texture to render to or null for the default canvas
  31534. * @param faceIndex The face of the texture to render to in case of cube texture
  31535. * @param requiredWidth The width of the target to render to
  31536. * @param requiredHeight The height of the target to render to
  31537. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31538. * @param depthStencilTexture The depth stencil texture to use to render
  31539. * @param lodLevel defines le lod level to bind to the frame buffer
  31540. */
  31541. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31542. /** @hidden */
  31543. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31544. /**
  31545. * Unbind the current render target texture from the webGL context
  31546. * @param texture defines the render target texture to unbind
  31547. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31548. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31549. */
  31550. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31551. /**
  31552. * Force the mipmap generation for the given render target texture
  31553. * @param texture defines the render target texture to use
  31554. */
  31555. generateMipMapsForCubemap(texture: InternalTexture): void;
  31556. /**
  31557. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31558. */
  31559. flushFramebuffer(): void;
  31560. /**
  31561. * Unbind the current render target and bind the default framebuffer
  31562. */
  31563. restoreDefaultFramebuffer(): void;
  31564. /**
  31565. * Create an uniform buffer
  31566. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31567. * @param elements defines the content of the uniform buffer
  31568. * @returns the webGL uniform buffer
  31569. */
  31570. createUniformBuffer(elements: FloatArray): DataBuffer;
  31571. /**
  31572. * Create a dynamic uniform buffer
  31573. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31574. * @param elements defines the content of the uniform buffer
  31575. * @returns the webGL uniform buffer
  31576. */
  31577. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31578. /**
  31579. * Update an existing uniform buffer
  31580. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31581. * @param uniformBuffer defines the target uniform buffer
  31582. * @param elements defines the content to update
  31583. * @param offset defines the offset in the uniform buffer where update should start
  31584. * @param count defines the size of the data to update
  31585. */
  31586. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31587. private _resetVertexBufferBinding;
  31588. /**
  31589. * Creates a vertex buffer
  31590. * @param data the data for the vertex buffer
  31591. * @returns the new WebGL static buffer
  31592. */
  31593. createVertexBuffer(data: DataArray): DataBuffer;
  31594. /**
  31595. * Creates a dynamic vertex buffer
  31596. * @param data the data for the dynamic vertex buffer
  31597. * @returns the new WebGL dynamic buffer
  31598. */
  31599. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31600. /**
  31601. * Update a dynamic index buffer
  31602. * @param indexBuffer defines the target index buffer
  31603. * @param indices defines the data to update
  31604. * @param offset defines the offset in the target index buffer where update should start
  31605. */
  31606. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31607. /**
  31608. * Updates a dynamic vertex buffer.
  31609. * @param vertexBuffer the vertex buffer to update
  31610. * @param data the data used to update the vertex buffer
  31611. * @param byteOffset the byte offset of the data
  31612. * @param byteLength the byte length of the data
  31613. */
  31614. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31615. private _resetIndexBufferBinding;
  31616. /**
  31617. * Creates a new index buffer
  31618. * @param indices defines the content of the index buffer
  31619. * @param updatable defines if the index buffer must be updatable
  31620. * @returns a new webGL buffer
  31621. */
  31622. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31623. /**
  31624. * Bind a webGL buffer to the webGL context
  31625. * @param buffer defines the buffer to bind
  31626. */
  31627. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31628. /**
  31629. * Bind an uniform buffer to the current webGL context
  31630. * @param buffer defines the buffer to bind
  31631. */
  31632. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31633. /**
  31634. * Bind a buffer to the current webGL context at a given location
  31635. * @param buffer defines the buffer to bind
  31636. * @param location defines the index where to bind the buffer
  31637. */
  31638. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31639. /**
  31640. * Bind a specific block at a given index in a specific shader program
  31641. * @param pipelineContext defines the pipeline context to use
  31642. * @param blockName defines the block name
  31643. * @param index defines the index where to bind the block
  31644. */
  31645. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31646. private bindIndexBuffer;
  31647. private bindBuffer;
  31648. /**
  31649. * update the bound buffer with the given data
  31650. * @param data defines the data to update
  31651. */
  31652. updateArrayBuffer(data: Float32Array): void;
  31653. private _vertexAttribPointer;
  31654. private _bindIndexBufferWithCache;
  31655. private _bindVertexBuffersAttributes;
  31656. /**
  31657. * Records a vertex array object
  31658. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31659. * @param vertexBuffers defines the list of vertex buffers to store
  31660. * @param indexBuffer defines the index buffer to store
  31661. * @param effect defines the effect to store
  31662. * @returns the new vertex array object
  31663. */
  31664. recordVertexArrayObject(vertexBuffers: {
  31665. [key: string]: VertexBuffer;
  31666. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31667. /**
  31668. * Bind a specific vertex array object
  31669. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31670. * @param vertexArrayObject defines the vertex array object to bind
  31671. * @param indexBuffer defines the index buffer to bind
  31672. */
  31673. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31674. /**
  31675. * Bind webGl buffers directly to the webGL context
  31676. * @param vertexBuffer defines the vertex buffer to bind
  31677. * @param indexBuffer defines the index buffer to bind
  31678. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31679. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31680. * @param effect defines the effect associated with the vertex buffer
  31681. */
  31682. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31683. private _unbindVertexArrayObject;
  31684. /**
  31685. * Bind a list of vertex buffers to the webGL context
  31686. * @param vertexBuffers defines the list of vertex buffers to bind
  31687. * @param indexBuffer defines the index buffer to bind
  31688. * @param effect defines the effect associated with the vertex buffers
  31689. */
  31690. bindBuffers(vertexBuffers: {
  31691. [key: string]: Nullable<VertexBuffer>;
  31692. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31693. /**
  31694. * Unbind all instance attributes
  31695. */
  31696. unbindInstanceAttributes(): void;
  31697. /**
  31698. * Release and free the memory of a vertex array object
  31699. * @param vao defines the vertex array object to delete
  31700. */
  31701. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31702. /** @hidden */
  31703. _releaseBuffer(buffer: DataBuffer): boolean;
  31704. /**
  31705. * Creates a webGL buffer to use with instanciation
  31706. * @param capacity defines the size of the buffer
  31707. * @returns the webGL buffer
  31708. */
  31709. createInstancesBuffer(capacity: number): DataBuffer;
  31710. /**
  31711. * Delete a webGL buffer used with instanciation
  31712. * @param buffer defines the webGL buffer to delete
  31713. */
  31714. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31715. /**
  31716. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31717. * @param instancesBuffer defines the webGL buffer to update and bind
  31718. * @param data defines the data to store in the buffer
  31719. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31720. */
  31721. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31722. /**
  31723. * Apply all cached states (depth, culling, stencil and alpha)
  31724. */
  31725. applyStates(): void;
  31726. /**
  31727. * Send a draw order
  31728. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31729. * @param indexStart defines the starting index
  31730. * @param indexCount defines the number of index to draw
  31731. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31732. */
  31733. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31734. /**
  31735. * Draw a list of points
  31736. * @param verticesStart defines the index of first vertex to draw
  31737. * @param verticesCount defines the count of vertices to draw
  31738. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31739. */
  31740. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31741. /**
  31742. * Draw a list of unindexed primitives
  31743. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31744. * @param verticesStart defines the index of first vertex to draw
  31745. * @param verticesCount defines the count of vertices to draw
  31746. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31747. */
  31748. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31749. /**
  31750. * Draw a list of indexed primitives
  31751. * @param fillMode defines the primitive to use
  31752. * @param indexStart defines the starting index
  31753. * @param indexCount defines the number of index to draw
  31754. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31755. */
  31756. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31757. /**
  31758. * Draw a list of unindexed primitives
  31759. * @param fillMode defines the primitive to use
  31760. * @param verticesStart defines the index of first vertex to draw
  31761. * @param verticesCount defines the count of vertices to draw
  31762. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31763. */
  31764. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31765. private _drawMode;
  31766. /** @hidden */
  31767. _releaseEffect(effect: Effect): void;
  31768. /** @hidden */
  31769. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31770. /**
  31771. * Create a new effect (used to store vertex/fragment shaders)
  31772. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31773. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31774. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31775. * @param samplers defines an array of string used to represent textures
  31776. * @param defines defines the string containing the defines to use to compile the shaders
  31777. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31778. * @param onCompiled defines a function to call when the effect creation is successful
  31779. * @param onError defines a function to call when the effect creation has failed
  31780. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31781. * @returns the new Effect
  31782. */
  31783. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31784. private _compileShader;
  31785. private _compileRawShader;
  31786. /**
  31787. * Directly creates a webGL program
  31788. * @param pipelineContext defines the pipeline context to attach to
  31789. * @param vertexCode defines the vertex shader code to use
  31790. * @param fragmentCode defines the fragment shader code to use
  31791. * @param context defines the webGL context to use (if not set, the current one will be used)
  31792. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31793. * @returns the new webGL program
  31794. */
  31795. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31796. /**
  31797. * Creates a webGL program
  31798. * @param pipelineContext defines the pipeline context to attach to
  31799. * @param vertexCode defines the vertex shader code to use
  31800. * @param fragmentCode defines the fragment shader code to use
  31801. * @param defines defines the string containing the defines to use to compile the shaders
  31802. * @param context defines the webGL context to use (if not set, the current one will be used)
  31803. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31804. * @returns the new webGL program
  31805. */
  31806. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31807. /**
  31808. * Creates a new pipeline context
  31809. * @returns the new pipeline
  31810. */
  31811. createPipelineContext(): WebGLPipelineContext;
  31812. private _createShaderProgram;
  31813. private _finalizePipelineContext;
  31814. /** @hidden */
  31815. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31816. /** @hidden */
  31817. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31818. /** @hidden */
  31819. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31820. /**
  31821. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31822. * @param pipelineContext defines the pipeline context to use
  31823. * @param uniformsNames defines the list of uniform names
  31824. * @returns an array of webGL uniform locations
  31825. */
  31826. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31827. /**
  31828. * Gets the lsit of active attributes for a given webGL program
  31829. * @param pipelineContext defines the pipeline context to use
  31830. * @param attributesNames defines the list of attribute names to get
  31831. * @returns an array of indices indicating the offset of each attribute
  31832. */
  31833. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31834. /**
  31835. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31836. * @param effect defines the effect to activate
  31837. */
  31838. enableEffect(effect: Nullable<Effect>): void;
  31839. /**
  31840. * Set the value of an uniform to an array of int32
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param array defines the array of int32 to store
  31843. */
  31844. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31845. /**
  31846. * Set the value of an uniform to an array of int32 (stored as vec2)
  31847. * @param uniform defines the webGL uniform location where to store the value
  31848. * @param array defines the array of int32 to store
  31849. */
  31850. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31851. /**
  31852. * Set the value of an uniform to an array of int32 (stored as vec3)
  31853. * @param uniform defines the webGL uniform location where to store the value
  31854. * @param array defines the array of int32 to store
  31855. */
  31856. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31857. /**
  31858. * Set the value of an uniform to an array of int32 (stored as vec4)
  31859. * @param uniform defines the webGL uniform location where to store the value
  31860. * @param array defines the array of int32 to store
  31861. */
  31862. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31863. /**
  31864. * Set the value of an uniform to an array of float32
  31865. * @param uniform defines the webGL uniform location where to store the value
  31866. * @param array defines the array of float32 to store
  31867. */
  31868. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31869. /**
  31870. * Set the value of an uniform to an array of float32 (stored as vec2)
  31871. * @param uniform defines the webGL uniform location where to store the value
  31872. * @param array defines the array of float32 to store
  31873. */
  31874. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31875. /**
  31876. * Set the value of an uniform to an array of float32 (stored as vec3)
  31877. * @param uniform defines the webGL uniform location where to store the value
  31878. * @param array defines the array of float32 to store
  31879. */
  31880. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31881. /**
  31882. * Set the value of an uniform to an array of float32 (stored as vec4)
  31883. * @param uniform defines the webGL uniform location where to store the value
  31884. * @param array defines the array of float32 to store
  31885. */
  31886. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31887. /**
  31888. * Set the value of an uniform to an array of number
  31889. * @param uniform defines the webGL uniform location where to store the value
  31890. * @param array defines the array of number to store
  31891. */
  31892. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31893. /**
  31894. * Set the value of an uniform to an array of number (stored as vec2)
  31895. * @param uniform defines the webGL uniform location where to store the value
  31896. * @param array defines the array of number to store
  31897. */
  31898. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31899. /**
  31900. * Set the value of an uniform to an array of number (stored as vec3)
  31901. * @param uniform defines the webGL uniform location where to store the value
  31902. * @param array defines the array of number to store
  31903. */
  31904. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31905. /**
  31906. * Set the value of an uniform to an array of number (stored as vec4)
  31907. * @param uniform defines the webGL uniform location where to store the value
  31908. * @param array defines the array of number to store
  31909. */
  31910. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31911. /**
  31912. * Set the value of an uniform to an array of float32 (stored as matrices)
  31913. * @param uniform defines the webGL uniform location where to store the value
  31914. * @param matrices defines the array of float32 to store
  31915. */
  31916. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31917. /**
  31918. * Set the value of an uniform to a matrix (3x3)
  31919. * @param uniform defines the webGL uniform location where to store the value
  31920. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31921. */
  31922. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31923. /**
  31924. * Set the value of an uniform to a matrix (2x2)
  31925. * @param uniform defines the webGL uniform location where to store the value
  31926. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31927. */
  31928. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31929. /**
  31930. * Set the value of an uniform to a number (int)
  31931. * @param uniform defines the webGL uniform location where to store the value
  31932. * @param value defines the int number to store
  31933. */
  31934. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31935. /**
  31936. * Set the value of an uniform to a number (float)
  31937. * @param uniform defines the webGL uniform location where to store the value
  31938. * @param value defines the float number to store
  31939. */
  31940. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31941. /**
  31942. * Set the value of an uniform to a vec2
  31943. * @param uniform defines the webGL uniform location where to store the value
  31944. * @param x defines the 1st component of the value
  31945. * @param y defines the 2nd component of the value
  31946. */
  31947. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31948. /**
  31949. * Set the value of an uniform to a vec3
  31950. * @param uniform defines the webGL uniform location where to store the value
  31951. * @param x defines the 1st component of the value
  31952. * @param y defines the 2nd component of the value
  31953. * @param z defines the 3rd component of the value
  31954. */
  31955. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31956. /**
  31957. * Set the value of an uniform to a boolean
  31958. * @param uniform defines the webGL uniform location where to store the value
  31959. * @param bool defines the boolean to store
  31960. */
  31961. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31962. /**
  31963. * Set the value of an uniform to a vec4
  31964. * @param uniform defines the webGL uniform location where to store the value
  31965. * @param x defines the 1st component of the value
  31966. * @param y defines the 2nd component of the value
  31967. * @param z defines the 3rd component of the value
  31968. * @param w defines the 4th component of the value
  31969. */
  31970. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31971. /**
  31972. * Sets a Color4 on a uniform variable
  31973. * @param uniform defines the uniform location
  31974. * @param color4 defines the value to be set
  31975. */
  31976. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31977. /**
  31978. * Set various states to the webGL context
  31979. * @param culling defines backface culling state
  31980. * @param zOffset defines the value to apply to zOffset (0 by default)
  31981. * @param force defines if states must be applied even if cache is up to date
  31982. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31983. */
  31984. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31985. /**
  31986. * Set the z offset to apply to current rendering
  31987. * @param value defines the offset to apply
  31988. */
  31989. setZOffset(value: number): void;
  31990. /**
  31991. * Gets the current value of the zOffset
  31992. * @returns the current zOffset state
  31993. */
  31994. getZOffset(): number;
  31995. /**
  31996. * Enable or disable depth buffering
  31997. * @param enable defines the state to set
  31998. */
  31999. setDepthBuffer(enable: boolean): void;
  32000. /**
  32001. * Gets a boolean indicating if depth writing is enabled
  32002. * @returns the current depth writing state
  32003. */
  32004. getDepthWrite(): boolean;
  32005. /**
  32006. * Enable or disable depth writing
  32007. * @param enable defines the state to set
  32008. */
  32009. setDepthWrite(enable: boolean): void;
  32010. /**
  32011. * Enable or disable color writing
  32012. * @param enable defines the state to set
  32013. */
  32014. setColorWrite(enable: boolean): void;
  32015. /**
  32016. * Gets a boolean indicating if color writing is enabled
  32017. * @returns the current color writing state
  32018. */
  32019. getColorWrite(): boolean;
  32020. /**
  32021. * Sets alpha constants used by some alpha blending modes
  32022. * @param r defines the red component
  32023. * @param g defines the green component
  32024. * @param b defines the blue component
  32025. * @param a defines the alpha component
  32026. */
  32027. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32028. /**
  32029. * Sets the current alpha mode
  32030. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32031. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32032. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32033. */
  32034. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32035. /**
  32036. * Gets the current alpha mode
  32037. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32038. * @returns the current alpha mode
  32039. */
  32040. getAlphaMode(): number;
  32041. /**
  32042. * Clears the list of texture accessible through engine.
  32043. * This can help preventing texture load conflict due to name collision.
  32044. */
  32045. clearInternalTexturesCache(): void;
  32046. /**
  32047. * Force the entire cache to be cleared
  32048. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32049. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32050. */
  32051. wipeCaches(bruteForce?: boolean): void;
  32052. /**
  32053. * Set the compressed texture format to use, based on the formats you have, and the formats
  32054. * supported by the hardware / browser.
  32055. *
  32056. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32057. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32058. * to API arguments needed to compressed textures. This puts the burden on the container
  32059. * generator to house the arcane code for determining these for current & future formats.
  32060. *
  32061. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32062. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32063. *
  32064. * Note: The result of this call is not taken into account when a texture is base64.
  32065. *
  32066. * @param formatsAvailable defines the list of those format families you have created
  32067. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32068. *
  32069. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32070. * @returns The extension selected.
  32071. */
  32072. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32073. /** @hidden */
  32074. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32075. min: number;
  32076. mag: number;
  32077. };
  32078. /** @hidden */
  32079. _createTexture(): WebGLTexture;
  32080. /**
  32081. * Usually called from Texture.ts.
  32082. * Passed information to create a WebGLTexture
  32083. * @param urlArg defines a value which contains one of the following:
  32084. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32085. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32086. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32087. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32088. * @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)
  32089. * @param scene needed for loading to the correct scene
  32090. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32091. * @param onLoad optional callback to be called upon successful completion
  32092. * @param onError optional callback to be called upon failure
  32093. * @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
  32094. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32095. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32096. * @param forcedExtension defines the extension to use to pick the right loader
  32097. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32098. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32099. */
  32100. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32101. /**
  32102. * @hidden
  32103. * Rescales a texture
  32104. * @param source input texutre
  32105. * @param destination destination texture
  32106. * @param scene scene to use to render the resize
  32107. * @param internalFormat format to use when resizing
  32108. * @param onComplete callback to be called when resize has completed
  32109. */
  32110. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32111. private _unpackFlipYCached;
  32112. /**
  32113. * In case you are sharing the context with other applications, it might
  32114. * be interested to not cache the unpack flip y state to ensure a consistent
  32115. * value would be set.
  32116. */
  32117. enableUnpackFlipYCached: boolean;
  32118. /** @hidden */
  32119. _unpackFlipY(value: boolean): void;
  32120. /** @hidden */
  32121. _getUnpackAlignement(): number;
  32122. /**
  32123. * Creates a dynamic texture
  32124. * @param width defines the width of the texture
  32125. * @param height defines the height of the texture
  32126. * @param generateMipMaps defines if the engine should generate the mip levels
  32127. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32128. * @returns the dynamic texture inside an InternalTexture
  32129. */
  32130. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32131. /**
  32132. * Update the sampling mode of a given texture
  32133. * @param samplingMode defines the required sampling mode
  32134. * @param texture defines the texture to update
  32135. */
  32136. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32137. /**
  32138. * Update the content of a dynamic texture
  32139. * @param texture defines the texture to update
  32140. * @param canvas defines the canvas containing the source
  32141. * @param invertY defines if data must be stored with Y axis inverted
  32142. * @param premulAlpha defines if alpha is stored as premultiplied
  32143. * @param format defines the format of the data
  32144. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32145. */
  32146. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32147. /**
  32148. * Update a video texture
  32149. * @param texture defines the texture to update
  32150. * @param video defines the video element to use
  32151. * @param invertY defines if data must be stored with Y axis inverted
  32152. */
  32153. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32154. /**
  32155. * Updates a depth texture Comparison Mode and Function.
  32156. * If the comparison Function is equal to 0, the mode will be set to none.
  32157. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32158. * @param texture The texture to set the comparison function for
  32159. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32160. */
  32161. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32162. /** @hidden */
  32163. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32164. width: number;
  32165. height: number;
  32166. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32167. /**
  32168. * Creates a depth stencil texture.
  32169. * This is only available in WebGL 2 or with the depth texture extension available.
  32170. * @param size The size of face edge in the texture.
  32171. * @param options The options defining the texture.
  32172. * @returns The texture
  32173. */
  32174. createDepthStencilTexture(size: number | {
  32175. width: number;
  32176. height: number;
  32177. }, options: DepthTextureCreationOptions): InternalTexture;
  32178. /**
  32179. * Creates a depth stencil texture.
  32180. * This is only available in WebGL 2 or with the depth texture extension available.
  32181. * @param size The size of face edge in the texture.
  32182. * @param options The options defining the texture.
  32183. * @returns The texture
  32184. */
  32185. private _createDepthStencilTexture;
  32186. /**
  32187. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32188. * @param renderTarget The render target to set the frame buffer for
  32189. */
  32190. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32191. /**
  32192. * Creates a new render target texture
  32193. * @param size defines the size of the texture
  32194. * @param options defines the options used to create the texture
  32195. * @returns a new render target texture stored in an InternalTexture
  32196. */
  32197. createRenderTargetTexture(size: number | {
  32198. width: number;
  32199. height: number;
  32200. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32201. /** @hidden */
  32202. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32203. /**
  32204. * Updates the sample count of a render target texture
  32205. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32206. * @param texture defines the texture to update
  32207. * @param samples defines the sample count to set
  32208. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32209. */
  32210. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32211. /** @hidden */
  32212. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32213. /** @hidden */
  32214. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32215. /** @hidden */
  32216. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32217. /** @hidden */
  32218. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32219. /**
  32220. * @hidden
  32221. */
  32222. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32223. private _prepareWebGLTextureContinuation;
  32224. private _prepareWebGLTexture;
  32225. /** @hidden */
  32226. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32227. /** @hidden */
  32228. _releaseFramebufferObjects(texture: InternalTexture): void;
  32229. /** @hidden */
  32230. _releaseTexture(texture: InternalTexture): void;
  32231. private setProgram;
  32232. private _boundUniforms;
  32233. /**
  32234. * Binds an effect to the webGL context
  32235. * @param effect defines the effect to bind
  32236. */
  32237. bindSamplers(effect: Effect): void;
  32238. private _activateCurrentTexture;
  32239. /** @hidden */
  32240. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32241. /** @hidden */
  32242. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32243. /**
  32244. * Sets a texture to the webGL context from a postprocess
  32245. * @param channel defines the channel to use
  32246. * @param postProcess defines the source postprocess
  32247. */
  32248. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32249. /**
  32250. * Binds the output of the passed in post process to the texture channel specified
  32251. * @param channel The channel the texture should be bound to
  32252. * @param postProcess The post process which's output should be bound
  32253. */
  32254. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32255. /**
  32256. * Unbind all textures from the webGL context
  32257. */
  32258. unbindAllTextures(): void;
  32259. /**
  32260. * Sets a texture to the according uniform.
  32261. * @param channel The texture channel
  32262. * @param uniform The uniform to set
  32263. * @param texture The texture to apply
  32264. */
  32265. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32266. /**
  32267. * Sets a depth stencil texture from a render target to the according uniform.
  32268. * @param channel The texture channel
  32269. * @param uniform The uniform to set
  32270. * @param texture The render target texture containing the depth stencil texture to apply
  32271. */
  32272. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32273. private _bindSamplerUniformToChannel;
  32274. private _getTextureWrapMode;
  32275. private _setTexture;
  32276. /**
  32277. * Sets an array of texture to the webGL context
  32278. * @param channel defines the channel where the texture array must be set
  32279. * @param uniform defines the associated uniform location
  32280. * @param textures defines the array of textures to bind
  32281. */
  32282. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32283. /** @hidden */
  32284. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32285. private _setTextureParameterFloat;
  32286. private _setTextureParameterInteger;
  32287. /**
  32288. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32289. * @param x defines the x coordinate of the rectangle where pixels must be read
  32290. * @param y defines the y coordinate of the rectangle where pixels must be read
  32291. * @param width defines the width of the rectangle where pixels must be read
  32292. * @param height defines the height of the rectangle where pixels must be read
  32293. * @returns a Uint8Array containing RGBA colors
  32294. */
  32295. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32296. /**
  32297. * Add an externaly attached data from its key.
  32298. * This method call will fail and return false, if such key already exists.
  32299. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32300. * @param key the unique key that identifies the data
  32301. * @param data the data object to associate to the key for this Engine instance
  32302. * @return true if no such key were already present and the data was added successfully, false otherwise
  32303. */
  32304. addExternalData<T>(key: string, data: T): boolean;
  32305. /**
  32306. * Get an externaly attached data from its key
  32307. * @param key the unique key that identifies the data
  32308. * @return the associated data, if present (can be null), or undefined if not present
  32309. */
  32310. getExternalData<T>(key: string): T;
  32311. /**
  32312. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32313. * @param key the unique key that identifies the data
  32314. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32315. * @return the associated data, can be null if the factory returned null.
  32316. */
  32317. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32318. /**
  32319. * Remove an externaly attached data from the Engine instance
  32320. * @param key the unique key that identifies the data
  32321. * @return true if the data was successfully removed, false if it doesn't exist
  32322. */
  32323. removeExternalData(key: string): boolean;
  32324. /**
  32325. * Unbind all vertex attributes from the webGL context
  32326. */
  32327. unbindAllAttributes(): void;
  32328. /**
  32329. * 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
  32330. */
  32331. releaseEffects(): void;
  32332. /**
  32333. * Dispose and release all associated resources
  32334. */
  32335. dispose(): void;
  32336. /**
  32337. * Display the loading screen
  32338. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32339. */
  32340. displayLoadingUI(): void;
  32341. /**
  32342. * Hide the loading screen
  32343. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32344. */
  32345. hideLoadingUI(): void;
  32346. /**
  32347. * Gets the current loading screen object
  32348. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32349. */
  32350. /**
  32351. * Sets the current loading screen object
  32352. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32353. */
  32354. loadingScreen: ILoadingScreen;
  32355. /**
  32356. * Sets the current loading screen text
  32357. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32358. */
  32359. loadingUIText: string;
  32360. /**
  32361. * Sets the current loading screen background color
  32362. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32363. */
  32364. loadingUIBackgroundColor: string;
  32365. /**
  32366. * Attach a new callback raised when context lost event is fired
  32367. * @param callback defines the callback to call
  32368. */
  32369. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32370. /**
  32371. * Attach a new callback raised when context restored event is fired
  32372. * @param callback defines the callback to call
  32373. */
  32374. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32375. /**
  32376. * Gets the source code of the vertex shader associated with a specific webGL program
  32377. * @param program defines the program to use
  32378. * @returns a string containing the source code of the vertex shader associated with the program
  32379. */
  32380. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32381. /**
  32382. * Gets the source code of the fragment shader associated with a specific webGL program
  32383. * @param program defines the program to use
  32384. * @returns a string containing the source code of the fragment shader associated with the program
  32385. */
  32386. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32387. /**
  32388. * Get the current error code of the webGL context
  32389. * @returns the error code
  32390. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32391. */
  32392. getError(): number;
  32393. /**
  32394. * Gets the current framerate
  32395. * @returns a number representing the framerate
  32396. */
  32397. getFps(): number;
  32398. /**
  32399. * Gets the time spent between current and previous frame
  32400. * @returns a number representing the delta time in ms
  32401. */
  32402. getDeltaTime(): number;
  32403. private _measureFps;
  32404. /** @hidden */
  32405. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32406. private _canRenderToFloatFramebuffer;
  32407. private _canRenderToHalfFloatFramebuffer;
  32408. private _canRenderToFramebuffer;
  32409. /** @hidden */
  32410. _getWebGLTextureType(type: number): number;
  32411. /** @hidden */
  32412. _getInternalFormat(format: number): number;
  32413. /** @hidden */
  32414. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32415. /** @hidden */
  32416. _getRGBAMultiSampleBufferFormat(type: number): number;
  32417. /** @hidden */
  32418. _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;
  32419. /** @hidden */
  32420. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32421. /**
  32422. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32423. * @returns true if the engine can be created
  32424. * @ignorenaming
  32425. */
  32426. static isSupported(): boolean;
  32427. /**
  32428. * Find the next highest power of two.
  32429. * @param x Number to start search from.
  32430. * @return Next highest power of two.
  32431. */
  32432. static CeilingPOT(x: number): number;
  32433. /**
  32434. * Find the next lowest power of two.
  32435. * @param x Number to start search from.
  32436. * @return Next lowest power of two.
  32437. */
  32438. static FloorPOT(x: number): number;
  32439. /**
  32440. * Find the nearest power of two.
  32441. * @param x Number to start search from.
  32442. * @return Next nearest power of two.
  32443. */
  32444. static NearestPOT(x: number): number;
  32445. /**
  32446. * Get the closest exponent of two
  32447. * @param value defines the value to approximate
  32448. * @param max defines the maximum value to return
  32449. * @param mode defines how to define the closest value
  32450. * @returns closest exponent of two of the given value
  32451. */
  32452. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32453. /**
  32454. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32455. * @param func - the function to be called
  32456. * @param requester - the object that will request the next frame. Falls back to window.
  32457. * @returns frame number
  32458. */
  32459. static QueueNewFrame(func: () => void, requester?: any): number;
  32460. /**
  32461. * Ask the browser to promote the current element to pointerlock mode
  32462. * @param element defines the DOM element to promote
  32463. */
  32464. static _RequestPointerlock(element: HTMLElement): void;
  32465. /**
  32466. * Asks the browser to exit pointerlock mode
  32467. */
  32468. static _ExitPointerlock(): void;
  32469. /**
  32470. * Ask the browser to promote the current element to fullscreen rendering mode
  32471. * @param element defines the DOM element to promote
  32472. */
  32473. static _RequestFullscreen(element: HTMLElement): void;
  32474. /**
  32475. * Asks the browser to exit fullscreen mode
  32476. */
  32477. static _ExitFullscreen(): void;
  32478. }
  32479. }
  32480. declare module "babylonjs/Engines/engineStore" {
  32481. import { Nullable } from "babylonjs/types";
  32482. import { Engine } from "babylonjs/Engines/engine";
  32483. import { Scene } from "babylonjs/scene";
  32484. /**
  32485. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32486. * during the life time of the application.
  32487. */
  32488. export class EngineStore {
  32489. /** Gets the list of created engines */
  32490. static Instances: import("babylonjs/Engines/engine").Engine[];
  32491. /** @hidden */
  32492. static _LastCreatedScene: Nullable<Scene>;
  32493. /**
  32494. * Gets the latest created engine
  32495. */
  32496. static readonly LastCreatedEngine: Nullable<Engine>;
  32497. /**
  32498. * Gets the latest created scene
  32499. */
  32500. static readonly LastCreatedScene: Nullable<Scene>;
  32501. /**
  32502. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32503. * @ignorenaming
  32504. */
  32505. static UseFallbackTexture: boolean;
  32506. /**
  32507. * Texture content used if a texture cannot loaded
  32508. * @ignorenaming
  32509. */
  32510. static FallbackTexture: string;
  32511. }
  32512. }
  32513. declare module "babylonjs/Misc/promise" {
  32514. /**
  32515. * Helper class that provides a small promise polyfill
  32516. */
  32517. export class PromisePolyfill {
  32518. /**
  32519. * Static function used to check if the polyfill is required
  32520. * If this is the case then the function will inject the polyfill to window.Promise
  32521. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32522. */
  32523. static Apply(force?: boolean): void;
  32524. }
  32525. }
  32526. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32527. /**
  32528. * Interface for screenshot methods with describe argument called `size` as object with options
  32529. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32530. */
  32531. export interface IScreenshotSize {
  32532. /**
  32533. * number in pixels for canvas height
  32534. */
  32535. height?: number;
  32536. /**
  32537. * multiplier allowing render at a higher or lower resolution
  32538. * If value is defined then height and width will be ignored and taken from camera
  32539. */
  32540. precision?: number;
  32541. /**
  32542. * number in pixels for canvas width
  32543. */
  32544. width?: number;
  32545. }
  32546. }
  32547. declare module "babylonjs/Misc/tools" {
  32548. import { Nullable, float } from "babylonjs/types";
  32549. import { DomManagement } from "babylonjs/Misc/domManagement";
  32550. import { WebRequest } from "babylonjs/Misc/webRequest";
  32551. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32552. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32553. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32554. import { Camera } from "babylonjs/Cameras/camera";
  32555. import { Engine } from "babylonjs/Engines/engine";
  32556. interface IColor4Like {
  32557. r: float;
  32558. g: float;
  32559. b: float;
  32560. a: float;
  32561. }
  32562. /**
  32563. * Class containing a set of static utilities functions
  32564. */
  32565. export class Tools {
  32566. /**
  32567. * Gets or sets the base URL to use to load assets
  32568. */
  32569. static BaseUrl: string;
  32570. /**
  32571. * Enable/Disable Custom HTTP Request Headers globally.
  32572. * default = false
  32573. * @see CustomRequestHeaders
  32574. */
  32575. static UseCustomRequestHeaders: boolean;
  32576. /**
  32577. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32578. * i.e. when loading files, where the server/service expects an Authorization header
  32579. */
  32580. static CustomRequestHeaders: {
  32581. [key: string]: string;
  32582. };
  32583. /**
  32584. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32585. */
  32586. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32587. /**
  32588. * Default behaviour for cors in the application.
  32589. * It can be a string if the expected behavior is identical in the entire app.
  32590. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32591. */
  32592. static CorsBehavior: string | ((url: string | string[]) => string);
  32593. /**
  32594. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32595. * @ignorenaming
  32596. */
  32597. static UseFallbackTexture: boolean;
  32598. /**
  32599. * Use this object to register external classes like custom textures or material
  32600. * to allow the laoders to instantiate them
  32601. */
  32602. static RegisteredExternalClasses: {
  32603. [key: string]: Object;
  32604. };
  32605. /**
  32606. * Texture content used if a texture cannot loaded
  32607. * @ignorenaming
  32608. */
  32609. static fallbackTexture: string;
  32610. /**
  32611. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32612. * @param u defines the coordinate on X axis
  32613. * @param v defines the coordinate on Y axis
  32614. * @param width defines the width of the source data
  32615. * @param height defines the height of the source data
  32616. * @param pixels defines the source byte array
  32617. * @param color defines the output color
  32618. */
  32619. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32620. /**
  32621. * Interpolates between a and b via alpha
  32622. * @param a The lower value (returned when alpha = 0)
  32623. * @param b The upper value (returned when alpha = 1)
  32624. * @param alpha The interpolation-factor
  32625. * @return The mixed value
  32626. */
  32627. static Mix(a: number, b: number, alpha: number): number;
  32628. /**
  32629. * Tries to instantiate a new object from a given class name
  32630. * @param className defines the class name to instantiate
  32631. * @returns the new object or null if the system was not able to do the instantiation
  32632. */
  32633. static Instantiate(className: string): any;
  32634. /**
  32635. * Provides a slice function that will work even on IE
  32636. * @param data defines the array to slice
  32637. * @param start defines the start of the data (optional)
  32638. * @param end defines the end of the data (optional)
  32639. * @returns the new sliced array
  32640. */
  32641. static Slice<T>(data: T, start?: number, end?: number): T;
  32642. /**
  32643. * Polyfill for setImmediate
  32644. * @param action defines the action to execute after the current execution block
  32645. */
  32646. static SetImmediate(action: () => void): void;
  32647. /**
  32648. * Function indicating if a number is an exponent of 2
  32649. * @param value defines the value to test
  32650. * @returns true if the value is an exponent of 2
  32651. */
  32652. static IsExponentOfTwo(value: number): boolean;
  32653. private static _tmpFloatArray;
  32654. /**
  32655. * Returns the nearest 32-bit single precision float representation of a Number
  32656. * @param value A Number. If the parameter is of a different type, it will get converted
  32657. * to a number or to NaN if it cannot be converted
  32658. * @returns number
  32659. */
  32660. static FloatRound(value: number): number;
  32661. /**
  32662. * Extracts the filename from a path
  32663. * @param path defines the path to use
  32664. * @returns the filename
  32665. */
  32666. static GetFilename(path: string): string;
  32667. /**
  32668. * Extracts the "folder" part of a path (everything before the filename).
  32669. * @param uri The URI to extract the info from
  32670. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32671. * @returns The "folder" part of the path
  32672. */
  32673. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32674. /**
  32675. * Extracts text content from a DOM element hierarchy
  32676. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32677. */
  32678. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32679. /**
  32680. * Convert an angle in radians to degrees
  32681. * @param angle defines the angle to convert
  32682. * @returns the angle in degrees
  32683. */
  32684. static ToDegrees(angle: number): number;
  32685. /**
  32686. * Convert an angle in degrees to radians
  32687. * @param angle defines the angle to convert
  32688. * @returns the angle in radians
  32689. */
  32690. static ToRadians(angle: number): number;
  32691. /**
  32692. * Encode a buffer to a base64 string
  32693. * @param buffer defines the buffer to encode
  32694. * @returns the encoded string
  32695. */
  32696. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32697. /**
  32698. * Returns an array if obj is not an array
  32699. * @param obj defines the object to evaluate as an array
  32700. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32701. * @returns either obj directly if obj is an array or a new array containing obj
  32702. */
  32703. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32704. /**
  32705. * Gets the pointer prefix to use
  32706. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32707. */
  32708. static GetPointerPrefix(): string;
  32709. /**
  32710. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32711. * @param url define the url we are trying
  32712. * @param element define the dom element where to configure the cors policy
  32713. */
  32714. static SetCorsBehavior(url: string | string[], element: {
  32715. crossOrigin: string | null;
  32716. }): void;
  32717. /**
  32718. * Removes unwanted characters from an url
  32719. * @param url defines the url to clean
  32720. * @returns the cleaned url
  32721. */
  32722. static CleanUrl(url: string): string;
  32723. /**
  32724. * Gets or sets a function used to pre-process url before using them to load assets
  32725. */
  32726. static PreprocessUrl: (url: string) => string;
  32727. /**
  32728. * Loads an image as an HTMLImageElement.
  32729. * @param input url string, ArrayBuffer, or Blob to load
  32730. * @param onLoad callback called when the image successfully loads
  32731. * @param onError callback called when the image fails to load
  32732. * @param offlineProvider offline provider for caching
  32733. * @returns the HTMLImageElement of the loaded image
  32734. */
  32735. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32736. /**
  32737. * Loads a file
  32738. * @param url url string, ArrayBuffer, or Blob to load
  32739. * @param onSuccess callback called when the file successfully loads
  32740. * @param onProgress callback called while file is loading (if the server supports this mode)
  32741. * @param offlineProvider defines the offline provider for caching
  32742. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32743. * @param onError callback called when the file fails to load
  32744. * @returns a file request object
  32745. */
  32746. 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;
  32747. /**
  32748. * Loads a file from a url
  32749. * @param url the file url to load
  32750. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32751. */
  32752. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32753. /**
  32754. * Load a script (identified by an url). When the url returns, the
  32755. * content of this file is added into a new script element, attached to the DOM (body element)
  32756. * @param scriptUrl defines the url of the script to laod
  32757. * @param onSuccess defines the callback called when the script is loaded
  32758. * @param onError defines the callback to call if an error occurs
  32759. * @param scriptId defines the id of the script element
  32760. */
  32761. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32762. /**
  32763. * Load an asynchronous script (identified by an url). When the url returns, the
  32764. * content of this file is added into a new script element, attached to the DOM (body element)
  32765. * @param scriptUrl defines the url of the script to laod
  32766. * @param scriptId defines the id of the script element
  32767. * @returns a promise request object
  32768. */
  32769. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32770. /**
  32771. * Loads a file from a blob
  32772. * @param fileToLoad defines the blob to use
  32773. * @param callback defines the callback to call when data is loaded
  32774. * @param progressCallback defines the callback to call during loading process
  32775. * @returns a file request object
  32776. */
  32777. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32778. /**
  32779. * Loads a file
  32780. * @param fileToLoad defines the file to load
  32781. * @param callback defines the callback to call when data is loaded
  32782. * @param progressCallBack defines the callback to call during loading process
  32783. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32784. * @returns a file request object
  32785. */
  32786. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32787. /**
  32788. * Creates a data url from a given string content
  32789. * @param content defines the content to convert
  32790. * @returns the new data url link
  32791. */
  32792. static FileAsURL(content: string): string;
  32793. /**
  32794. * Format the given number to a specific decimal format
  32795. * @param value defines the number to format
  32796. * @param decimals defines the number of decimals to use
  32797. * @returns the formatted string
  32798. */
  32799. static Format(value: number, decimals?: number): string;
  32800. /**
  32801. * Tries to copy an object by duplicating every property
  32802. * @param source defines the source object
  32803. * @param destination defines the target object
  32804. * @param doNotCopyList defines a list of properties to avoid
  32805. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32806. */
  32807. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32808. /**
  32809. * Gets a boolean indicating if the given object has no own property
  32810. * @param obj defines the object to test
  32811. * @returns true if object has no own property
  32812. */
  32813. static IsEmpty(obj: any): boolean;
  32814. /**
  32815. * Function used to register events at window level
  32816. * @param windowElement defines the Window object to use
  32817. * @param events defines the events to register
  32818. */
  32819. static RegisterTopRootEvents(windowElement: Window, events: {
  32820. name: string;
  32821. handler: Nullable<(e: FocusEvent) => any>;
  32822. }[]): void;
  32823. /**
  32824. * Function used to unregister events from window level
  32825. * @param windowElement defines the Window object to use
  32826. * @param events defines the events to unregister
  32827. */
  32828. static UnregisterTopRootEvents(windowElement: Window, events: {
  32829. name: string;
  32830. handler: Nullable<(e: FocusEvent) => any>;
  32831. }[]): void;
  32832. /**
  32833. * @ignore
  32834. */
  32835. static _ScreenshotCanvas: HTMLCanvasElement;
  32836. /**
  32837. * Dumps the current bound framebuffer
  32838. * @param width defines the rendering width
  32839. * @param height defines the rendering height
  32840. * @param engine defines the hosting engine
  32841. * @param successCallback defines the callback triggered once the data are available
  32842. * @param mimeType defines the mime type of the result
  32843. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32844. */
  32845. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32846. /**
  32847. * Converts the canvas data to blob.
  32848. * This acts as a polyfill for browsers not supporting the to blob function.
  32849. * @param canvas Defines the canvas to extract the data from
  32850. * @param successCallback Defines the callback triggered once the data are available
  32851. * @param mimeType Defines the mime type of the result
  32852. */
  32853. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32854. /**
  32855. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32856. * @param successCallback defines the callback triggered once the data are available
  32857. * @param mimeType defines the mime type of the result
  32858. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32859. */
  32860. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32861. /**
  32862. * Downloads a blob in the browser
  32863. * @param blob defines the blob to download
  32864. * @param fileName defines the name of the downloaded file
  32865. */
  32866. static Download(blob: Blob, fileName: string): void;
  32867. /**
  32868. * Captures a screenshot of the current rendering
  32869. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32870. * @param engine defines the rendering engine
  32871. * @param camera defines the source camera
  32872. * @param size This parameter can be set to a single number or to an object with the
  32873. * following (optional) properties: precision, width, height. If a single number is passed,
  32874. * it will be used for both width and height. If an object is passed, the screenshot size
  32875. * will be derived from the parameters. The precision property is a multiplier allowing
  32876. * rendering at a higher or lower resolution
  32877. * @param successCallback defines the callback receives a single parameter which contains the
  32878. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32879. * src parameter of an <img> to display it
  32880. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32881. * Check your browser for supported MIME types
  32882. */
  32883. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32884. /**
  32885. * Captures a screenshot of the current rendering
  32886. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32887. * @param engine defines the rendering engine
  32888. * @param camera defines the source camera
  32889. * @param size This parameter can be set to a single number or to an object with the
  32890. * following (optional) properties: precision, width, height. If a single number is passed,
  32891. * it will be used for both width and height. If an object is passed, the screenshot size
  32892. * will be derived from the parameters. The precision property is a multiplier allowing
  32893. * rendering at a higher or lower resolution
  32894. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32895. * Check your browser for supported MIME types
  32896. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32897. * to the src parameter of an <img> to display it
  32898. */
  32899. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32900. /**
  32901. * Generates an image screenshot from the specified camera.
  32902. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32903. * @param engine The engine to use for rendering
  32904. * @param camera The camera to use for rendering
  32905. * @param size This parameter can be set to a single number or to an object with the
  32906. * following (optional) properties: precision, width, height. If a single number is passed,
  32907. * it will be used for both width and height. If an object is passed, the screenshot size
  32908. * will be derived from the parameters. The precision property is a multiplier allowing
  32909. * rendering at a higher or lower resolution
  32910. * @param successCallback The callback receives a single parameter which contains the
  32911. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32912. * src parameter of an <img> to display it
  32913. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32914. * Check your browser for supported MIME types
  32915. * @param samples Texture samples (default: 1)
  32916. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32917. * @param fileName A name for for the downloaded file.
  32918. */
  32919. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32920. /**
  32921. * Generates an image screenshot from the specified camera.
  32922. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32923. * @param engine The engine to use for rendering
  32924. * @param camera The camera to use for rendering
  32925. * @param size This parameter can be set to a single number or to an object with the
  32926. * following (optional) properties: precision, width, height. If a single number is passed,
  32927. * it will be used for both width and height. If an object is passed, the screenshot size
  32928. * will be derived from the parameters. The precision property is a multiplier allowing
  32929. * rendering at a higher or lower resolution
  32930. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32931. * Check your browser for supported MIME types
  32932. * @param samples Texture samples (default: 1)
  32933. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32934. * @param fileName A name for for the downloaded file.
  32935. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32936. * to the src parameter of an <img> to display it
  32937. */
  32938. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32939. /**
  32940. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32941. * Be aware Math.random() could cause collisions, but:
  32942. * "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"
  32943. * @returns a pseudo random id
  32944. */
  32945. static RandomId(): string;
  32946. /**
  32947. * Test if the given uri is a base64 string
  32948. * @param uri The uri to test
  32949. * @return True if the uri is a base64 string or false otherwise
  32950. */
  32951. static IsBase64(uri: string): boolean;
  32952. /**
  32953. * Decode the given base64 uri.
  32954. * @param uri The uri to decode
  32955. * @return The decoded base64 data.
  32956. */
  32957. static DecodeBase64(uri: string): ArrayBuffer;
  32958. /**
  32959. * Gets the absolute url.
  32960. * @param url the input url
  32961. * @return the absolute url
  32962. */
  32963. static GetAbsoluteUrl(url: string): string;
  32964. /**
  32965. * No log
  32966. */
  32967. static readonly NoneLogLevel: number;
  32968. /**
  32969. * Only message logs
  32970. */
  32971. static readonly MessageLogLevel: number;
  32972. /**
  32973. * Only warning logs
  32974. */
  32975. static readonly WarningLogLevel: number;
  32976. /**
  32977. * Only error logs
  32978. */
  32979. static readonly ErrorLogLevel: number;
  32980. /**
  32981. * All logs
  32982. */
  32983. static readonly AllLogLevel: number;
  32984. /**
  32985. * Gets a value indicating the number of loading errors
  32986. * @ignorenaming
  32987. */
  32988. static readonly errorsCount: number;
  32989. /**
  32990. * Callback called when a new log is added
  32991. */
  32992. static OnNewCacheEntry: (entry: string) => void;
  32993. /**
  32994. * Log a message to the console
  32995. * @param message defines the message to log
  32996. */
  32997. static Log(message: string): void;
  32998. /**
  32999. * Write a warning message to the console
  33000. * @param message defines the message to log
  33001. */
  33002. static Warn(message: string): void;
  33003. /**
  33004. * Write an error message to the console
  33005. * @param message defines the message to log
  33006. */
  33007. static Error(message: string): void;
  33008. /**
  33009. * Gets current log cache (list of logs)
  33010. */
  33011. static readonly LogCache: string;
  33012. /**
  33013. * Clears the log cache
  33014. */
  33015. static ClearLogCache(): void;
  33016. /**
  33017. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33018. */
  33019. static LogLevels: number;
  33020. /**
  33021. * Checks if the window object exists
  33022. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33023. */
  33024. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33025. /**
  33026. * No performance log
  33027. */
  33028. static readonly PerformanceNoneLogLevel: number;
  33029. /**
  33030. * Use user marks to log performance
  33031. */
  33032. static readonly PerformanceUserMarkLogLevel: number;
  33033. /**
  33034. * Log performance to the console
  33035. */
  33036. static readonly PerformanceConsoleLogLevel: number;
  33037. private static _performance;
  33038. /**
  33039. * Sets the current performance log level
  33040. */
  33041. static PerformanceLogLevel: number;
  33042. private static _StartPerformanceCounterDisabled;
  33043. private static _EndPerformanceCounterDisabled;
  33044. private static _StartUserMark;
  33045. private static _EndUserMark;
  33046. private static _StartPerformanceConsole;
  33047. private static _EndPerformanceConsole;
  33048. /**
  33049. * Starts a performance counter
  33050. */
  33051. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33052. /**
  33053. * Ends a specific performance coutner
  33054. */
  33055. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33056. /**
  33057. * Gets either window.performance.now() if supported or Date.now() else
  33058. */
  33059. static readonly Now: number;
  33060. /**
  33061. * This method will return the name of the class used to create the instance of the given object.
  33062. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33063. * @param object the object to get the class name from
  33064. * @param isType defines if the object is actually a type
  33065. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33066. */
  33067. static GetClassName(object: any, isType?: boolean): string;
  33068. /**
  33069. * Gets the first element of an array satisfying a given predicate
  33070. * @param array defines the array to browse
  33071. * @param predicate defines the predicate to use
  33072. * @returns null if not found or the element
  33073. */
  33074. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33075. /**
  33076. * This method will return the name of the full name of the class, including its owning module (if any).
  33077. * 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).
  33078. * @param object the object to get the class name from
  33079. * @param isType defines if the object is actually a type
  33080. * @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.
  33081. * @ignorenaming
  33082. */
  33083. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33084. /**
  33085. * Returns a promise that resolves after the given amount of time.
  33086. * @param delay Number of milliseconds to delay
  33087. * @returns Promise that resolves after the given amount of time
  33088. */
  33089. static DelayAsync(delay: number): Promise<void>;
  33090. }
  33091. /**
  33092. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33093. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33094. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33095. * @param name The name of the class, case should be preserved
  33096. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33097. */
  33098. export function className(name: string, module?: string): (target: Object) => void;
  33099. /**
  33100. * An implementation of a loop for asynchronous functions.
  33101. */
  33102. export class AsyncLoop {
  33103. /**
  33104. * Defines the number of iterations for the loop
  33105. */
  33106. iterations: number;
  33107. /**
  33108. * Defines the current index of the loop.
  33109. */
  33110. index: number;
  33111. private _done;
  33112. private _fn;
  33113. private _successCallback;
  33114. /**
  33115. * Constructor.
  33116. * @param iterations the number of iterations.
  33117. * @param func the function to run each iteration
  33118. * @param successCallback the callback that will be called upon succesful execution
  33119. * @param offset starting offset.
  33120. */
  33121. constructor(
  33122. /**
  33123. * Defines the number of iterations for the loop
  33124. */
  33125. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33126. /**
  33127. * Execute the next iteration. Must be called after the last iteration was finished.
  33128. */
  33129. executeNext(): void;
  33130. /**
  33131. * Break the loop and run the success callback.
  33132. */
  33133. breakLoop(): void;
  33134. /**
  33135. * Create and run an async loop.
  33136. * @param iterations the number of iterations.
  33137. * @param fn the function to run each iteration
  33138. * @param successCallback the callback that will be called upon succesful execution
  33139. * @param offset starting offset.
  33140. * @returns the created async loop object
  33141. */
  33142. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33143. /**
  33144. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33145. * @param iterations total number of iterations
  33146. * @param syncedIterations number of synchronous iterations in each async iteration.
  33147. * @param fn the function to call each iteration.
  33148. * @param callback a success call back that will be called when iterating stops.
  33149. * @param breakFunction a break condition (optional)
  33150. * @param timeout timeout settings for the setTimeout function. default - 0.
  33151. * @returns the created async loop object
  33152. */
  33153. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33154. }
  33155. }
  33156. declare module "babylonjs/Collisions/collisionCoordinator" {
  33157. import { Nullable } from "babylonjs/types";
  33158. import { Scene } from "babylonjs/scene";
  33159. import { Vector3 } from "babylonjs/Maths/math.vector";
  33160. import { Collider } from "babylonjs/Collisions/collider";
  33161. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33162. /** @hidden */
  33163. export interface ICollisionCoordinator {
  33164. createCollider(): Collider;
  33165. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33166. init(scene: Scene): void;
  33167. }
  33168. /** @hidden */
  33169. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33170. private _scene;
  33171. private _scaledPosition;
  33172. private _scaledVelocity;
  33173. private _finalPosition;
  33174. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33175. createCollider(): Collider;
  33176. init(scene: Scene): void;
  33177. private _collideWithWorld;
  33178. }
  33179. }
  33180. declare module "babylonjs/Inputs/scene.inputManager" {
  33181. import { Nullable } from "babylonjs/types";
  33182. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33183. import { Vector2 } from "babylonjs/Maths/math.vector";
  33184. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33185. import { Scene } from "babylonjs/scene";
  33186. /**
  33187. * Class used to manage all inputs for the scene.
  33188. */
  33189. export class InputManager {
  33190. /** The distance in pixel that you have to move to prevent some events */
  33191. static DragMovementThreshold: number;
  33192. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33193. static LongPressDelay: number;
  33194. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33195. static DoubleClickDelay: number;
  33196. /** If you need to check double click without raising a single click at first click, enable this flag */
  33197. static ExclusiveDoubleClickMode: boolean;
  33198. private _wheelEventName;
  33199. private _onPointerMove;
  33200. private _onPointerDown;
  33201. private _onPointerUp;
  33202. private _initClickEvent;
  33203. private _initActionManager;
  33204. private _delayedSimpleClick;
  33205. private _delayedSimpleClickTimeout;
  33206. private _previousDelayedSimpleClickTimeout;
  33207. private _meshPickProceed;
  33208. private _previousButtonPressed;
  33209. private _currentPickResult;
  33210. private _previousPickResult;
  33211. private _totalPointersPressed;
  33212. private _doubleClickOccured;
  33213. private _pointerOverMesh;
  33214. private _pickedDownMesh;
  33215. private _pickedUpMesh;
  33216. private _pointerX;
  33217. private _pointerY;
  33218. private _unTranslatedPointerX;
  33219. private _unTranslatedPointerY;
  33220. private _startingPointerPosition;
  33221. private _previousStartingPointerPosition;
  33222. private _startingPointerTime;
  33223. private _previousStartingPointerTime;
  33224. private _pointerCaptures;
  33225. private _onKeyDown;
  33226. private _onKeyUp;
  33227. private _onCanvasFocusObserver;
  33228. private _onCanvasBlurObserver;
  33229. private _scene;
  33230. /**
  33231. * Creates a new InputManager
  33232. * @param scene defines the hosting scene
  33233. */
  33234. constructor(scene: Scene);
  33235. /**
  33236. * Gets the mesh that is currently under the pointer
  33237. */
  33238. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33239. /**
  33240. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33241. */
  33242. readonly unTranslatedPointer: Vector2;
  33243. /**
  33244. * Gets or sets the current on-screen X position of the pointer
  33245. */
  33246. pointerX: number;
  33247. /**
  33248. * Gets or sets the current on-screen Y position of the pointer
  33249. */
  33250. pointerY: number;
  33251. private _updatePointerPosition;
  33252. private _processPointerMove;
  33253. private _setRayOnPointerInfo;
  33254. private _checkPrePointerObservable;
  33255. /**
  33256. * Use this method to simulate a pointer move on a mesh
  33257. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33258. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33259. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33260. */
  33261. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33262. /**
  33263. * Use this method to simulate a pointer down on a mesh
  33264. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33265. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33266. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33267. */
  33268. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33269. private _processPointerDown;
  33270. /** @hidden */
  33271. _isPointerSwiping(): boolean;
  33272. /**
  33273. * Use this method to simulate a pointer up on a mesh
  33274. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33275. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33276. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33277. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33278. */
  33279. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33280. private _processPointerUp;
  33281. /**
  33282. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33283. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33284. * @returns true if the pointer was captured
  33285. */
  33286. isPointerCaptured(pointerId?: number): boolean;
  33287. /**
  33288. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33289. * @param attachUp defines if you want to attach events to pointerup
  33290. * @param attachDown defines if you want to attach events to pointerdown
  33291. * @param attachMove defines if you want to attach events to pointermove
  33292. */
  33293. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33294. /**
  33295. * Detaches all event handlers
  33296. */
  33297. detachControl(): void;
  33298. /**
  33299. * Force the value of meshUnderPointer
  33300. * @param mesh defines the mesh to use
  33301. */
  33302. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33303. /**
  33304. * Gets the mesh under the pointer
  33305. * @returns a Mesh or null if no mesh is under the pointer
  33306. */
  33307. getPointerOverMesh(): Nullable<AbstractMesh>;
  33308. }
  33309. }
  33310. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33311. /**
  33312. * Helper class used to generate session unique ID
  33313. */
  33314. export class UniqueIdGenerator {
  33315. private static _UniqueIdCounter;
  33316. /**
  33317. * Gets an unique (relatively to the current scene) Id
  33318. */
  33319. static readonly UniqueId: number;
  33320. }
  33321. }
  33322. declare module "babylonjs/Animations/animationGroup" {
  33323. import { Animatable } from "babylonjs/Animations/animatable";
  33324. import { Animation } from "babylonjs/Animations/animation";
  33325. import { Scene, IDisposable } from "babylonjs/scene";
  33326. import { Observable } from "babylonjs/Misc/observable";
  33327. import { Nullable } from "babylonjs/types";
  33328. import "babylonjs/Animations/animatable";
  33329. /**
  33330. * This class defines the direct association between an animation and a target
  33331. */
  33332. export class TargetedAnimation {
  33333. /**
  33334. * Animation to perform
  33335. */
  33336. animation: Animation;
  33337. /**
  33338. * Target to animate
  33339. */
  33340. target: any;
  33341. /**
  33342. * Serialize the object
  33343. * @returns the JSON object representing the current entity
  33344. */
  33345. serialize(): any;
  33346. }
  33347. /**
  33348. * Use this class to create coordinated animations on multiple targets
  33349. */
  33350. export class AnimationGroup implements IDisposable {
  33351. /** The name of the animation group */
  33352. name: string;
  33353. private _scene;
  33354. private _targetedAnimations;
  33355. private _animatables;
  33356. private _from;
  33357. private _to;
  33358. private _isStarted;
  33359. private _isPaused;
  33360. private _speedRatio;
  33361. private _loopAnimation;
  33362. /**
  33363. * Gets or sets the unique id of the node
  33364. */
  33365. uniqueId: number;
  33366. /**
  33367. * This observable will notify when one animation have ended
  33368. */
  33369. onAnimationEndObservable: Observable<TargetedAnimation>;
  33370. /**
  33371. * Observer raised when one animation loops
  33372. */
  33373. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33374. /**
  33375. * This observable will notify when all animations have ended.
  33376. */
  33377. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33378. /**
  33379. * This observable will notify when all animations have paused.
  33380. */
  33381. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33382. /**
  33383. * This observable will notify when all animations are playing.
  33384. */
  33385. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33386. /**
  33387. * Gets the first frame
  33388. */
  33389. readonly from: number;
  33390. /**
  33391. * Gets the last frame
  33392. */
  33393. readonly to: number;
  33394. /**
  33395. * Define if the animations are started
  33396. */
  33397. readonly isStarted: boolean;
  33398. /**
  33399. * Gets a value indicating that the current group is playing
  33400. */
  33401. readonly isPlaying: boolean;
  33402. /**
  33403. * Gets or sets the speed ratio to use for all animations
  33404. */
  33405. /**
  33406. * Gets or sets the speed ratio to use for all animations
  33407. */
  33408. speedRatio: number;
  33409. /**
  33410. * Gets or sets if all animations should loop or not
  33411. */
  33412. loopAnimation: boolean;
  33413. /**
  33414. * Gets the targeted animations for this animation group
  33415. */
  33416. readonly targetedAnimations: Array<TargetedAnimation>;
  33417. /**
  33418. * returning the list of animatables controlled by this animation group.
  33419. */
  33420. readonly animatables: Array<Animatable>;
  33421. /**
  33422. * Instantiates a new Animation Group.
  33423. * This helps managing several animations at once.
  33424. * @see http://doc.babylonjs.com/how_to/group
  33425. * @param name Defines the name of the group
  33426. * @param scene Defines the scene the group belongs to
  33427. */
  33428. constructor(
  33429. /** The name of the animation group */
  33430. name: string, scene?: Nullable<Scene>);
  33431. /**
  33432. * Add an animation (with its target) in the group
  33433. * @param animation defines the animation we want to add
  33434. * @param target defines the target of the animation
  33435. * @returns the TargetedAnimation object
  33436. */
  33437. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33438. /**
  33439. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33440. * It can add constant keys at begin or end
  33441. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33442. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33443. * @returns the animation group
  33444. */
  33445. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33446. /**
  33447. * Start all animations on given targets
  33448. * @param loop defines if animations must loop
  33449. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33450. * @param from defines the from key (optional)
  33451. * @param to defines the to key (optional)
  33452. * @returns the current animation group
  33453. */
  33454. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33455. /**
  33456. * Pause all animations
  33457. * @returns the animation group
  33458. */
  33459. pause(): AnimationGroup;
  33460. /**
  33461. * Play all animations to initial state
  33462. * This function will start() the animations if they were not started or will restart() them if they were paused
  33463. * @param loop defines if animations must loop
  33464. * @returns the animation group
  33465. */
  33466. play(loop?: boolean): AnimationGroup;
  33467. /**
  33468. * Reset all animations to initial state
  33469. * @returns the animation group
  33470. */
  33471. reset(): AnimationGroup;
  33472. /**
  33473. * Restart animations from key 0
  33474. * @returns the animation group
  33475. */
  33476. restart(): AnimationGroup;
  33477. /**
  33478. * Stop all animations
  33479. * @returns the animation group
  33480. */
  33481. stop(): AnimationGroup;
  33482. /**
  33483. * Set animation weight for all animatables
  33484. * @param weight defines the weight to use
  33485. * @return the animationGroup
  33486. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33487. */
  33488. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33489. /**
  33490. * Synchronize and normalize all animatables with a source animatable
  33491. * @param root defines the root animatable to synchronize with
  33492. * @return the animationGroup
  33493. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33494. */
  33495. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33496. /**
  33497. * Goes to a specific frame in this animation group
  33498. * @param frame the frame number to go to
  33499. * @return the animationGroup
  33500. */
  33501. goToFrame(frame: number): AnimationGroup;
  33502. /**
  33503. * Dispose all associated resources
  33504. */
  33505. dispose(): void;
  33506. private _checkAnimationGroupEnded;
  33507. /**
  33508. * Clone the current animation group and returns a copy
  33509. * @param newName defines the name of the new group
  33510. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33511. * @returns the new aniamtion group
  33512. */
  33513. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33514. /**
  33515. * Serializes the animationGroup to an object
  33516. * @returns Serialized object
  33517. */
  33518. serialize(): any;
  33519. /**
  33520. * Returns a new AnimationGroup object parsed from the source provided.
  33521. * @param parsedAnimationGroup defines the source
  33522. * @param scene defines the scene that will receive the animationGroup
  33523. * @returns a new AnimationGroup
  33524. */
  33525. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33526. /**
  33527. * Returns the string "AnimationGroup"
  33528. * @returns "AnimationGroup"
  33529. */
  33530. getClassName(): string;
  33531. /**
  33532. * Creates a detailled string about the object
  33533. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33534. * @returns a string representing the object
  33535. */
  33536. toString(fullDetails?: boolean): string;
  33537. }
  33538. }
  33539. declare module "babylonjs/scene" {
  33540. import { Nullable } from "babylonjs/types";
  33541. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33542. import { Observable } from "babylonjs/Misc/observable";
  33543. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33544. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33545. import { Geometry } from "babylonjs/Meshes/geometry";
  33546. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33547. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33548. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33549. import { Mesh } from "babylonjs/Meshes/mesh";
  33550. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33551. import { Bone } from "babylonjs/Bones/bone";
  33552. import { Skeleton } from "babylonjs/Bones/skeleton";
  33553. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33554. import { Camera } from "babylonjs/Cameras/camera";
  33555. import { AbstractScene } from "babylonjs/abstractScene";
  33556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33557. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33558. import { Material } from "babylonjs/Materials/material";
  33559. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33560. import { Effect } from "babylonjs/Materials/effect";
  33561. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33562. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33563. import { Light } from "babylonjs/Lights/light";
  33564. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33565. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33566. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33567. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33568. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33569. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33570. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33571. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33572. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33573. import { Engine } from "babylonjs/Engines/engine";
  33574. import { Node } from "babylonjs/node";
  33575. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33576. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33577. import { WebRequest } from "babylonjs/Misc/webRequest";
  33578. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33579. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33580. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33581. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33582. import { Plane } from "babylonjs/Maths/math.plane";
  33583. import { Ray } from "babylonjs/Culling/ray";
  33584. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33585. import { Animation } from "babylonjs/Animations/animation";
  33586. import { Animatable } from "babylonjs/Animations/animatable";
  33587. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33588. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33589. import { Collider } from "babylonjs/Collisions/collider";
  33590. /**
  33591. * Define an interface for all classes that will hold resources
  33592. */
  33593. export interface IDisposable {
  33594. /**
  33595. * Releases all held resources
  33596. */
  33597. dispose(): void;
  33598. }
  33599. /** Interface defining initialization parameters for Scene class */
  33600. export interface SceneOptions {
  33601. /**
  33602. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33603. * It will improve performance when the number of geometries becomes important.
  33604. */
  33605. useGeometryUniqueIdsMap?: boolean;
  33606. /**
  33607. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33608. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33609. */
  33610. useMaterialMeshMap?: boolean;
  33611. /**
  33612. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33613. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33614. */
  33615. useClonedMeshhMap?: boolean;
  33616. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33617. virtual?: boolean;
  33618. }
  33619. /**
  33620. * Represents a scene to be rendered by the engine.
  33621. * @see http://doc.babylonjs.com/features/scene
  33622. */
  33623. export class Scene extends AbstractScene implements IAnimatable {
  33624. /** The fog is deactivated */
  33625. static readonly FOGMODE_NONE: number;
  33626. /** The fog density is following an exponential function */
  33627. static readonly FOGMODE_EXP: number;
  33628. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33629. static readonly FOGMODE_EXP2: number;
  33630. /** The fog density is following a linear function. */
  33631. static readonly FOGMODE_LINEAR: number;
  33632. /**
  33633. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33634. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33635. */
  33636. static MinDeltaTime: number;
  33637. /**
  33638. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33639. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33640. */
  33641. static MaxDeltaTime: number;
  33642. /**
  33643. * Factory used to create the default material.
  33644. * @param name The name of the material to create
  33645. * @param scene The scene to create the material for
  33646. * @returns The default material
  33647. */
  33648. static DefaultMaterialFactory(scene: Scene): Material;
  33649. /**
  33650. * Factory used to create the a collision coordinator.
  33651. * @returns The collision coordinator
  33652. */
  33653. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33654. /** @hidden */
  33655. _inputManager: InputManager;
  33656. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33657. cameraToUseForPointers: Nullable<Camera>;
  33658. /** @hidden */
  33659. readonly _isScene: boolean;
  33660. /**
  33661. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33662. */
  33663. autoClear: boolean;
  33664. /**
  33665. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33666. */
  33667. autoClearDepthAndStencil: boolean;
  33668. /**
  33669. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33670. */
  33671. clearColor: Color4;
  33672. /**
  33673. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33674. */
  33675. ambientColor: Color3;
  33676. /**
  33677. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33678. * It should only be one of the following (if not the default embedded one):
  33679. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33680. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33681. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33682. * The material properties need to be setup according to the type of texture in use.
  33683. */
  33684. environmentBRDFTexture: BaseTexture;
  33685. /** @hidden */
  33686. protected _environmentTexture: Nullable<BaseTexture>;
  33687. /**
  33688. * Texture used in all pbr material as the reflection texture.
  33689. * As in the majority of the scene they are the same (exception for multi room and so on),
  33690. * this is easier to reference from here than from all the materials.
  33691. */
  33692. /**
  33693. * Texture used in all pbr material as the reflection texture.
  33694. * As in the majority of the scene they are the same (exception for multi room and so on),
  33695. * this is easier to set here than in all the materials.
  33696. */
  33697. environmentTexture: Nullable<BaseTexture>;
  33698. /** @hidden */
  33699. protected _environmentIntensity: number;
  33700. /**
  33701. * Intensity of the environment in all pbr material.
  33702. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33703. * As in the majority of the scene they are the same (exception for multi room and so on),
  33704. * this is easier to reference from here than from all the materials.
  33705. */
  33706. /**
  33707. * Intensity of the environment in all pbr material.
  33708. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33709. * As in the majority of the scene they are the same (exception for multi room and so on),
  33710. * this is easier to set here than in all the materials.
  33711. */
  33712. environmentIntensity: number;
  33713. /** @hidden */
  33714. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33715. /**
  33716. * Default image processing configuration used either in the rendering
  33717. * Forward main pass or through the imageProcessingPostProcess if present.
  33718. * As in the majority of the scene they are the same (exception for multi camera),
  33719. * this is easier to reference from here than from all the materials and post process.
  33720. *
  33721. * No setter as we it is a shared configuration, you can set the values instead.
  33722. */
  33723. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33724. private _forceWireframe;
  33725. /**
  33726. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33727. */
  33728. forceWireframe: boolean;
  33729. private _forcePointsCloud;
  33730. /**
  33731. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33732. */
  33733. forcePointsCloud: boolean;
  33734. /**
  33735. * Gets or sets the active clipplane 1
  33736. */
  33737. clipPlane: Nullable<Plane>;
  33738. /**
  33739. * Gets or sets the active clipplane 2
  33740. */
  33741. clipPlane2: Nullable<Plane>;
  33742. /**
  33743. * Gets or sets the active clipplane 3
  33744. */
  33745. clipPlane3: Nullable<Plane>;
  33746. /**
  33747. * Gets or sets the active clipplane 4
  33748. */
  33749. clipPlane4: Nullable<Plane>;
  33750. /**
  33751. * Gets or sets a boolean indicating if animations are enabled
  33752. */
  33753. animationsEnabled: boolean;
  33754. private _animationPropertiesOverride;
  33755. /**
  33756. * Gets or sets the animation properties override
  33757. */
  33758. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33759. /**
  33760. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33761. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33762. */
  33763. useConstantAnimationDeltaTime: boolean;
  33764. /**
  33765. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33766. * Please note that it requires to run a ray cast through the scene on every frame
  33767. */
  33768. constantlyUpdateMeshUnderPointer: boolean;
  33769. /**
  33770. * Defines the HTML cursor to use when hovering over interactive elements
  33771. */
  33772. hoverCursor: string;
  33773. /**
  33774. * Defines the HTML default cursor to use (empty by default)
  33775. */
  33776. defaultCursor: string;
  33777. /**
  33778. * This is used to call preventDefault() on pointer down
  33779. * in order to block unwanted artifacts like system double clicks
  33780. */
  33781. preventDefaultOnPointerDown: boolean;
  33782. /**
  33783. * This is used to call preventDefault() on pointer up
  33784. * in order to block unwanted artifacts like system double clicks
  33785. */
  33786. preventDefaultOnPointerUp: boolean;
  33787. /**
  33788. * Gets or sets user defined metadata
  33789. */
  33790. metadata: any;
  33791. /**
  33792. * For internal use only. Please do not use.
  33793. */
  33794. reservedDataStore: any;
  33795. /**
  33796. * Gets the name of the plugin used to load this scene (null by default)
  33797. */
  33798. loadingPluginName: string;
  33799. /**
  33800. * Use this array to add regular expressions used to disable offline support for specific urls
  33801. */
  33802. disableOfflineSupportExceptionRules: RegExp[];
  33803. /**
  33804. * An event triggered when the scene is disposed.
  33805. */
  33806. onDisposeObservable: Observable<Scene>;
  33807. private _onDisposeObserver;
  33808. /** Sets a function to be executed when this scene is disposed. */
  33809. onDispose: () => void;
  33810. /**
  33811. * An event triggered before rendering the scene (right after animations and physics)
  33812. */
  33813. onBeforeRenderObservable: Observable<Scene>;
  33814. private _onBeforeRenderObserver;
  33815. /** Sets a function to be executed before rendering this scene */
  33816. beforeRender: Nullable<() => void>;
  33817. /**
  33818. * An event triggered after rendering the scene
  33819. */
  33820. onAfterRenderObservable: Observable<Scene>;
  33821. /**
  33822. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33823. */
  33824. onAfterRenderCameraObservable: Observable<Camera>;
  33825. private _onAfterRenderObserver;
  33826. /** Sets a function to be executed after rendering this scene */
  33827. afterRender: Nullable<() => void>;
  33828. /**
  33829. * An event triggered before animating the scene
  33830. */
  33831. onBeforeAnimationsObservable: Observable<Scene>;
  33832. /**
  33833. * An event triggered after animations processing
  33834. */
  33835. onAfterAnimationsObservable: Observable<Scene>;
  33836. /**
  33837. * An event triggered before draw calls are ready to be sent
  33838. */
  33839. onBeforeDrawPhaseObservable: Observable<Scene>;
  33840. /**
  33841. * An event triggered after draw calls have been sent
  33842. */
  33843. onAfterDrawPhaseObservable: Observable<Scene>;
  33844. /**
  33845. * An event triggered when the scene is ready
  33846. */
  33847. onReadyObservable: Observable<Scene>;
  33848. /**
  33849. * An event triggered before rendering a camera
  33850. */
  33851. onBeforeCameraRenderObservable: Observable<Camera>;
  33852. private _onBeforeCameraRenderObserver;
  33853. /** Sets a function to be executed before rendering a camera*/
  33854. beforeCameraRender: () => void;
  33855. /**
  33856. * An event triggered after rendering a camera
  33857. */
  33858. onAfterCameraRenderObservable: Observable<Camera>;
  33859. private _onAfterCameraRenderObserver;
  33860. /** Sets a function to be executed after rendering a camera*/
  33861. afterCameraRender: () => void;
  33862. /**
  33863. * An event triggered when active meshes evaluation is about to start
  33864. */
  33865. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered when active meshes evaluation is done
  33868. */
  33869. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered when particles rendering is about to start
  33872. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33873. */
  33874. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33875. /**
  33876. * An event triggered when particles rendering is done
  33877. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33878. */
  33879. onAfterParticlesRenderingObservable: Observable<Scene>;
  33880. /**
  33881. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33882. */
  33883. onDataLoadedObservable: Observable<Scene>;
  33884. /**
  33885. * An event triggered when a camera is created
  33886. */
  33887. onNewCameraAddedObservable: Observable<Camera>;
  33888. /**
  33889. * An event triggered when a camera is removed
  33890. */
  33891. onCameraRemovedObservable: Observable<Camera>;
  33892. /**
  33893. * An event triggered when a light is created
  33894. */
  33895. onNewLightAddedObservable: Observable<Light>;
  33896. /**
  33897. * An event triggered when a light is removed
  33898. */
  33899. onLightRemovedObservable: Observable<Light>;
  33900. /**
  33901. * An event triggered when a geometry is created
  33902. */
  33903. onNewGeometryAddedObservable: Observable<Geometry>;
  33904. /**
  33905. * An event triggered when a geometry is removed
  33906. */
  33907. onGeometryRemovedObservable: Observable<Geometry>;
  33908. /**
  33909. * An event triggered when a transform node is created
  33910. */
  33911. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33912. /**
  33913. * An event triggered when a transform node is removed
  33914. */
  33915. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33916. /**
  33917. * An event triggered when a mesh is created
  33918. */
  33919. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33920. /**
  33921. * An event triggered when a mesh is removed
  33922. */
  33923. onMeshRemovedObservable: Observable<AbstractMesh>;
  33924. /**
  33925. * An event triggered when a skeleton is created
  33926. */
  33927. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33928. /**
  33929. * An event triggered when a skeleton is removed
  33930. */
  33931. onSkeletonRemovedObservable: Observable<Skeleton>;
  33932. /**
  33933. * An event triggered when a material is created
  33934. */
  33935. onNewMaterialAddedObservable: Observable<Material>;
  33936. /**
  33937. * An event triggered when a material is removed
  33938. */
  33939. onMaterialRemovedObservable: Observable<Material>;
  33940. /**
  33941. * An event triggered when a texture is created
  33942. */
  33943. onNewTextureAddedObservable: Observable<BaseTexture>;
  33944. /**
  33945. * An event triggered when a texture is removed
  33946. */
  33947. onTextureRemovedObservable: Observable<BaseTexture>;
  33948. /**
  33949. * An event triggered when render targets are about to be rendered
  33950. * Can happen multiple times per frame.
  33951. */
  33952. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33953. /**
  33954. * An event triggered when render targets were rendered.
  33955. * Can happen multiple times per frame.
  33956. */
  33957. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33958. /**
  33959. * An event triggered before calculating deterministic simulation step
  33960. */
  33961. onBeforeStepObservable: Observable<Scene>;
  33962. /**
  33963. * An event triggered after calculating deterministic simulation step
  33964. */
  33965. onAfterStepObservable: Observable<Scene>;
  33966. /**
  33967. * An event triggered when the activeCamera property is updated
  33968. */
  33969. onActiveCameraChanged: Observable<Scene>;
  33970. /**
  33971. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33972. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33973. * 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)
  33974. */
  33975. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33976. /**
  33977. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33978. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33979. * 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)
  33980. */
  33981. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33982. /**
  33983. * This Observable will when a mesh has been imported into the scene.
  33984. */
  33985. onMeshImportedObservable: Observable<AbstractMesh>;
  33986. /**
  33987. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33988. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33989. */
  33990. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33991. /** @hidden */
  33992. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33993. /**
  33994. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33995. */
  33996. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33997. /**
  33998. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33999. */
  34000. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34001. /**
  34002. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34003. */
  34004. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34005. /** Callback called when a pointer move is detected */
  34006. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34007. /** Callback called when a pointer down is detected */
  34008. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34009. /** Callback called when a pointer up is detected */
  34010. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34011. /** Callback called when a pointer pick is detected */
  34012. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34013. /**
  34014. * 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).
  34015. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34016. */
  34017. onPrePointerObservable: Observable<PointerInfoPre>;
  34018. /**
  34019. * Observable event triggered each time an input event is received from the rendering canvas
  34020. */
  34021. onPointerObservable: Observable<PointerInfo>;
  34022. /**
  34023. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34024. */
  34025. readonly unTranslatedPointer: Vector2;
  34026. /**
  34027. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34028. */
  34029. static DragMovementThreshold: number;
  34030. /**
  34031. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34032. */
  34033. static LongPressDelay: number;
  34034. /**
  34035. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34036. */
  34037. static DoubleClickDelay: number;
  34038. /** If you need to check double click without raising a single click at first click, enable this flag */
  34039. static ExclusiveDoubleClickMode: boolean;
  34040. /** @hidden */
  34041. _mirroredCameraPosition: Nullable<Vector3>;
  34042. /**
  34043. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34044. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34045. */
  34046. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34047. /**
  34048. * Observable event triggered each time an keyboard event is received from the hosting window
  34049. */
  34050. onKeyboardObservable: Observable<KeyboardInfo>;
  34051. private _useRightHandedSystem;
  34052. /**
  34053. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34054. */
  34055. useRightHandedSystem: boolean;
  34056. private _timeAccumulator;
  34057. private _currentStepId;
  34058. private _currentInternalStep;
  34059. /**
  34060. * Sets the step Id used by deterministic lock step
  34061. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34062. * @param newStepId defines the step Id
  34063. */
  34064. setStepId(newStepId: number): void;
  34065. /**
  34066. * Gets the step Id used by deterministic lock step
  34067. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34068. * @returns the step Id
  34069. */
  34070. getStepId(): number;
  34071. /**
  34072. * Gets the internal step used by deterministic lock step
  34073. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34074. * @returns the internal step
  34075. */
  34076. getInternalStep(): number;
  34077. private _fogEnabled;
  34078. /**
  34079. * Gets or sets a boolean indicating if fog is enabled on this scene
  34080. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34081. * (Default is true)
  34082. */
  34083. fogEnabled: boolean;
  34084. private _fogMode;
  34085. /**
  34086. * Gets or sets the fog mode to use
  34087. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34088. * | mode | value |
  34089. * | --- | --- |
  34090. * | FOGMODE_NONE | 0 |
  34091. * | FOGMODE_EXP | 1 |
  34092. * | FOGMODE_EXP2 | 2 |
  34093. * | FOGMODE_LINEAR | 3 |
  34094. */
  34095. fogMode: number;
  34096. /**
  34097. * Gets or sets the fog color to use
  34098. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34099. * (Default is Color3(0.2, 0.2, 0.3))
  34100. */
  34101. fogColor: Color3;
  34102. /**
  34103. * Gets or sets the fog density to use
  34104. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34105. * (Default is 0.1)
  34106. */
  34107. fogDensity: number;
  34108. /**
  34109. * Gets or sets the fog start distance to use
  34110. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34111. * (Default is 0)
  34112. */
  34113. fogStart: number;
  34114. /**
  34115. * Gets or sets the fog end distance to use
  34116. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34117. * (Default is 1000)
  34118. */
  34119. fogEnd: number;
  34120. private _shadowsEnabled;
  34121. /**
  34122. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34123. */
  34124. shadowsEnabled: boolean;
  34125. private _lightsEnabled;
  34126. /**
  34127. * Gets or sets a boolean indicating if lights are enabled on this scene
  34128. */
  34129. lightsEnabled: boolean;
  34130. /** All of the active cameras added to this scene. */
  34131. activeCameras: Camera[];
  34132. /** @hidden */
  34133. _activeCamera: Nullable<Camera>;
  34134. /** Gets or sets the current active camera */
  34135. activeCamera: Nullable<Camera>;
  34136. private _defaultMaterial;
  34137. /** The default material used on meshes when no material is affected */
  34138. /** The default material used on meshes when no material is affected */
  34139. defaultMaterial: Material;
  34140. private _texturesEnabled;
  34141. /**
  34142. * Gets or sets a boolean indicating if textures are enabled on this scene
  34143. */
  34144. texturesEnabled: boolean;
  34145. /**
  34146. * Gets or sets a boolean indicating if particles are enabled on this scene
  34147. */
  34148. particlesEnabled: boolean;
  34149. /**
  34150. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34151. */
  34152. spritesEnabled: boolean;
  34153. private _skeletonsEnabled;
  34154. /**
  34155. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34156. */
  34157. skeletonsEnabled: boolean;
  34158. /**
  34159. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34160. */
  34161. lensFlaresEnabled: boolean;
  34162. /**
  34163. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34164. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34165. */
  34166. collisionsEnabled: boolean;
  34167. private _collisionCoordinator;
  34168. /** @hidden */
  34169. readonly collisionCoordinator: ICollisionCoordinator;
  34170. /**
  34171. * Defines the gravity applied to this scene (used only for collisions)
  34172. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34173. */
  34174. gravity: Vector3;
  34175. /**
  34176. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34177. */
  34178. postProcessesEnabled: boolean;
  34179. /**
  34180. * The list of postprocesses added to the scene
  34181. */
  34182. postProcesses: PostProcess[];
  34183. /**
  34184. * Gets the current postprocess manager
  34185. */
  34186. postProcessManager: PostProcessManager;
  34187. /**
  34188. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34189. */
  34190. renderTargetsEnabled: boolean;
  34191. /**
  34192. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34193. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34194. */
  34195. dumpNextRenderTargets: boolean;
  34196. /**
  34197. * The list of user defined render targets added to the scene
  34198. */
  34199. customRenderTargets: RenderTargetTexture[];
  34200. /**
  34201. * Defines if texture loading must be delayed
  34202. * If true, textures will only be loaded when they need to be rendered
  34203. */
  34204. useDelayedTextureLoading: boolean;
  34205. /**
  34206. * Gets the list of meshes imported to the scene through SceneLoader
  34207. */
  34208. importedMeshesFiles: String[];
  34209. /**
  34210. * Gets or sets a boolean indicating if probes are enabled on this scene
  34211. */
  34212. probesEnabled: boolean;
  34213. /**
  34214. * Gets or sets the current offline provider to use to store scene data
  34215. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34216. */
  34217. offlineProvider: IOfflineProvider;
  34218. /**
  34219. * Gets or sets the action manager associated with the scene
  34220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34221. */
  34222. actionManager: AbstractActionManager;
  34223. private _meshesForIntersections;
  34224. /**
  34225. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34226. */
  34227. proceduralTexturesEnabled: boolean;
  34228. private _engine;
  34229. private _totalVertices;
  34230. /** @hidden */
  34231. _activeIndices: PerfCounter;
  34232. /** @hidden */
  34233. _activeParticles: PerfCounter;
  34234. /** @hidden */
  34235. _activeBones: PerfCounter;
  34236. private _animationRatio;
  34237. /** @hidden */
  34238. _animationTimeLast: number;
  34239. /** @hidden */
  34240. _animationTime: number;
  34241. /**
  34242. * Gets or sets a general scale for animation speed
  34243. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34244. */
  34245. animationTimeScale: number;
  34246. /** @hidden */
  34247. _cachedMaterial: Nullable<Material>;
  34248. /** @hidden */
  34249. _cachedEffect: Nullable<Effect>;
  34250. /** @hidden */
  34251. _cachedVisibility: Nullable<number>;
  34252. private _renderId;
  34253. private _frameId;
  34254. private _executeWhenReadyTimeoutId;
  34255. private _intermediateRendering;
  34256. private _viewUpdateFlag;
  34257. private _projectionUpdateFlag;
  34258. /** @hidden */
  34259. _toBeDisposed: Nullable<IDisposable>[];
  34260. private _activeRequests;
  34261. /** @hidden */
  34262. _pendingData: any[];
  34263. private _isDisposed;
  34264. /**
  34265. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34266. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34267. */
  34268. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34269. private _activeMeshes;
  34270. private _processedMaterials;
  34271. private _renderTargets;
  34272. /** @hidden */
  34273. _activeParticleSystems: SmartArray<IParticleSystem>;
  34274. private _activeSkeletons;
  34275. private _softwareSkinnedMeshes;
  34276. private _renderingManager;
  34277. /** @hidden */
  34278. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34279. private _transformMatrix;
  34280. private _sceneUbo;
  34281. /** @hidden */
  34282. _viewMatrix: Matrix;
  34283. private _projectionMatrix;
  34284. /** @hidden */
  34285. _forcedViewPosition: Nullable<Vector3>;
  34286. /** @hidden */
  34287. _frustumPlanes: Plane[];
  34288. /**
  34289. * Gets the list of frustum planes (built from the active camera)
  34290. */
  34291. readonly frustumPlanes: Plane[];
  34292. /**
  34293. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34294. * This is useful if there are more lights that the maximum simulteanous authorized
  34295. */
  34296. requireLightSorting: boolean;
  34297. /** @hidden */
  34298. readonly useMaterialMeshMap: boolean;
  34299. /** @hidden */
  34300. readonly useClonedMeshhMap: boolean;
  34301. private _externalData;
  34302. private _uid;
  34303. /**
  34304. * @hidden
  34305. * Backing store of defined scene components.
  34306. */
  34307. _components: ISceneComponent[];
  34308. /**
  34309. * @hidden
  34310. * Backing store of defined scene components.
  34311. */
  34312. _serializableComponents: ISceneSerializableComponent[];
  34313. /**
  34314. * List of components to register on the next registration step.
  34315. */
  34316. private _transientComponents;
  34317. /**
  34318. * Registers the transient components if needed.
  34319. */
  34320. private _registerTransientComponents;
  34321. /**
  34322. * @hidden
  34323. * Add a component to the scene.
  34324. * Note that the ccomponent could be registered on th next frame if this is called after
  34325. * the register component stage.
  34326. * @param component Defines the component to add to the scene
  34327. */
  34328. _addComponent(component: ISceneComponent): void;
  34329. /**
  34330. * @hidden
  34331. * Gets a component from the scene.
  34332. * @param name defines the name of the component to retrieve
  34333. * @returns the component or null if not present
  34334. */
  34335. _getComponent(name: string): Nullable<ISceneComponent>;
  34336. /**
  34337. * @hidden
  34338. * Defines the actions happening before camera updates.
  34339. */
  34340. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34341. /**
  34342. * @hidden
  34343. * Defines the actions happening before clear the canvas.
  34344. */
  34345. _beforeClearStage: Stage<SimpleStageAction>;
  34346. /**
  34347. * @hidden
  34348. * Defines the actions when collecting render targets for the frame.
  34349. */
  34350. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34351. /**
  34352. * @hidden
  34353. * Defines the actions happening for one camera in the frame.
  34354. */
  34355. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34356. /**
  34357. * @hidden
  34358. * Defines the actions happening during the per mesh ready checks.
  34359. */
  34360. _isReadyForMeshStage: Stage<MeshStageAction>;
  34361. /**
  34362. * @hidden
  34363. * Defines the actions happening before evaluate active mesh checks.
  34364. */
  34365. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening during the evaluate sub mesh checks.
  34369. */
  34370. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening during the active mesh stage.
  34374. */
  34375. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions happening during the per camera render target step.
  34379. */
  34380. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening just before the active camera is drawing.
  34384. */
  34385. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening just before a render target is drawing.
  34389. */
  34390. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening just before a rendering group is drawing.
  34394. */
  34395. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening just before a mesh is drawing.
  34399. */
  34400. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening just after a mesh has been drawn.
  34404. */
  34405. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34406. /**
  34407. * @hidden
  34408. * Defines the actions happening just after a rendering group has been drawn.
  34409. */
  34410. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34411. /**
  34412. * @hidden
  34413. * Defines the actions happening just after the active camera has been drawn.
  34414. */
  34415. _afterCameraDrawStage: Stage<CameraStageAction>;
  34416. /**
  34417. * @hidden
  34418. * Defines the actions happening just after a render target has been drawn.
  34419. */
  34420. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34421. /**
  34422. * @hidden
  34423. * Defines the actions happening just after rendering all cameras and computing intersections.
  34424. */
  34425. _afterRenderStage: Stage<SimpleStageAction>;
  34426. /**
  34427. * @hidden
  34428. * Defines the actions happening when a pointer move event happens.
  34429. */
  34430. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34431. /**
  34432. * @hidden
  34433. * Defines the actions happening when a pointer down event happens.
  34434. */
  34435. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34436. /**
  34437. * @hidden
  34438. * Defines the actions happening when a pointer up event happens.
  34439. */
  34440. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34441. /**
  34442. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34443. */
  34444. private geometriesByUniqueId;
  34445. /**
  34446. * Creates a new Scene
  34447. * @param engine defines the engine to use to render this scene
  34448. * @param options defines the scene options
  34449. */
  34450. constructor(engine: Engine, options?: SceneOptions);
  34451. /**
  34452. * Gets a string idenfifying the name of the class
  34453. * @returns "Scene" string
  34454. */
  34455. getClassName(): string;
  34456. private _defaultMeshCandidates;
  34457. /**
  34458. * @hidden
  34459. */
  34460. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34461. private _defaultSubMeshCandidates;
  34462. /**
  34463. * @hidden
  34464. */
  34465. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34466. /**
  34467. * Sets the default candidate providers for the scene.
  34468. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34469. * and getCollidingSubMeshCandidates to their default function
  34470. */
  34471. setDefaultCandidateProviders(): void;
  34472. /**
  34473. * Gets the mesh that is currently under the pointer
  34474. */
  34475. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34476. /**
  34477. * Gets or sets the current on-screen X position of the pointer
  34478. */
  34479. pointerX: number;
  34480. /**
  34481. * Gets or sets the current on-screen Y position of the pointer
  34482. */
  34483. pointerY: number;
  34484. /**
  34485. * Gets the cached material (ie. the latest rendered one)
  34486. * @returns the cached material
  34487. */
  34488. getCachedMaterial(): Nullable<Material>;
  34489. /**
  34490. * Gets the cached effect (ie. the latest rendered one)
  34491. * @returns the cached effect
  34492. */
  34493. getCachedEffect(): Nullable<Effect>;
  34494. /**
  34495. * Gets the cached visibility state (ie. the latest rendered one)
  34496. * @returns the cached visibility state
  34497. */
  34498. getCachedVisibility(): Nullable<number>;
  34499. /**
  34500. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34501. * @param material defines the current material
  34502. * @param effect defines the current effect
  34503. * @param visibility defines the current visibility state
  34504. * @returns true if one parameter is not cached
  34505. */
  34506. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34507. /**
  34508. * Gets the engine associated with the scene
  34509. * @returns an Engine
  34510. */
  34511. getEngine(): Engine;
  34512. /**
  34513. * Gets the total number of vertices rendered per frame
  34514. * @returns the total number of vertices rendered per frame
  34515. */
  34516. getTotalVertices(): number;
  34517. /**
  34518. * Gets the performance counter for total vertices
  34519. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34520. */
  34521. readonly totalVerticesPerfCounter: PerfCounter;
  34522. /**
  34523. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34524. * @returns the total number of active indices rendered per frame
  34525. */
  34526. getActiveIndices(): number;
  34527. /**
  34528. * Gets the performance counter for active indices
  34529. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34530. */
  34531. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34532. /**
  34533. * Gets the total number of active particles rendered per frame
  34534. * @returns the total number of active particles rendered per frame
  34535. */
  34536. getActiveParticles(): number;
  34537. /**
  34538. * Gets the performance counter for active particles
  34539. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34540. */
  34541. readonly activeParticlesPerfCounter: PerfCounter;
  34542. /**
  34543. * Gets the total number of active bones rendered per frame
  34544. * @returns the total number of active bones rendered per frame
  34545. */
  34546. getActiveBones(): number;
  34547. /**
  34548. * Gets the performance counter for active bones
  34549. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34550. */
  34551. readonly activeBonesPerfCounter: PerfCounter;
  34552. /**
  34553. * Gets the array of active meshes
  34554. * @returns an array of AbstractMesh
  34555. */
  34556. getActiveMeshes(): SmartArray<AbstractMesh>;
  34557. /**
  34558. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34559. * @returns a number
  34560. */
  34561. getAnimationRatio(): number;
  34562. /**
  34563. * Gets an unique Id for the current render phase
  34564. * @returns a number
  34565. */
  34566. getRenderId(): number;
  34567. /**
  34568. * Gets an unique Id for the current frame
  34569. * @returns a number
  34570. */
  34571. getFrameId(): number;
  34572. /** Call this function if you want to manually increment the render Id*/
  34573. incrementRenderId(): void;
  34574. private _createUbo;
  34575. /**
  34576. * Use this method to simulate a pointer move on a mesh
  34577. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34578. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34579. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34580. * @returns the current scene
  34581. */
  34582. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34583. /**
  34584. * Use this method to simulate a pointer down on a mesh
  34585. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34586. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34587. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34588. * @returns the current scene
  34589. */
  34590. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34591. /**
  34592. * Use this method to simulate a pointer up on a mesh
  34593. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34594. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34595. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34596. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34597. * @returns the current scene
  34598. */
  34599. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34600. /**
  34601. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34602. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34603. * @returns true if the pointer was captured
  34604. */
  34605. isPointerCaptured(pointerId?: number): boolean;
  34606. /**
  34607. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34608. * @param attachUp defines if you want to attach events to pointerup
  34609. * @param attachDown defines if you want to attach events to pointerdown
  34610. * @param attachMove defines if you want to attach events to pointermove
  34611. */
  34612. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34613. /** Detaches all event handlers*/
  34614. detachControl(): void;
  34615. /**
  34616. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34617. * Delay loaded resources are not taking in account
  34618. * @return true if all required resources are ready
  34619. */
  34620. isReady(): boolean;
  34621. /** Resets all cached information relative to material (including effect and visibility) */
  34622. resetCachedMaterial(): void;
  34623. /**
  34624. * Registers a function to be called before every frame render
  34625. * @param func defines the function to register
  34626. */
  34627. registerBeforeRender(func: () => void): void;
  34628. /**
  34629. * Unregisters a function called before every frame render
  34630. * @param func defines the function to unregister
  34631. */
  34632. unregisterBeforeRender(func: () => void): void;
  34633. /**
  34634. * Registers a function to be called after every frame render
  34635. * @param func defines the function to register
  34636. */
  34637. registerAfterRender(func: () => void): void;
  34638. /**
  34639. * Unregisters a function called after every frame render
  34640. * @param func defines the function to unregister
  34641. */
  34642. unregisterAfterRender(func: () => void): void;
  34643. private _executeOnceBeforeRender;
  34644. /**
  34645. * The provided function will run before render once and will be disposed afterwards.
  34646. * A timeout delay can be provided so that the function will be executed in N ms.
  34647. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34648. * @param func The function to be executed.
  34649. * @param timeout optional delay in ms
  34650. */
  34651. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34652. /** @hidden */
  34653. _addPendingData(data: any): void;
  34654. /** @hidden */
  34655. _removePendingData(data: any): void;
  34656. /**
  34657. * Returns the number of items waiting to be loaded
  34658. * @returns the number of items waiting to be loaded
  34659. */
  34660. getWaitingItemsCount(): number;
  34661. /**
  34662. * Returns a boolean indicating if the scene is still loading data
  34663. */
  34664. readonly isLoading: boolean;
  34665. /**
  34666. * Registers a function to be executed when the scene is ready
  34667. * @param {Function} func - the function to be executed
  34668. */
  34669. executeWhenReady(func: () => void): void;
  34670. /**
  34671. * Returns a promise that resolves when the scene is ready
  34672. * @returns A promise that resolves when the scene is ready
  34673. */
  34674. whenReadyAsync(): Promise<void>;
  34675. /** @hidden */
  34676. _checkIsReady(): void;
  34677. /**
  34678. * Gets all animatable attached to the scene
  34679. */
  34680. readonly animatables: Animatable[];
  34681. /**
  34682. * Resets the last animation time frame.
  34683. * Useful to override when animations start running when loading a scene for the first time.
  34684. */
  34685. resetLastAnimationTimeFrame(): void;
  34686. /**
  34687. * Gets the current view matrix
  34688. * @returns a Matrix
  34689. */
  34690. getViewMatrix(): Matrix;
  34691. /**
  34692. * Gets the current projection matrix
  34693. * @returns a Matrix
  34694. */
  34695. getProjectionMatrix(): Matrix;
  34696. /**
  34697. * Gets the current transform matrix
  34698. * @returns a Matrix made of View * Projection
  34699. */
  34700. getTransformMatrix(): Matrix;
  34701. /**
  34702. * Sets the current transform matrix
  34703. * @param viewL defines the View matrix to use
  34704. * @param projectionL defines the Projection matrix to use
  34705. * @param viewR defines the right View matrix to use (if provided)
  34706. * @param projectionR defines the right Projection matrix to use (if provided)
  34707. */
  34708. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34709. /**
  34710. * Gets the uniform buffer used to store scene data
  34711. * @returns a UniformBuffer
  34712. */
  34713. getSceneUniformBuffer(): UniformBuffer;
  34714. /**
  34715. * Gets an unique (relatively to the current scene) Id
  34716. * @returns an unique number for the scene
  34717. */
  34718. getUniqueId(): number;
  34719. /**
  34720. * Add a mesh to the list of scene's meshes
  34721. * @param newMesh defines the mesh to add
  34722. * @param recursive if all child meshes should also be added to the scene
  34723. */
  34724. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34725. /**
  34726. * Remove a mesh for the list of scene's meshes
  34727. * @param toRemove defines the mesh to remove
  34728. * @param recursive if all child meshes should also be removed from the scene
  34729. * @returns the index where the mesh was in the mesh list
  34730. */
  34731. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34732. /**
  34733. * Add a transform node to the list of scene's transform nodes
  34734. * @param newTransformNode defines the transform node to add
  34735. */
  34736. addTransformNode(newTransformNode: TransformNode): void;
  34737. /**
  34738. * Remove a transform node for the list of scene's transform nodes
  34739. * @param toRemove defines the transform node to remove
  34740. * @returns the index where the transform node was in the transform node list
  34741. */
  34742. removeTransformNode(toRemove: TransformNode): number;
  34743. /**
  34744. * Remove a skeleton for the list of scene's skeletons
  34745. * @param toRemove defines the skeleton to remove
  34746. * @returns the index where the skeleton was in the skeleton list
  34747. */
  34748. removeSkeleton(toRemove: Skeleton): number;
  34749. /**
  34750. * Remove a morph target for the list of scene's morph targets
  34751. * @param toRemove defines the morph target to remove
  34752. * @returns the index where the morph target was in the morph target list
  34753. */
  34754. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34755. /**
  34756. * Remove a light for the list of scene's lights
  34757. * @param toRemove defines the light to remove
  34758. * @returns the index where the light was in the light list
  34759. */
  34760. removeLight(toRemove: Light): number;
  34761. /**
  34762. * Remove a camera for the list of scene's cameras
  34763. * @param toRemove defines the camera to remove
  34764. * @returns the index where the camera was in the camera list
  34765. */
  34766. removeCamera(toRemove: Camera): number;
  34767. /**
  34768. * Remove a particle system for the list of scene's particle systems
  34769. * @param toRemove defines the particle system to remove
  34770. * @returns the index where the particle system was in the particle system list
  34771. */
  34772. removeParticleSystem(toRemove: IParticleSystem): number;
  34773. /**
  34774. * Remove a animation for the list of scene's animations
  34775. * @param toRemove defines the animation to remove
  34776. * @returns the index where the animation was in the animation list
  34777. */
  34778. removeAnimation(toRemove: Animation): number;
  34779. /**
  34780. * Will stop the animation of the given target
  34781. * @param target - the target
  34782. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34783. * @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)
  34784. */
  34785. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34786. /**
  34787. * Removes the given animation group from this scene.
  34788. * @param toRemove The animation group to remove
  34789. * @returns The index of the removed animation group
  34790. */
  34791. removeAnimationGroup(toRemove: AnimationGroup): number;
  34792. /**
  34793. * Removes the given multi-material from this scene.
  34794. * @param toRemove The multi-material to remove
  34795. * @returns The index of the removed multi-material
  34796. */
  34797. removeMultiMaterial(toRemove: MultiMaterial): number;
  34798. /**
  34799. * Removes the given material from this scene.
  34800. * @param toRemove The material to remove
  34801. * @returns The index of the removed material
  34802. */
  34803. removeMaterial(toRemove: Material): number;
  34804. /**
  34805. * Removes the given action manager from this scene.
  34806. * @param toRemove The action manager to remove
  34807. * @returns The index of the removed action manager
  34808. */
  34809. removeActionManager(toRemove: AbstractActionManager): number;
  34810. /**
  34811. * Removes the given texture from this scene.
  34812. * @param toRemove The texture to remove
  34813. * @returns The index of the removed texture
  34814. */
  34815. removeTexture(toRemove: BaseTexture): number;
  34816. /**
  34817. * Adds the given light to this scene
  34818. * @param newLight The light to add
  34819. */
  34820. addLight(newLight: Light): void;
  34821. /**
  34822. * Sorts the list list based on light priorities
  34823. */
  34824. sortLightsByPriority(): void;
  34825. /**
  34826. * Adds the given camera to this scene
  34827. * @param newCamera The camera to add
  34828. */
  34829. addCamera(newCamera: Camera): void;
  34830. /**
  34831. * Adds the given skeleton to this scene
  34832. * @param newSkeleton The skeleton to add
  34833. */
  34834. addSkeleton(newSkeleton: Skeleton): void;
  34835. /**
  34836. * Adds the given particle system to this scene
  34837. * @param newParticleSystem The particle system to add
  34838. */
  34839. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34840. /**
  34841. * Adds the given animation to this scene
  34842. * @param newAnimation The animation to add
  34843. */
  34844. addAnimation(newAnimation: Animation): void;
  34845. /**
  34846. * Adds the given animation group to this scene.
  34847. * @param newAnimationGroup The animation group to add
  34848. */
  34849. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34850. /**
  34851. * Adds the given multi-material to this scene
  34852. * @param newMultiMaterial The multi-material to add
  34853. */
  34854. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34855. /**
  34856. * Adds the given material to this scene
  34857. * @param newMaterial The material to add
  34858. */
  34859. addMaterial(newMaterial: Material): void;
  34860. /**
  34861. * Adds the given morph target to this scene
  34862. * @param newMorphTargetManager The morph target to add
  34863. */
  34864. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34865. /**
  34866. * Adds the given geometry to this scene
  34867. * @param newGeometry The geometry to add
  34868. */
  34869. addGeometry(newGeometry: Geometry): void;
  34870. /**
  34871. * Adds the given action manager to this scene
  34872. * @param newActionManager The action manager to add
  34873. */
  34874. addActionManager(newActionManager: AbstractActionManager): void;
  34875. /**
  34876. * Adds the given texture to this scene.
  34877. * @param newTexture The texture to add
  34878. */
  34879. addTexture(newTexture: BaseTexture): void;
  34880. /**
  34881. * Switch active camera
  34882. * @param newCamera defines the new active camera
  34883. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34884. */
  34885. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34886. /**
  34887. * sets the active camera of the scene using its ID
  34888. * @param id defines the camera's ID
  34889. * @return the new active camera or null if none found.
  34890. */
  34891. setActiveCameraByID(id: string): Nullable<Camera>;
  34892. /**
  34893. * sets the active camera of the scene using its name
  34894. * @param name defines the camera's name
  34895. * @returns the new active camera or null if none found.
  34896. */
  34897. setActiveCameraByName(name: string): Nullable<Camera>;
  34898. /**
  34899. * get an animation group using its name
  34900. * @param name defines the material's name
  34901. * @return the animation group or null if none found.
  34902. */
  34903. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34904. /**
  34905. * Get a material using its unique id
  34906. * @param uniqueId defines the material's unique id
  34907. * @return the material or null if none found.
  34908. */
  34909. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34910. /**
  34911. * get a material using its id
  34912. * @param id defines the material's ID
  34913. * @return the material or null if none found.
  34914. */
  34915. getMaterialByID(id: string): Nullable<Material>;
  34916. /**
  34917. * Gets a the last added material using a given id
  34918. * @param id defines the material's ID
  34919. * @return the last material with the given id or null if none found.
  34920. */
  34921. getLastMaterialByID(id: string): Nullable<Material>;
  34922. /**
  34923. * Gets a material using its name
  34924. * @param name defines the material's name
  34925. * @return the material or null if none found.
  34926. */
  34927. getMaterialByName(name: string): Nullable<Material>;
  34928. /**
  34929. * Get a texture using its unique id
  34930. * @param uniqueId defines the texture's unique id
  34931. * @return the texture or null if none found.
  34932. */
  34933. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34934. /**
  34935. * Gets a camera using its id
  34936. * @param id defines the id to look for
  34937. * @returns the camera or null if not found
  34938. */
  34939. getCameraByID(id: string): Nullable<Camera>;
  34940. /**
  34941. * Gets a camera using its unique id
  34942. * @param uniqueId defines the unique id to look for
  34943. * @returns the camera or null if not found
  34944. */
  34945. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34946. /**
  34947. * Gets a camera using its name
  34948. * @param name defines the camera's name
  34949. * @return the camera or null if none found.
  34950. */
  34951. getCameraByName(name: string): Nullable<Camera>;
  34952. /**
  34953. * Gets a bone using its id
  34954. * @param id defines the bone's id
  34955. * @return the bone or null if not found
  34956. */
  34957. getBoneByID(id: string): Nullable<Bone>;
  34958. /**
  34959. * Gets a bone using its id
  34960. * @param name defines the bone's name
  34961. * @return the bone or null if not found
  34962. */
  34963. getBoneByName(name: string): Nullable<Bone>;
  34964. /**
  34965. * Gets a light node using its name
  34966. * @param name defines the the light's name
  34967. * @return the light or null if none found.
  34968. */
  34969. getLightByName(name: string): Nullable<Light>;
  34970. /**
  34971. * Gets a light node using its id
  34972. * @param id defines the light's id
  34973. * @return the light or null if none found.
  34974. */
  34975. getLightByID(id: string): Nullable<Light>;
  34976. /**
  34977. * Gets a light node using its scene-generated unique ID
  34978. * @param uniqueId defines the light's unique id
  34979. * @return the light or null if none found.
  34980. */
  34981. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34982. /**
  34983. * Gets a particle system by id
  34984. * @param id defines the particle system id
  34985. * @return the corresponding system or null if none found
  34986. */
  34987. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34988. /**
  34989. * Gets a geometry using its ID
  34990. * @param id defines the geometry's id
  34991. * @return the geometry or null if none found.
  34992. */
  34993. getGeometryByID(id: string): Nullable<Geometry>;
  34994. private _getGeometryByUniqueID;
  34995. /**
  34996. * Add a new geometry to this scene
  34997. * @param geometry defines the geometry to be added to the scene.
  34998. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34999. * @return a boolean defining if the geometry was added or not
  35000. */
  35001. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35002. /**
  35003. * Removes an existing geometry
  35004. * @param geometry defines the geometry to be removed from the scene
  35005. * @return a boolean defining if the geometry was removed or not
  35006. */
  35007. removeGeometry(geometry: Geometry): boolean;
  35008. /**
  35009. * Gets the list of geometries attached to the scene
  35010. * @returns an array of Geometry
  35011. */
  35012. getGeometries(): Geometry[];
  35013. /**
  35014. * Gets the first added mesh found of a given ID
  35015. * @param id defines the id to search for
  35016. * @return the mesh found or null if not found at all
  35017. */
  35018. getMeshByID(id: string): Nullable<AbstractMesh>;
  35019. /**
  35020. * Gets a list of meshes using their id
  35021. * @param id defines the id to search for
  35022. * @returns a list of meshes
  35023. */
  35024. getMeshesByID(id: string): Array<AbstractMesh>;
  35025. /**
  35026. * Gets the first added transform node found of a given ID
  35027. * @param id defines the id to search for
  35028. * @return the found transform node or null if not found at all.
  35029. */
  35030. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35031. /**
  35032. * Gets a transform node with its auto-generated unique id
  35033. * @param uniqueId efines the unique id to search for
  35034. * @return the found transform node or null if not found at all.
  35035. */
  35036. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35037. /**
  35038. * Gets a list of transform nodes using their id
  35039. * @param id defines the id to search for
  35040. * @returns a list of transform nodes
  35041. */
  35042. getTransformNodesByID(id: string): Array<TransformNode>;
  35043. /**
  35044. * Gets a mesh with its auto-generated unique id
  35045. * @param uniqueId defines the unique id to search for
  35046. * @return the found mesh or null if not found at all.
  35047. */
  35048. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35049. /**
  35050. * Gets a the last added mesh using a given id
  35051. * @param id defines the id to search for
  35052. * @return the found mesh or null if not found at all.
  35053. */
  35054. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35055. /**
  35056. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35057. * @param id defines the id to search for
  35058. * @return the found node or null if not found at all
  35059. */
  35060. getLastEntryByID(id: string): Nullable<Node>;
  35061. /**
  35062. * Gets a node (Mesh, Camera, Light) using a given id
  35063. * @param id defines the id to search for
  35064. * @return the found node or null if not found at all
  35065. */
  35066. getNodeByID(id: string): Nullable<Node>;
  35067. /**
  35068. * Gets a node (Mesh, Camera, Light) using a given name
  35069. * @param name defines the name to search for
  35070. * @return the found node or null if not found at all.
  35071. */
  35072. getNodeByName(name: string): Nullable<Node>;
  35073. /**
  35074. * Gets a mesh using a given name
  35075. * @param name defines the name to search for
  35076. * @return the found mesh or null if not found at all.
  35077. */
  35078. getMeshByName(name: string): Nullable<AbstractMesh>;
  35079. /**
  35080. * Gets a transform node using a given name
  35081. * @param name defines the name to search for
  35082. * @return the found transform node or null if not found at all.
  35083. */
  35084. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35085. /**
  35086. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35087. * @param id defines the id to search for
  35088. * @return the found skeleton or null if not found at all.
  35089. */
  35090. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35091. /**
  35092. * Gets a skeleton using a given auto generated unique id
  35093. * @param uniqueId defines the unique id to search for
  35094. * @return the found skeleton or null if not found at all.
  35095. */
  35096. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35097. /**
  35098. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35099. * @param id defines the id to search for
  35100. * @return the found skeleton or null if not found at all.
  35101. */
  35102. getSkeletonById(id: string): Nullable<Skeleton>;
  35103. /**
  35104. * Gets a skeleton using a given name
  35105. * @param name defines the name to search for
  35106. * @return the found skeleton or null if not found at all.
  35107. */
  35108. getSkeletonByName(name: string): Nullable<Skeleton>;
  35109. /**
  35110. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35111. * @param id defines the id to search for
  35112. * @return the found morph target manager or null if not found at all.
  35113. */
  35114. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35115. /**
  35116. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35117. * @param id defines the id to search for
  35118. * @return the found morph target or null if not found at all.
  35119. */
  35120. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35121. /**
  35122. * Gets a boolean indicating if the given mesh is active
  35123. * @param mesh defines the mesh to look for
  35124. * @returns true if the mesh is in the active list
  35125. */
  35126. isActiveMesh(mesh: AbstractMesh): boolean;
  35127. /**
  35128. * Return a unique id as a string which can serve as an identifier for the scene
  35129. */
  35130. readonly uid: string;
  35131. /**
  35132. * Add an externaly attached data from its key.
  35133. * This method call will fail and return false, if such key already exists.
  35134. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35135. * @param key the unique key that identifies the data
  35136. * @param data the data object to associate to the key for this Engine instance
  35137. * @return true if no such key were already present and the data was added successfully, false otherwise
  35138. */
  35139. addExternalData<T>(key: string, data: T): boolean;
  35140. /**
  35141. * Get an externaly attached data from its key
  35142. * @param key the unique key that identifies the data
  35143. * @return the associated data, if present (can be null), or undefined if not present
  35144. */
  35145. getExternalData<T>(key: string): Nullable<T>;
  35146. /**
  35147. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35148. * @param key the unique key that identifies the data
  35149. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35150. * @return the associated data, can be null if the factory returned null.
  35151. */
  35152. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35153. /**
  35154. * Remove an externaly attached data from the Engine instance
  35155. * @param key the unique key that identifies the data
  35156. * @return true if the data was successfully removed, false if it doesn't exist
  35157. */
  35158. removeExternalData(key: string): boolean;
  35159. private _evaluateSubMesh;
  35160. /**
  35161. * Clear the processed materials smart array preventing retention point in material dispose.
  35162. */
  35163. freeProcessedMaterials(): void;
  35164. private _preventFreeActiveMeshesAndRenderingGroups;
  35165. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35166. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35167. * when disposing several meshes in a row or a hierarchy of meshes.
  35168. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35169. */
  35170. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35171. /**
  35172. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35173. */
  35174. freeActiveMeshes(): void;
  35175. /**
  35176. * Clear the info related to rendering groups preventing retention points during dispose.
  35177. */
  35178. freeRenderingGroups(): void;
  35179. /** @hidden */
  35180. _isInIntermediateRendering(): boolean;
  35181. /**
  35182. * Lambda returning the list of potentially active meshes.
  35183. */
  35184. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35185. /**
  35186. * Lambda returning the list of potentially active sub meshes.
  35187. */
  35188. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35189. /**
  35190. * Lambda returning the list of potentially intersecting sub meshes.
  35191. */
  35192. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35193. /**
  35194. * Lambda returning the list of potentially colliding sub meshes.
  35195. */
  35196. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35197. private _activeMeshesFrozen;
  35198. /**
  35199. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35200. * @returns the current scene
  35201. */
  35202. freezeActiveMeshes(): Scene;
  35203. /**
  35204. * Use this function to restart evaluating active meshes on every frame
  35205. * @returns the current scene
  35206. */
  35207. unfreezeActiveMeshes(): Scene;
  35208. private _evaluateActiveMeshes;
  35209. private _activeMesh;
  35210. /**
  35211. * Update the transform matrix to update from the current active camera
  35212. * @param force defines a boolean used to force the update even if cache is up to date
  35213. */
  35214. updateTransformMatrix(force?: boolean): void;
  35215. private _bindFrameBuffer;
  35216. /** @hidden */
  35217. _allowPostProcessClearColor: boolean;
  35218. /** @hidden */
  35219. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35220. private _processSubCameras;
  35221. private _checkIntersections;
  35222. /** @hidden */
  35223. _advancePhysicsEngineStep(step: number): void;
  35224. /**
  35225. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35226. */
  35227. getDeterministicFrameTime: () => number;
  35228. /** @hidden */
  35229. _animate(): void;
  35230. /** Execute all animations (for a frame) */
  35231. animate(): void;
  35232. /**
  35233. * Render the scene
  35234. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35235. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35236. */
  35237. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35238. /**
  35239. * Freeze all materials
  35240. * A frozen material will not be updatable but should be faster to render
  35241. */
  35242. freezeMaterials(): void;
  35243. /**
  35244. * Unfreeze all materials
  35245. * A frozen material will not be updatable but should be faster to render
  35246. */
  35247. unfreezeMaterials(): void;
  35248. /**
  35249. * Releases all held ressources
  35250. */
  35251. dispose(): void;
  35252. /**
  35253. * Gets if the scene is already disposed
  35254. */
  35255. readonly isDisposed: boolean;
  35256. /**
  35257. * Call this function to reduce memory footprint of the scene.
  35258. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35259. */
  35260. clearCachedVertexData(): void;
  35261. /**
  35262. * This function will remove the local cached buffer data from texture.
  35263. * It will save memory but will prevent the texture from being rebuilt
  35264. */
  35265. cleanCachedTextureBuffer(): void;
  35266. /**
  35267. * Get the world extend vectors with an optional filter
  35268. *
  35269. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35270. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35271. */
  35272. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35273. min: Vector3;
  35274. max: Vector3;
  35275. };
  35276. /**
  35277. * Creates a ray that can be used to pick in the scene
  35278. * @param x defines the x coordinate of the origin (on-screen)
  35279. * @param y defines the y coordinate of the origin (on-screen)
  35280. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35281. * @param camera defines the camera to use for the picking
  35282. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35283. * @returns a Ray
  35284. */
  35285. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35286. /**
  35287. * Creates a ray that can be used to pick in the scene
  35288. * @param x defines the x coordinate of the origin (on-screen)
  35289. * @param y defines the y coordinate of the origin (on-screen)
  35290. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35291. * @param result defines the ray where to store the picking ray
  35292. * @param camera defines the camera to use for the picking
  35293. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35294. * @returns the current scene
  35295. */
  35296. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35297. /**
  35298. * Creates a ray that can be used to pick in the scene
  35299. * @param x defines the x coordinate of the origin (on-screen)
  35300. * @param y defines the y coordinate of the origin (on-screen)
  35301. * @param camera defines the camera to use for the picking
  35302. * @returns a Ray
  35303. */
  35304. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35305. /**
  35306. * Creates a ray that can be used to pick in the scene
  35307. * @param x defines the x coordinate of the origin (on-screen)
  35308. * @param y defines the y coordinate of the origin (on-screen)
  35309. * @param result defines the ray where to store the picking ray
  35310. * @param camera defines the camera to use for the picking
  35311. * @returns the current scene
  35312. */
  35313. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35314. /** Launch a ray to try to pick a mesh in the scene
  35315. * @param x position on screen
  35316. * @param y position on screen
  35317. * @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
  35318. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35319. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35320. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35321. * @returns a PickingInfo
  35322. */
  35323. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35324. /** Use the given ray to pick a mesh in the scene
  35325. * @param ray The ray to use to pick meshes
  35326. * @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
  35327. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35328. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35329. * @returns a PickingInfo
  35330. */
  35331. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35332. /**
  35333. * Launch a ray to try to pick a mesh in the scene
  35334. * @param x X position on screen
  35335. * @param y Y position on screen
  35336. * @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
  35337. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35338. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35339. * @returns an array of PickingInfo
  35340. */
  35341. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35342. /**
  35343. * Launch a ray to try to pick a mesh in the scene
  35344. * @param ray Ray to use
  35345. * @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
  35346. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35347. * @returns an array of PickingInfo
  35348. */
  35349. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35350. /**
  35351. * Force the value of meshUnderPointer
  35352. * @param mesh defines the mesh to use
  35353. */
  35354. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35355. /**
  35356. * Gets the mesh under the pointer
  35357. * @returns a Mesh or null if no mesh is under the pointer
  35358. */
  35359. getPointerOverMesh(): Nullable<AbstractMesh>;
  35360. /** @hidden */
  35361. _rebuildGeometries(): void;
  35362. /** @hidden */
  35363. _rebuildTextures(): void;
  35364. private _getByTags;
  35365. /**
  35366. * Get a list of meshes by tags
  35367. * @param tagsQuery defines the tags query to use
  35368. * @param forEach defines a predicate used to filter results
  35369. * @returns an array of Mesh
  35370. */
  35371. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35372. /**
  35373. * Get a list of cameras by tags
  35374. * @param tagsQuery defines the tags query to use
  35375. * @param forEach defines a predicate used to filter results
  35376. * @returns an array of Camera
  35377. */
  35378. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35379. /**
  35380. * Get a list of lights by tags
  35381. * @param tagsQuery defines the tags query to use
  35382. * @param forEach defines a predicate used to filter results
  35383. * @returns an array of Light
  35384. */
  35385. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35386. /**
  35387. * Get a list of materials by tags
  35388. * @param tagsQuery defines the tags query to use
  35389. * @param forEach defines a predicate used to filter results
  35390. * @returns an array of Material
  35391. */
  35392. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35393. /**
  35394. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35395. * This allowed control for front to back rendering or reversly depending of the special needs.
  35396. *
  35397. * @param renderingGroupId The rendering group id corresponding to its index
  35398. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35399. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35400. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35401. */
  35402. 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;
  35403. /**
  35404. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35405. *
  35406. * @param renderingGroupId The rendering group id corresponding to its index
  35407. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35408. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35409. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35410. */
  35411. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35412. /**
  35413. * Gets the current auto clear configuration for one rendering group of the rendering
  35414. * manager.
  35415. * @param index the rendering group index to get the information for
  35416. * @returns The auto clear setup for the requested rendering group
  35417. */
  35418. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35419. private _blockMaterialDirtyMechanism;
  35420. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35421. blockMaterialDirtyMechanism: boolean;
  35422. /**
  35423. * Will flag all materials as dirty to trigger new shader compilation
  35424. * @param flag defines the flag used to specify which material part must be marked as dirty
  35425. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35426. */
  35427. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35428. /** @hidden */
  35429. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35430. /** @hidden */
  35431. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35432. }
  35433. }
  35434. declare module "babylonjs/assetContainer" {
  35435. import { AbstractScene } from "babylonjs/abstractScene";
  35436. import { Scene } from "babylonjs/scene";
  35437. import { Mesh } from "babylonjs/Meshes/mesh";
  35438. /**
  35439. * Set of assets to keep when moving a scene into an asset container.
  35440. */
  35441. export class KeepAssets extends AbstractScene {
  35442. }
  35443. /**
  35444. * Container with a set of assets that can be added or removed from a scene.
  35445. */
  35446. export class AssetContainer extends AbstractScene {
  35447. /**
  35448. * The scene the AssetContainer belongs to.
  35449. */
  35450. scene: Scene;
  35451. /**
  35452. * Instantiates an AssetContainer.
  35453. * @param scene The scene the AssetContainer belongs to.
  35454. */
  35455. constructor(scene: Scene);
  35456. /**
  35457. * Adds all the assets from the container to the scene.
  35458. */
  35459. addAllToScene(): void;
  35460. /**
  35461. * Removes all the assets in the container from the scene
  35462. */
  35463. removeAllFromScene(): void;
  35464. /**
  35465. * Disposes all the assets in the container
  35466. */
  35467. dispose(): void;
  35468. private _moveAssets;
  35469. /**
  35470. * Removes all the assets contained in the scene and adds them to the container.
  35471. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35472. */
  35473. moveAllFromScene(keepAssets?: KeepAssets): void;
  35474. /**
  35475. * 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.
  35476. * @returns the root mesh
  35477. */
  35478. createRootMesh(): Mesh;
  35479. }
  35480. }
  35481. declare module "babylonjs/abstractScene" {
  35482. import { Scene } from "babylonjs/scene";
  35483. import { Nullable } from "babylonjs/types";
  35484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35485. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35486. import { Geometry } from "babylonjs/Meshes/geometry";
  35487. import { Skeleton } from "babylonjs/Bones/skeleton";
  35488. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35489. import { AssetContainer } from "babylonjs/assetContainer";
  35490. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35491. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35493. import { Material } from "babylonjs/Materials/material";
  35494. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35495. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35496. import { Camera } from "babylonjs/Cameras/camera";
  35497. import { Light } from "babylonjs/Lights/light";
  35498. import { Node } from "babylonjs/node";
  35499. import { Animation } from "babylonjs/Animations/animation";
  35500. /**
  35501. * Defines how the parser contract is defined.
  35502. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35503. */
  35504. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35505. /**
  35506. * Defines how the individual parser contract is defined.
  35507. * These parser can parse an individual asset
  35508. */
  35509. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35510. /**
  35511. * Base class of the scene acting as a container for the different elements composing a scene.
  35512. * This class is dynamically extended by the different components of the scene increasing
  35513. * flexibility and reducing coupling
  35514. */
  35515. export abstract class AbstractScene {
  35516. /**
  35517. * Stores the list of available parsers in the application.
  35518. */
  35519. private static _BabylonFileParsers;
  35520. /**
  35521. * Stores the list of available individual parsers in the application.
  35522. */
  35523. private static _IndividualBabylonFileParsers;
  35524. /**
  35525. * Adds a parser in the list of available ones
  35526. * @param name Defines the name of the parser
  35527. * @param parser Defines the parser to add
  35528. */
  35529. static AddParser(name: string, parser: BabylonFileParser): void;
  35530. /**
  35531. * Gets a general parser from the list of avaialble ones
  35532. * @param name Defines the name of the parser
  35533. * @returns the requested parser or null
  35534. */
  35535. static GetParser(name: string): Nullable<BabylonFileParser>;
  35536. /**
  35537. * Adds n individual parser in the list of available ones
  35538. * @param name Defines the name of the parser
  35539. * @param parser Defines the parser to add
  35540. */
  35541. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35542. /**
  35543. * Gets an individual parser from the list of avaialble ones
  35544. * @param name Defines the name of the parser
  35545. * @returns the requested parser or null
  35546. */
  35547. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35548. /**
  35549. * Parser json data and populate both a scene and its associated container object
  35550. * @param jsonData Defines the data to parse
  35551. * @param scene Defines the scene to parse the data for
  35552. * @param container Defines the container attached to the parsing sequence
  35553. * @param rootUrl Defines the root url of the data
  35554. */
  35555. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35556. /**
  35557. * Gets the list of root nodes (ie. nodes with no parent)
  35558. */
  35559. rootNodes: Node[];
  35560. /** All of the cameras added to this scene
  35561. * @see http://doc.babylonjs.com/babylon101/cameras
  35562. */
  35563. cameras: Camera[];
  35564. /**
  35565. * All of the lights added to this scene
  35566. * @see http://doc.babylonjs.com/babylon101/lights
  35567. */
  35568. lights: Light[];
  35569. /**
  35570. * All of the (abstract) meshes added to this scene
  35571. */
  35572. meshes: AbstractMesh[];
  35573. /**
  35574. * The list of skeletons added to the scene
  35575. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35576. */
  35577. skeletons: Skeleton[];
  35578. /**
  35579. * All of the particle systems added to this scene
  35580. * @see http://doc.babylonjs.com/babylon101/particles
  35581. */
  35582. particleSystems: IParticleSystem[];
  35583. /**
  35584. * Gets a list of Animations associated with the scene
  35585. */
  35586. animations: Animation[];
  35587. /**
  35588. * All of the animation groups added to this scene
  35589. * @see http://doc.babylonjs.com/how_to/group
  35590. */
  35591. animationGroups: AnimationGroup[];
  35592. /**
  35593. * All of the multi-materials added to this scene
  35594. * @see http://doc.babylonjs.com/how_to/multi_materials
  35595. */
  35596. multiMaterials: MultiMaterial[];
  35597. /**
  35598. * All of the materials added to this scene
  35599. * In the context of a Scene, it is not supposed to be modified manually.
  35600. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35601. * Note also that the order of the Material wihin the array is not significant and might change.
  35602. * @see http://doc.babylonjs.com/babylon101/materials
  35603. */
  35604. materials: Material[];
  35605. /**
  35606. * The list of morph target managers added to the scene
  35607. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35608. */
  35609. morphTargetManagers: MorphTargetManager[];
  35610. /**
  35611. * The list of geometries used in the scene.
  35612. */
  35613. geometries: Geometry[];
  35614. /**
  35615. * All of the tranform nodes added to this scene
  35616. * In the context of a Scene, it is not supposed to be modified manually.
  35617. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35618. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35619. * @see http://doc.babylonjs.com/how_to/transformnode
  35620. */
  35621. transformNodes: TransformNode[];
  35622. /**
  35623. * ActionManagers available on the scene.
  35624. */
  35625. actionManagers: AbstractActionManager[];
  35626. /**
  35627. * Textures to keep.
  35628. */
  35629. textures: BaseTexture[];
  35630. /**
  35631. * Environment texture for the scene
  35632. */
  35633. environmentTexture: Nullable<BaseTexture>;
  35634. }
  35635. }
  35636. declare module "babylonjs/Audio/sound" {
  35637. import { Observable } from "babylonjs/Misc/observable";
  35638. import { Vector3 } from "babylonjs/Maths/math.vector";
  35639. import { Nullable } from "babylonjs/types";
  35640. import { Scene } from "babylonjs/scene";
  35641. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35642. /**
  35643. * Interface used to define options for Sound class
  35644. */
  35645. export interface ISoundOptions {
  35646. /**
  35647. * Does the sound autoplay once loaded.
  35648. */
  35649. autoplay?: boolean;
  35650. /**
  35651. * Does the sound loop after it finishes playing once.
  35652. */
  35653. loop?: boolean;
  35654. /**
  35655. * Sound's volume
  35656. */
  35657. volume?: number;
  35658. /**
  35659. * Is it a spatial sound?
  35660. */
  35661. spatialSound?: boolean;
  35662. /**
  35663. * Maximum distance to hear that sound
  35664. */
  35665. maxDistance?: number;
  35666. /**
  35667. * Uses user defined attenuation function
  35668. */
  35669. useCustomAttenuation?: boolean;
  35670. /**
  35671. * Define the roll off factor of spatial sounds.
  35672. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35673. */
  35674. rolloffFactor?: number;
  35675. /**
  35676. * Define the reference distance the sound should be heard perfectly.
  35677. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35678. */
  35679. refDistance?: number;
  35680. /**
  35681. * Define the distance attenuation model the sound will follow.
  35682. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35683. */
  35684. distanceModel?: string;
  35685. /**
  35686. * Defines the playback speed (1 by default)
  35687. */
  35688. playbackRate?: number;
  35689. /**
  35690. * Defines if the sound is from a streaming source
  35691. */
  35692. streaming?: boolean;
  35693. /**
  35694. * Defines an optional length (in seconds) inside the sound file
  35695. */
  35696. length?: number;
  35697. /**
  35698. * Defines an optional offset (in seconds) inside the sound file
  35699. */
  35700. offset?: number;
  35701. /**
  35702. * If true, URLs will not be required to state the audio file codec to use.
  35703. */
  35704. skipCodecCheck?: boolean;
  35705. }
  35706. /**
  35707. * Defines a sound that can be played in the application.
  35708. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35710. */
  35711. export class Sound {
  35712. /**
  35713. * The name of the sound in the scene.
  35714. */
  35715. name: string;
  35716. /**
  35717. * Does the sound autoplay once loaded.
  35718. */
  35719. autoplay: boolean;
  35720. /**
  35721. * Does the sound loop after it finishes playing once.
  35722. */
  35723. loop: boolean;
  35724. /**
  35725. * Does the sound use a custom attenuation curve to simulate the falloff
  35726. * happening when the source gets further away from the camera.
  35727. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35728. */
  35729. useCustomAttenuation: boolean;
  35730. /**
  35731. * The sound track id this sound belongs to.
  35732. */
  35733. soundTrackId: number;
  35734. /**
  35735. * Is this sound currently played.
  35736. */
  35737. isPlaying: boolean;
  35738. /**
  35739. * Is this sound currently paused.
  35740. */
  35741. isPaused: boolean;
  35742. /**
  35743. * Does this sound enables spatial sound.
  35744. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35745. */
  35746. spatialSound: boolean;
  35747. /**
  35748. * Define the reference distance the sound should be heard perfectly.
  35749. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35750. */
  35751. refDistance: number;
  35752. /**
  35753. * Define the roll off factor of spatial sounds.
  35754. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35755. */
  35756. rolloffFactor: number;
  35757. /**
  35758. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35760. */
  35761. maxDistance: number;
  35762. /**
  35763. * Define the distance attenuation model the sound will follow.
  35764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35765. */
  35766. distanceModel: string;
  35767. /**
  35768. * @hidden
  35769. * Back Compat
  35770. **/
  35771. onended: () => any;
  35772. /**
  35773. * Observable event when the current playing sound finishes.
  35774. */
  35775. onEndedObservable: Observable<Sound>;
  35776. private _panningModel;
  35777. private _playbackRate;
  35778. private _streaming;
  35779. private _startTime;
  35780. private _startOffset;
  35781. private _position;
  35782. /** @hidden */
  35783. _positionInEmitterSpace: boolean;
  35784. private _localDirection;
  35785. private _volume;
  35786. private _isReadyToPlay;
  35787. private _isDirectional;
  35788. private _readyToPlayCallback;
  35789. private _audioBuffer;
  35790. private _soundSource;
  35791. private _streamingSource;
  35792. private _soundPanner;
  35793. private _soundGain;
  35794. private _inputAudioNode;
  35795. private _outputAudioNode;
  35796. private _coneInnerAngle;
  35797. private _coneOuterAngle;
  35798. private _coneOuterGain;
  35799. private _scene;
  35800. private _connectedTransformNode;
  35801. private _customAttenuationFunction;
  35802. private _registerFunc;
  35803. private _isOutputConnected;
  35804. private _htmlAudioElement;
  35805. private _urlType;
  35806. private _length?;
  35807. private _offset?;
  35808. /** @hidden */
  35809. static _SceneComponentInitialization: (scene: Scene) => void;
  35810. /**
  35811. * Create a sound and attach it to a scene
  35812. * @param name Name of your sound
  35813. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35814. * @param scene defines the scene the sound belongs to
  35815. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35816. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35817. */
  35818. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35819. /**
  35820. * Release the sound and its associated resources
  35821. */
  35822. dispose(): void;
  35823. /**
  35824. * Gets if the sounds is ready to be played or not.
  35825. * @returns true if ready, otherwise false
  35826. */
  35827. isReady(): boolean;
  35828. private _soundLoaded;
  35829. /**
  35830. * Sets the data of the sound from an audiobuffer
  35831. * @param audioBuffer The audioBuffer containing the data
  35832. */
  35833. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35834. /**
  35835. * Updates the current sounds options such as maxdistance, loop...
  35836. * @param options A JSON object containing values named as the object properties
  35837. */
  35838. updateOptions(options: ISoundOptions): void;
  35839. private _createSpatialParameters;
  35840. private _updateSpatialParameters;
  35841. /**
  35842. * Switch the panning model to HRTF:
  35843. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35844. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35845. */
  35846. switchPanningModelToHRTF(): void;
  35847. /**
  35848. * Switch the panning model to Equal Power:
  35849. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35850. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35851. */
  35852. switchPanningModelToEqualPower(): void;
  35853. private _switchPanningModel;
  35854. /**
  35855. * Connect this sound to a sound track audio node like gain...
  35856. * @param soundTrackAudioNode the sound track audio node to connect to
  35857. */
  35858. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35859. /**
  35860. * Transform this sound into a directional source
  35861. * @param coneInnerAngle Size of the inner cone in degree
  35862. * @param coneOuterAngle Size of the outer cone in degree
  35863. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35864. */
  35865. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35866. /**
  35867. * Gets or sets the inner angle for the directional cone.
  35868. */
  35869. /**
  35870. * Gets or sets the inner angle for the directional cone.
  35871. */
  35872. directionalConeInnerAngle: number;
  35873. /**
  35874. * Gets or sets the outer angle for the directional cone.
  35875. */
  35876. /**
  35877. * Gets or sets the outer angle for the directional cone.
  35878. */
  35879. directionalConeOuterAngle: number;
  35880. /**
  35881. * Sets the position of the emitter if spatial sound is enabled
  35882. * @param newPosition Defines the new posisiton
  35883. */
  35884. setPosition(newPosition: Vector3): void;
  35885. /**
  35886. * Sets the local direction of the emitter if spatial sound is enabled
  35887. * @param newLocalDirection Defines the new local direction
  35888. */
  35889. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35890. private _updateDirection;
  35891. /** @hidden */
  35892. updateDistanceFromListener(): void;
  35893. /**
  35894. * Sets a new custom attenuation function for the sound.
  35895. * @param callback Defines the function used for the attenuation
  35896. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35897. */
  35898. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35899. /**
  35900. * Play the sound
  35901. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35902. * @param offset (optional) Start the sound at a specific time in seconds
  35903. * @param length (optional) Sound duration (in seconds)
  35904. */
  35905. play(time?: number, offset?: number, length?: number): void;
  35906. private _onended;
  35907. /**
  35908. * Stop the sound
  35909. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35910. */
  35911. stop(time?: number): void;
  35912. /**
  35913. * Put the sound in pause
  35914. */
  35915. pause(): void;
  35916. /**
  35917. * Sets a dedicated volume for this sounds
  35918. * @param newVolume Define the new volume of the sound
  35919. * @param time Define time for gradual change to new volume
  35920. */
  35921. setVolume(newVolume: number, time?: number): void;
  35922. /**
  35923. * Set the sound play back rate
  35924. * @param newPlaybackRate Define the playback rate the sound should be played at
  35925. */
  35926. setPlaybackRate(newPlaybackRate: number): void;
  35927. /**
  35928. * Gets the volume of the sound.
  35929. * @returns the volume of the sound
  35930. */
  35931. getVolume(): number;
  35932. /**
  35933. * Attach the sound to a dedicated mesh
  35934. * @param transformNode The transform node to connect the sound with
  35935. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35936. */
  35937. attachToMesh(transformNode: TransformNode): void;
  35938. /**
  35939. * Detach the sound from the previously attached mesh
  35940. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35941. */
  35942. detachFromMesh(): void;
  35943. private _onRegisterAfterWorldMatrixUpdate;
  35944. /**
  35945. * Clone the current sound in the scene.
  35946. * @returns the new sound clone
  35947. */
  35948. clone(): Nullable<Sound>;
  35949. /**
  35950. * Gets the current underlying audio buffer containing the data
  35951. * @returns the audio buffer
  35952. */
  35953. getAudioBuffer(): Nullable<AudioBuffer>;
  35954. /**
  35955. * Serializes the Sound in a JSON representation
  35956. * @returns the JSON representation of the sound
  35957. */
  35958. serialize(): any;
  35959. /**
  35960. * Parse a JSON representation of a sound to innstantiate in a given scene
  35961. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35962. * @param scene Define the scene the new parsed sound should be created in
  35963. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35964. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35965. * @returns the newly parsed sound
  35966. */
  35967. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35968. }
  35969. }
  35970. declare module "babylonjs/Actions/directAudioActions" {
  35971. import { Action } from "babylonjs/Actions/action";
  35972. import { Condition } from "babylonjs/Actions/condition";
  35973. import { Sound } from "babylonjs/Audio/sound";
  35974. /**
  35975. * This defines an action helpful to play a defined sound on a triggered action.
  35976. */
  35977. export class PlaySoundAction extends Action {
  35978. private _sound;
  35979. /**
  35980. * Instantiate the action
  35981. * @param triggerOptions defines the trigger options
  35982. * @param sound defines the sound to play
  35983. * @param condition defines the trigger related conditions
  35984. */
  35985. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35986. /** @hidden */
  35987. _prepare(): void;
  35988. /**
  35989. * Execute the action and play the sound.
  35990. */
  35991. execute(): void;
  35992. /**
  35993. * Serializes the actions and its related information.
  35994. * @param parent defines the object to serialize in
  35995. * @returns the serialized object
  35996. */
  35997. serialize(parent: any): any;
  35998. }
  35999. /**
  36000. * This defines an action helpful to stop a defined sound on a triggered action.
  36001. */
  36002. export class StopSoundAction extends Action {
  36003. private _sound;
  36004. /**
  36005. * Instantiate the action
  36006. * @param triggerOptions defines the trigger options
  36007. * @param sound defines the sound to stop
  36008. * @param condition defines the trigger related conditions
  36009. */
  36010. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36011. /** @hidden */
  36012. _prepare(): void;
  36013. /**
  36014. * Execute the action and stop the sound.
  36015. */
  36016. execute(): void;
  36017. /**
  36018. * Serializes the actions and its related information.
  36019. * @param parent defines the object to serialize in
  36020. * @returns the serialized object
  36021. */
  36022. serialize(parent: any): any;
  36023. }
  36024. }
  36025. declare module "babylonjs/Actions/interpolateValueAction" {
  36026. import { Action } from "babylonjs/Actions/action";
  36027. import { Condition } from "babylonjs/Actions/condition";
  36028. import { Observable } from "babylonjs/Misc/observable";
  36029. /**
  36030. * This defines an action responsible to change the value of a property
  36031. * by interpolating between its current value and the newly set one once triggered.
  36032. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36033. */
  36034. export class InterpolateValueAction extends Action {
  36035. /**
  36036. * Defines the path of the property where the value should be interpolated
  36037. */
  36038. propertyPath: string;
  36039. /**
  36040. * Defines the target value at the end of the interpolation.
  36041. */
  36042. value: any;
  36043. /**
  36044. * Defines the time it will take for the property to interpolate to the value.
  36045. */
  36046. duration: number;
  36047. /**
  36048. * Defines if the other scene animations should be stopped when the action has been triggered
  36049. */
  36050. stopOtherAnimations?: boolean;
  36051. /**
  36052. * Defines a callback raised once the interpolation animation has been done.
  36053. */
  36054. onInterpolationDone?: () => void;
  36055. /**
  36056. * Observable triggered once the interpolation animation has been done.
  36057. */
  36058. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36059. private _target;
  36060. private _effectiveTarget;
  36061. private _property;
  36062. /**
  36063. * Instantiate the action
  36064. * @param triggerOptions defines the trigger options
  36065. * @param target defines the object containing the value to interpolate
  36066. * @param propertyPath defines the path to the property in the target object
  36067. * @param value defines the target value at the end of the interpolation
  36068. * @param duration deines the time it will take for the property to interpolate to the value.
  36069. * @param condition defines the trigger related conditions
  36070. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36071. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36072. */
  36073. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36074. /** @hidden */
  36075. _prepare(): void;
  36076. /**
  36077. * Execute the action starts the value interpolation.
  36078. */
  36079. execute(): void;
  36080. /**
  36081. * Serializes the actions and its related information.
  36082. * @param parent defines the object to serialize in
  36083. * @returns the serialized object
  36084. */
  36085. serialize(parent: any): any;
  36086. }
  36087. }
  36088. declare module "babylonjs/Actions/index" {
  36089. export * from "babylonjs/Actions/action";
  36090. export * from "babylonjs/Actions/actionEvent";
  36091. export * from "babylonjs/Actions/actionManager";
  36092. export * from "babylonjs/Actions/condition";
  36093. export * from "babylonjs/Actions/directActions";
  36094. export * from "babylonjs/Actions/directAudioActions";
  36095. export * from "babylonjs/Actions/interpolateValueAction";
  36096. }
  36097. declare module "babylonjs/Animations/index" {
  36098. export * from "babylonjs/Animations/animatable";
  36099. export * from "babylonjs/Animations/animation";
  36100. export * from "babylonjs/Animations/animationGroup";
  36101. export * from "babylonjs/Animations/animationPropertiesOverride";
  36102. export * from "babylonjs/Animations/easing";
  36103. export * from "babylonjs/Animations/runtimeAnimation";
  36104. export * from "babylonjs/Animations/animationEvent";
  36105. export * from "babylonjs/Animations/animationGroup";
  36106. export * from "babylonjs/Animations/animationKey";
  36107. export * from "babylonjs/Animations/animationRange";
  36108. export * from "babylonjs/Animations/animatable.interface";
  36109. }
  36110. declare module "babylonjs/Audio/soundTrack" {
  36111. import { Sound } from "babylonjs/Audio/sound";
  36112. import { Analyser } from "babylonjs/Audio/analyser";
  36113. import { Scene } from "babylonjs/scene";
  36114. /**
  36115. * Options allowed during the creation of a sound track.
  36116. */
  36117. export interface ISoundTrackOptions {
  36118. /**
  36119. * The volume the sound track should take during creation
  36120. */
  36121. volume?: number;
  36122. /**
  36123. * Define if the sound track is the main sound track of the scene
  36124. */
  36125. mainTrack?: boolean;
  36126. }
  36127. /**
  36128. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36129. * It will be also used in a future release to apply effects on a specific track.
  36130. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36131. */
  36132. export class SoundTrack {
  36133. /**
  36134. * The unique identifier of the sound track in the scene.
  36135. */
  36136. id: number;
  36137. /**
  36138. * The list of sounds included in the sound track.
  36139. */
  36140. soundCollection: Array<Sound>;
  36141. private _outputAudioNode;
  36142. private _scene;
  36143. private _isMainTrack;
  36144. private _connectedAnalyser;
  36145. private _options;
  36146. private _isInitialized;
  36147. /**
  36148. * Creates a new sound track.
  36149. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36150. * @param scene Define the scene the sound track belongs to
  36151. * @param options
  36152. */
  36153. constructor(scene: Scene, options?: ISoundTrackOptions);
  36154. private _initializeSoundTrackAudioGraph;
  36155. /**
  36156. * Release the sound track and its associated resources
  36157. */
  36158. dispose(): void;
  36159. /**
  36160. * Adds a sound to this sound track
  36161. * @param sound define the cound to add
  36162. * @ignoreNaming
  36163. */
  36164. AddSound(sound: Sound): void;
  36165. /**
  36166. * Removes a sound to this sound track
  36167. * @param sound define the cound to remove
  36168. * @ignoreNaming
  36169. */
  36170. RemoveSound(sound: Sound): void;
  36171. /**
  36172. * Set a global volume for the full sound track.
  36173. * @param newVolume Define the new volume of the sound track
  36174. */
  36175. setVolume(newVolume: number): void;
  36176. /**
  36177. * Switch the panning model to HRTF:
  36178. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36179. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36180. */
  36181. switchPanningModelToHRTF(): void;
  36182. /**
  36183. * Switch the panning model to Equal Power:
  36184. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36185. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36186. */
  36187. switchPanningModelToEqualPower(): void;
  36188. /**
  36189. * Connect the sound track to an audio analyser allowing some amazing
  36190. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36191. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36192. * @param analyser The analyser to connect to the engine
  36193. */
  36194. connectToAnalyser(analyser: Analyser): void;
  36195. }
  36196. }
  36197. declare module "babylonjs/Audio/audioSceneComponent" {
  36198. import { Sound } from "babylonjs/Audio/sound";
  36199. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36200. import { Nullable } from "babylonjs/types";
  36201. import { Vector3 } from "babylonjs/Maths/math.vector";
  36202. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36203. import { Scene } from "babylonjs/scene";
  36204. import { AbstractScene } from "babylonjs/abstractScene";
  36205. import "babylonjs/Audio/audioEngine";
  36206. module "babylonjs/abstractScene" {
  36207. interface AbstractScene {
  36208. /**
  36209. * The list of sounds used in the scene.
  36210. */
  36211. sounds: Nullable<Array<Sound>>;
  36212. }
  36213. }
  36214. module "babylonjs/scene" {
  36215. interface Scene {
  36216. /**
  36217. * @hidden
  36218. * Backing field
  36219. */
  36220. _mainSoundTrack: SoundTrack;
  36221. /**
  36222. * The main sound track played by the scene.
  36223. * It cotains your primary collection of sounds.
  36224. */
  36225. mainSoundTrack: SoundTrack;
  36226. /**
  36227. * The list of sound tracks added to the scene
  36228. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36229. */
  36230. soundTracks: Nullable<Array<SoundTrack>>;
  36231. /**
  36232. * Gets a sound using a given name
  36233. * @param name defines the name to search for
  36234. * @return the found sound or null if not found at all.
  36235. */
  36236. getSoundByName(name: string): Nullable<Sound>;
  36237. /**
  36238. * Gets or sets if audio support is enabled
  36239. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36240. */
  36241. audioEnabled: boolean;
  36242. /**
  36243. * Gets or sets if audio will be output to headphones
  36244. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36245. */
  36246. headphone: boolean;
  36247. /**
  36248. * Gets or sets custom audio listener position provider
  36249. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36250. */
  36251. audioListenerPositionProvider: Nullable<() => Vector3>;
  36252. }
  36253. }
  36254. /**
  36255. * Defines the sound scene component responsible to manage any sounds
  36256. * in a given scene.
  36257. */
  36258. export class AudioSceneComponent implements ISceneSerializableComponent {
  36259. /**
  36260. * The component name helpfull to identify the component in the list of scene components.
  36261. */
  36262. readonly name: string;
  36263. /**
  36264. * The scene the component belongs to.
  36265. */
  36266. scene: Scene;
  36267. private _audioEnabled;
  36268. /**
  36269. * Gets whether audio is enabled or not.
  36270. * Please use related enable/disable method to switch state.
  36271. */
  36272. readonly audioEnabled: boolean;
  36273. private _headphone;
  36274. /**
  36275. * Gets whether audio is outputing to headphone or not.
  36276. * Please use the according Switch methods to change output.
  36277. */
  36278. readonly headphone: boolean;
  36279. private _audioListenerPositionProvider;
  36280. /**
  36281. * Gets the current audio listener position provider
  36282. */
  36283. /**
  36284. * Sets a custom listener position for all sounds in the scene
  36285. * By default, this is the position of the first active camera
  36286. */
  36287. audioListenerPositionProvider: Nullable<() => Vector3>;
  36288. /**
  36289. * Creates a new instance of the component for the given scene
  36290. * @param scene Defines the scene to register the component in
  36291. */
  36292. constructor(scene: Scene);
  36293. /**
  36294. * Registers the component in a given scene
  36295. */
  36296. register(): void;
  36297. /**
  36298. * Rebuilds the elements related to this component in case of
  36299. * context lost for instance.
  36300. */
  36301. rebuild(): void;
  36302. /**
  36303. * Serializes the component data to the specified json object
  36304. * @param serializationObject The object to serialize to
  36305. */
  36306. serialize(serializationObject: any): void;
  36307. /**
  36308. * Adds all the elements from the container to the scene
  36309. * @param container the container holding the elements
  36310. */
  36311. addFromContainer(container: AbstractScene): void;
  36312. /**
  36313. * Removes all the elements in the container from the scene
  36314. * @param container contains the elements to remove
  36315. * @param dispose if the removed element should be disposed (default: false)
  36316. */
  36317. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36318. /**
  36319. * Disposes the component and the associated ressources.
  36320. */
  36321. dispose(): void;
  36322. /**
  36323. * Disables audio in the associated scene.
  36324. */
  36325. disableAudio(): void;
  36326. /**
  36327. * Enables audio in the associated scene.
  36328. */
  36329. enableAudio(): void;
  36330. /**
  36331. * Switch audio to headphone output.
  36332. */
  36333. switchAudioModeForHeadphones(): void;
  36334. /**
  36335. * Switch audio to normal speakers.
  36336. */
  36337. switchAudioModeForNormalSpeakers(): void;
  36338. private _afterRender;
  36339. }
  36340. }
  36341. declare module "babylonjs/Audio/weightedsound" {
  36342. import { Sound } from "babylonjs/Audio/sound";
  36343. /**
  36344. * Wraps one or more Sound objects and selects one with random weight for playback.
  36345. */
  36346. export class WeightedSound {
  36347. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36348. loop: boolean;
  36349. private _coneInnerAngle;
  36350. private _coneOuterAngle;
  36351. private _volume;
  36352. /** A Sound is currently playing. */
  36353. isPlaying: boolean;
  36354. /** A Sound is currently paused. */
  36355. isPaused: boolean;
  36356. private _sounds;
  36357. private _weights;
  36358. private _currentIndex?;
  36359. /**
  36360. * Creates a new WeightedSound from the list of sounds given.
  36361. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36362. * @param sounds Array of Sounds that will be selected from.
  36363. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36364. */
  36365. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36366. /**
  36367. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36368. */
  36369. /**
  36370. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36371. */
  36372. directionalConeInnerAngle: number;
  36373. /**
  36374. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36375. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36376. */
  36377. /**
  36378. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36379. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36380. */
  36381. directionalConeOuterAngle: number;
  36382. /**
  36383. * Playback volume.
  36384. */
  36385. /**
  36386. * Playback volume.
  36387. */
  36388. volume: number;
  36389. private _onended;
  36390. /**
  36391. * Suspend playback
  36392. */
  36393. pause(): void;
  36394. /**
  36395. * Stop playback
  36396. */
  36397. stop(): void;
  36398. /**
  36399. * Start playback.
  36400. * @param startOffset Position the clip head at a specific time in seconds.
  36401. */
  36402. play(startOffset?: number): void;
  36403. }
  36404. }
  36405. declare module "babylonjs/Audio/index" {
  36406. export * from "babylonjs/Audio/analyser";
  36407. export * from "babylonjs/Audio/audioEngine";
  36408. export * from "babylonjs/Audio/audioSceneComponent";
  36409. export * from "babylonjs/Audio/sound";
  36410. export * from "babylonjs/Audio/soundTrack";
  36411. export * from "babylonjs/Audio/weightedsound";
  36412. }
  36413. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36414. import { Behavior } from "babylonjs/Behaviors/behavior";
  36415. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36416. import { BackEase } from "babylonjs/Animations/easing";
  36417. /**
  36418. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36419. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36420. */
  36421. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36422. /**
  36423. * Gets the name of the behavior.
  36424. */
  36425. readonly name: string;
  36426. /**
  36427. * The easing function used by animations
  36428. */
  36429. static EasingFunction: BackEase;
  36430. /**
  36431. * The easing mode used by animations
  36432. */
  36433. static EasingMode: number;
  36434. /**
  36435. * The duration of the animation, in milliseconds
  36436. */
  36437. transitionDuration: number;
  36438. /**
  36439. * Length of the distance animated by the transition when lower radius is reached
  36440. */
  36441. lowerRadiusTransitionRange: number;
  36442. /**
  36443. * Length of the distance animated by the transition when upper radius is reached
  36444. */
  36445. upperRadiusTransitionRange: number;
  36446. private _autoTransitionRange;
  36447. /**
  36448. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36449. */
  36450. /**
  36451. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36452. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36453. */
  36454. autoTransitionRange: boolean;
  36455. private _attachedCamera;
  36456. private _onAfterCheckInputsObserver;
  36457. private _onMeshTargetChangedObserver;
  36458. /**
  36459. * Initializes the behavior.
  36460. */
  36461. init(): void;
  36462. /**
  36463. * Attaches the behavior to its arc rotate camera.
  36464. * @param camera Defines the camera to attach the behavior to
  36465. */
  36466. attach(camera: ArcRotateCamera): void;
  36467. /**
  36468. * Detaches the behavior from its current arc rotate camera.
  36469. */
  36470. detach(): void;
  36471. private _radiusIsAnimating;
  36472. private _radiusBounceTransition;
  36473. private _animatables;
  36474. private _cachedWheelPrecision;
  36475. /**
  36476. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36477. * @param radiusLimit The limit to check against.
  36478. * @return Bool to indicate if at limit.
  36479. */
  36480. private _isRadiusAtLimit;
  36481. /**
  36482. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36483. * @param radiusDelta The delta by which to animate to. Can be negative.
  36484. */
  36485. private _applyBoundRadiusAnimation;
  36486. /**
  36487. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36488. */
  36489. protected _clearAnimationLocks(): void;
  36490. /**
  36491. * Stops and removes all animations that have been applied to the camera
  36492. */
  36493. stopAllAnimations(): void;
  36494. }
  36495. }
  36496. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36497. import { Behavior } from "babylonjs/Behaviors/behavior";
  36498. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36499. import { ExponentialEase } from "babylonjs/Animations/easing";
  36500. import { Nullable } from "babylonjs/types";
  36501. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36502. import { Vector3 } from "babylonjs/Maths/math.vector";
  36503. /**
  36504. * 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.
  36505. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36506. */
  36507. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36508. /**
  36509. * Gets the name of the behavior.
  36510. */
  36511. readonly name: string;
  36512. private _mode;
  36513. private _radiusScale;
  36514. private _positionScale;
  36515. private _defaultElevation;
  36516. private _elevationReturnTime;
  36517. private _elevationReturnWaitTime;
  36518. private _zoomStopsAnimation;
  36519. private _framingTime;
  36520. /**
  36521. * The easing function used by animations
  36522. */
  36523. static EasingFunction: ExponentialEase;
  36524. /**
  36525. * The easing mode used by animations
  36526. */
  36527. static EasingMode: number;
  36528. /**
  36529. * Sets the current mode used by the behavior
  36530. */
  36531. /**
  36532. * Gets current mode used by the behavior.
  36533. */
  36534. mode: number;
  36535. /**
  36536. * Sets the scale applied to the radius (1 by default)
  36537. */
  36538. /**
  36539. * Gets the scale applied to the radius
  36540. */
  36541. radiusScale: number;
  36542. /**
  36543. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36544. */
  36545. /**
  36546. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36547. */
  36548. positionScale: number;
  36549. /**
  36550. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36551. * behaviour is triggered, in radians.
  36552. */
  36553. /**
  36554. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36555. * behaviour is triggered, in radians.
  36556. */
  36557. defaultElevation: number;
  36558. /**
  36559. * Sets the time (in milliseconds) taken to return to the default beta position.
  36560. * Negative value indicates camera should not return to default.
  36561. */
  36562. /**
  36563. * Gets the time (in milliseconds) taken to return to the default beta position.
  36564. * Negative value indicates camera should not return to default.
  36565. */
  36566. elevationReturnTime: number;
  36567. /**
  36568. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36569. */
  36570. /**
  36571. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36572. */
  36573. elevationReturnWaitTime: number;
  36574. /**
  36575. * Sets the flag that indicates if user zooming should stop animation.
  36576. */
  36577. /**
  36578. * Gets the flag that indicates if user zooming should stop animation.
  36579. */
  36580. zoomStopsAnimation: boolean;
  36581. /**
  36582. * Sets the transition time when framing the mesh, in milliseconds
  36583. */
  36584. /**
  36585. * Gets the transition time when framing the mesh, in milliseconds
  36586. */
  36587. framingTime: number;
  36588. /**
  36589. * Define if the behavior should automatically change the configured
  36590. * camera limits and sensibilities.
  36591. */
  36592. autoCorrectCameraLimitsAndSensibility: boolean;
  36593. private _onPrePointerObservableObserver;
  36594. private _onAfterCheckInputsObserver;
  36595. private _onMeshTargetChangedObserver;
  36596. private _attachedCamera;
  36597. private _isPointerDown;
  36598. private _lastInteractionTime;
  36599. /**
  36600. * Initializes the behavior.
  36601. */
  36602. init(): void;
  36603. /**
  36604. * Attaches the behavior to its arc rotate camera.
  36605. * @param camera Defines the camera to attach the behavior to
  36606. */
  36607. attach(camera: ArcRotateCamera): void;
  36608. /**
  36609. * Detaches the behavior from its current arc rotate camera.
  36610. */
  36611. detach(): void;
  36612. private _animatables;
  36613. private _betaIsAnimating;
  36614. private _betaTransition;
  36615. private _radiusTransition;
  36616. private _vectorTransition;
  36617. /**
  36618. * Targets the given mesh and updates zoom level accordingly.
  36619. * @param mesh The mesh to target.
  36620. * @param radius Optional. If a cached radius position already exists, overrides default.
  36621. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36622. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36623. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36624. */
  36625. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36626. /**
  36627. * Targets the given mesh with its children and updates zoom level accordingly.
  36628. * @param mesh The mesh to target.
  36629. * @param radius Optional. If a cached radius position already exists, overrides default.
  36630. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36631. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36632. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36633. */
  36634. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36635. /**
  36636. * Targets the given meshes with their children and updates zoom level accordingly.
  36637. * @param meshes The mesh to target.
  36638. * @param radius Optional. If a cached radius position already exists, overrides default.
  36639. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36640. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36641. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36642. */
  36643. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36644. /**
  36645. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36646. * @param minimumWorld Determines the smaller position of the bounding box extend
  36647. * @param maximumWorld Determines the bigger position of the bounding box extend
  36648. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36649. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36650. */
  36651. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36652. /**
  36653. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36654. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36655. * frustum width.
  36656. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36657. * to fully enclose the mesh in the viewing frustum.
  36658. */
  36659. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36660. /**
  36661. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36662. * is automatically returned to its default position (expected to be above ground plane).
  36663. */
  36664. private _maintainCameraAboveGround;
  36665. /**
  36666. * Returns the frustum slope based on the canvas ratio and camera FOV
  36667. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36668. */
  36669. private _getFrustumSlope;
  36670. /**
  36671. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36672. */
  36673. private _clearAnimationLocks;
  36674. /**
  36675. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36676. */
  36677. private _applyUserInteraction;
  36678. /**
  36679. * Stops and removes all animations that have been applied to the camera
  36680. */
  36681. stopAllAnimations(): void;
  36682. /**
  36683. * Gets a value indicating if the user is moving the camera
  36684. */
  36685. readonly isUserIsMoving: boolean;
  36686. /**
  36687. * The camera can move all the way towards the mesh.
  36688. */
  36689. static IgnoreBoundsSizeMode: number;
  36690. /**
  36691. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36692. */
  36693. static FitFrustumSidesMode: number;
  36694. }
  36695. }
  36696. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36697. import { Nullable } from "babylonjs/types";
  36698. import { Camera } from "babylonjs/Cameras/camera";
  36699. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36700. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36701. /**
  36702. * Base class for Camera Pointer Inputs.
  36703. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36704. * for example usage.
  36705. */
  36706. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36707. /**
  36708. * Defines the camera the input is attached to.
  36709. */
  36710. abstract camera: Camera;
  36711. /**
  36712. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36713. */
  36714. protected _altKey: boolean;
  36715. protected _ctrlKey: boolean;
  36716. protected _metaKey: boolean;
  36717. protected _shiftKey: boolean;
  36718. /**
  36719. * Which mouse buttons were pressed at time of last mouse event.
  36720. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36721. */
  36722. protected _buttonsPressed: number;
  36723. /**
  36724. * Defines the buttons associated with the input to handle camera move.
  36725. */
  36726. buttons: number[];
  36727. /**
  36728. * Attach the input controls to a specific dom element to get the input from.
  36729. * @param element Defines the element the controls should be listened from
  36730. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36731. */
  36732. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36733. /**
  36734. * Detach the current controls from the specified dom element.
  36735. * @param element Defines the element to stop listening the inputs from
  36736. */
  36737. detachControl(element: Nullable<HTMLElement>): void;
  36738. /**
  36739. * Gets the class name of the current input.
  36740. * @returns the class name
  36741. */
  36742. getClassName(): string;
  36743. /**
  36744. * Get the friendly name associated with the input class.
  36745. * @returns the input friendly name
  36746. */
  36747. getSimpleName(): string;
  36748. /**
  36749. * Called on pointer POINTERDOUBLETAP event.
  36750. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36751. */
  36752. protected onDoubleTap(type: string): void;
  36753. /**
  36754. * Called on pointer POINTERMOVE event if only a single touch is active.
  36755. * Override this method to provide functionality.
  36756. */
  36757. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36758. /**
  36759. * Called on pointer POINTERMOVE event if multiple touches are active.
  36760. * Override this method to provide functionality.
  36761. */
  36762. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36763. /**
  36764. * Called on JS contextmenu event.
  36765. * Override this method to provide functionality.
  36766. */
  36767. protected onContextMenu(evt: PointerEvent): void;
  36768. /**
  36769. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36770. * press.
  36771. * Override this method to provide functionality.
  36772. */
  36773. protected onButtonDown(evt: PointerEvent): void;
  36774. /**
  36775. * Called each time a new POINTERUP event occurs. Ie, for each button
  36776. * release.
  36777. * Override this method to provide functionality.
  36778. */
  36779. protected onButtonUp(evt: PointerEvent): void;
  36780. /**
  36781. * Called when window becomes inactive.
  36782. * Override this method to provide functionality.
  36783. */
  36784. protected onLostFocus(): void;
  36785. private _pointerInput;
  36786. private _observer;
  36787. private _onLostFocus;
  36788. private pointA;
  36789. private pointB;
  36790. }
  36791. }
  36792. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36793. import { Nullable } from "babylonjs/types";
  36794. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36795. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36796. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36797. /**
  36798. * Manage the pointers inputs to control an arc rotate camera.
  36799. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36800. */
  36801. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36802. /**
  36803. * Defines the camera the input is attached to.
  36804. */
  36805. camera: ArcRotateCamera;
  36806. /**
  36807. * Gets the class name of the current input.
  36808. * @returns the class name
  36809. */
  36810. getClassName(): string;
  36811. /**
  36812. * Defines the buttons associated with the input to handle camera move.
  36813. */
  36814. buttons: number[];
  36815. /**
  36816. * Defines the pointer angular sensibility along the X axis or how fast is
  36817. * the camera rotating.
  36818. */
  36819. angularSensibilityX: number;
  36820. /**
  36821. * Defines the pointer angular sensibility along the Y axis or how fast is
  36822. * the camera rotating.
  36823. */
  36824. angularSensibilityY: number;
  36825. /**
  36826. * Defines the pointer pinch precision or how fast is the camera zooming.
  36827. */
  36828. pinchPrecision: number;
  36829. /**
  36830. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36831. * from 0.
  36832. * It defines the percentage of current camera.radius to use as delta when
  36833. * pinch zoom is used.
  36834. */
  36835. pinchDeltaPercentage: number;
  36836. /**
  36837. * Defines the pointer panning sensibility or how fast is the camera moving.
  36838. */
  36839. panningSensibility: number;
  36840. /**
  36841. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36842. */
  36843. multiTouchPanning: boolean;
  36844. /**
  36845. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36846. * zoom (pinch) through multitouch.
  36847. */
  36848. multiTouchPanAndZoom: boolean;
  36849. /**
  36850. * Revers pinch action direction.
  36851. */
  36852. pinchInwards: boolean;
  36853. private _isPanClick;
  36854. private _twoFingerActivityCount;
  36855. private _isPinching;
  36856. /**
  36857. * Called on pointer POINTERMOVE event if only a single touch is active.
  36858. */
  36859. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36860. /**
  36861. * Called on pointer POINTERDOUBLETAP event.
  36862. */
  36863. protected onDoubleTap(type: string): void;
  36864. /**
  36865. * Called on pointer POINTERMOVE event if multiple touches are active.
  36866. */
  36867. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36868. /**
  36869. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36870. * press.
  36871. */
  36872. protected onButtonDown(evt: PointerEvent): void;
  36873. /**
  36874. * Called each time a new POINTERUP event occurs. Ie, for each button
  36875. * release.
  36876. */
  36877. protected onButtonUp(evt: PointerEvent): void;
  36878. /**
  36879. * Called when window becomes inactive.
  36880. */
  36881. protected onLostFocus(): void;
  36882. }
  36883. }
  36884. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36885. import { Nullable } from "babylonjs/types";
  36886. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36887. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36888. /**
  36889. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36890. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36891. */
  36892. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36893. /**
  36894. * Defines the camera the input is attached to.
  36895. */
  36896. camera: ArcRotateCamera;
  36897. /**
  36898. * Defines the list of key codes associated with the up action (increase alpha)
  36899. */
  36900. keysUp: number[];
  36901. /**
  36902. * Defines the list of key codes associated with the down action (decrease alpha)
  36903. */
  36904. keysDown: number[];
  36905. /**
  36906. * Defines the list of key codes associated with the left action (increase beta)
  36907. */
  36908. keysLeft: number[];
  36909. /**
  36910. * Defines the list of key codes associated with the right action (decrease beta)
  36911. */
  36912. keysRight: number[];
  36913. /**
  36914. * Defines the list of key codes associated with the reset action.
  36915. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36916. */
  36917. keysReset: number[];
  36918. /**
  36919. * Defines the panning sensibility of the inputs.
  36920. * (How fast is the camera paning)
  36921. */
  36922. panningSensibility: number;
  36923. /**
  36924. * Defines the zooming sensibility of the inputs.
  36925. * (How fast is the camera zooming)
  36926. */
  36927. zoomingSensibility: number;
  36928. /**
  36929. * Defines wether maintaining the alt key down switch the movement mode from
  36930. * orientation to zoom.
  36931. */
  36932. useAltToZoom: boolean;
  36933. /**
  36934. * Rotation speed of the camera
  36935. */
  36936. angularSpeed: number;
  36937. private _keys;
  36938. private _ctrlPressed;
  36939. private _altPressed;
  36940. private _onCanvasBlurObserver;
  36941. private _onKeyboardObserver;
  36942. private _engine;
  36943. private _scene;
  36944. /**
  36945. * Attach the input controls to a specific dom element to get the input from.
  36946. * @param element Defines the element the controls should be listened from
  36947. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36948. */
  36949. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36950. /**
  36951. * Detach the current controls from the specified dom element.
  36952. * @param element Defines the element to stop listening the inputs from
  36953. */
  36954. detachControl(element: Nullable<HTMLElement>): void;
  36955. /**
  36956. * Update the current camera state depending on the inputs that have been used this frame.
  36957. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36958. */
  36959. checkInputs(): void;
  36960. /**
  36961. * Gets the class name of the current intput.
  36962. * @returns the class name
  36963. */
  36964. getClassName(): string;
  36965. /**
  36966. * Get the friendly name associated with the input class.
  36967. * @returns the input friendly name
  36968. */
  36969. getSimpleName(): string;
  36970. }
  36971. }
  36972. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36973. import { Nullable } from "babylonjs/types";
  36974. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36975. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36976. /**
  36977. * Manage the mouse wheel inputs to control an arc rotate camera.
  36978. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36979. */
  36980. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36981. /**
  36982. * Defines the camera the input is attached to.
  36983. */
  36984. camera: ArcRotateCamera;
  36985. /**
  36986. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36987. */
  36988. wheelPrecision: number;
  36989. /**
  36990. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36991. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36992. */
  36993. wheelDeltaPercentage: number;
  36994. private _wheel;
  36995. private _observer;
  36996. private computeDeltaFromMouseWheelLegacyEvent;
  36997. /**
  36998. * Attach the input controls to a specific dom element to get the input from.
  36999. * @param element Defines the element the controls should be listened from
  37000. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37001. */
  37002. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37003. /**
  37004. * Detach the current controls from the specified dom element.
  37005. * @param element Defines the element to stop listening the inputs from
  37006. */
  37007. detachControl(element: Nullable<HTMLElement>): void;
  37008. /**
  37009. * Gets the class name of the current intput.
  37010. * @returns the class name
  37011. */
  37012. getClassName(): string;
  37013. /**
  37014. * Get the friendly name associated with the input class.
  37015. * @returns the input friendly name
  37016. */
  37017. getSimpleName(): string;
  37018. }
  37019. }
  37020. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37021. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37022. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37023. /**
  37024. * Default Inputs manager for the ArcRotateCamera.
  37025. * It groups all the default supported inputs for ease of use.
  37026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37027. */
  37028. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37029. /**
  37030. * Instantiates a new ArcRotateCameraInputsManager.
  37031. * @param camera Defines the camera the inputs belong to
  37032. */
  37033. constructor(camera: ArcRotateCamera);
  37034. /**
  37035. * Add mouse wheel input support to the input manager.
  37036. * @returns the current input manager
  37037. */
  37038. addMouseWheel(): ArcRotateCameraInputsManager;
  37039. /**
  37040. * Add pointers input support to the input manager.
  37041. * @returns the current input manager
  37042. */
  37043. addPointers(): ArcRotateCameraInputsManager;
  37044. /**
  37045. * Add keyboard input support to the input manager.
  37046. * @returns the current input manager
  37047. */
  37048. addKeyboard(): ArcRotateCameraInputsManager;
  37049. }
  37050. }
  37051. declare module "babylonjs/Cameras/arcRotateCamera" {
  37052. import { Observable } from "babylonjs/Misc/observable";
  37053. import { Nullable } from "babylonjs/types";
  37054. import { Scene } from "babylonjs/scene";
  37055. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37056. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37057. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37058. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37059. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37060. import { Camera } from "babylonjs/Cameras/camera";
  37061. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37062. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37063. import { Collider } from "babylonjs/Collisions/collider";
  37064. /**
  37065. * This represents an orbital type of camera.
  37066. *
  37067. * 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.
  37068. * 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.
  37069. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37070. */
  37071. export class ArcRotateCamera extends TargetCamera {
  37072. /**
  37073. * Defines the rotation angle of the camera along the longitudinal axis.
  37074. */
  37075. alpha: number;
  37076. /**
  37077. * Defines the rotation angle of the camera along the latitudinal axis.
  37078. */
  37079. beta: number;
  37080. /**
  37081. * Defines the radius of the camera from it s target point.
  37082. */
  37083. radius: number;
  37084. protected _target: Vector3;
  37085. protected _targetHost: Nullable<AbstractMesh>;
  37086. /**
  37087. * Defines the target point of the camera.
  37088. * The camera looks towards it form the radius distance.
  37089. */
  37090. target: Vector3;
  37091. /**
  37092. * Define the current local position of the camera in the scene
  37093. */
  37094. position: Vector3;
  37095. protected _upVector: Vector3;
  37096. protected _upToYMatrix: Matrix;
  37097. protected _YToUpMatrix: Matrix;
  37098. /**
  37099. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37100. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37101. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37102. */
  37103. upVector: Vector3;
  37104. /**
  37105. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37106. */
  37107. setMatUp(): void;
  37108. /**
  37109. * Current inertia value on the longitudinal axis.
  37110. * The bigger this number the longer it will take for the camera to stop.
  37111. */
  37112. inertialAlphaOffset: number;
  37113. /**
  37114. * Current inertia value on the latitudinal axis.
  37115. * The bigger this number the longer it will take for the camera to stop.
  37116. */
  37117. inertialBetaOffset: number;
  37118. /**
  37119. * Current inertia value on the radius axis.
  37120. * The bigger this number the longer it will take for the camera to stop.
  37121. */
  37122. inertialRadiusOffset: number;
  37123. /**
  37124. * Minimum allowed angle on the longitudinal axis.
  37125. * This can help limiting how the Camera is able to move in the scene.
  37126. */
  37127. lowerAlphaLimit: Nullable<number>;
  37128. /**
  37129. * Maximum allowed angle on the longitudinal axis.
  37130. * This can help limiting how the Camera is able to move in the scene.
  37131. */
  37132. upperAlphaLimit: Nullable<number>;
  37133. /**
  37134. * Minimum allowed angle on the latitudinal axis.
  37135. * This can help limiting how the Camera is able to move in the scene.
  37136. */
  37137. lowerBetaLimit: number;
  37138. /**
  37139. * Maximum allowed angle on the latitudinal axis.
  37140. * This can help limiting how the Camera is able to move in the scene.
  37141. */
  37142. upperBetaLimit: number;
  37143. /**
  37144. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37145. * This can help limiting how the Camera is able to move in the scene.
  37146. */
  37147. lowerRadiusLimit: Nullable<number>;
  37148. /**
  37149. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37150. * This can help limiting how the Camera is able to move in the scene.
  37151. */
  37152. upperRadiusLimit: Nullable<number>;
  37153. /**
  37154. * Defines the current inertia value used during panning of the camera along the X axis.
  37155. */
  37156. inertialPanningX: number;
  37157. /**
  37158. * Defines the current inertia value used during panning of the camera along the Y axis.
  37159. */
  37160. inertialPanningY: number;
  37161. /**
  37162. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37163. * Basically if your fingers moves away from more than this distance you will be considered
  37164. * in pinch mode.
  37165. */
  37166. pinchToPanMaxDistance: number;
  37167. /**
  37168. * Defines the maximum distance the camera can pan.
  37169. * This could help keeping the cammera always in your scene.
  37170. */
  37171. panningDistanceLimit: Nullable<number>;
  37172. /**
  37173. * Defines the target of the camera before paning.
  37174. */
  37175. panningOriginTarget: Vector3;
  37176. /**
  37177. * Defines the value of the inertia used during panning.
  37178. * 0 would mean stop inertia and one would mean no decelleration at all.
  37179. */
  37180. panningInertia: number;
  37181. /**
  37182. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37183. */
  37184. angularSensibilityX: number;
  37185. /**
  37186. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37187. */
  37188. angularSensibilityY: number;
  37189. /**
  37190. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37191. */
  37192. pinchPrecision: number;
  37193. /**
  37194. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37195. * It will be used instead of pinchDeltaPrecision if different from 0.
  37196. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37197. */
  37198. pinchDeltaPercentage: number;
  37199. /**
  37200. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37201. */
  37202. panningSensibility: number;
  37203. /**
  37204. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37205. */
  37206. keysUp: number[];
  37207. /**
  37208. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37209. */
  37210. keysDown: number[];
  37211. /**
  37212. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37213. */
  37214. keysLeft: number[];
  37215. /**
  37216. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37217. */
  37218. keysRight: number[];
  37219. /**
  37220. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37221. */
  37222. wheelPrecision: number;
  37223. /**
  37224. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37225. * It will be used instead of pinchDeltaPrecision if different from 0.
  37226. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37227. */
  37228. wheelDeltaPercentage: number;
  37229. /**
  37230. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37231. */
  37232. zoomOnFactor: number;
  37233. /**
  37234. * Defines a screen offset for the camera position.
  37235. */
  37236. targetScreenOffset: Vector2;
  37237. /**
  37238. * Allows the camera to be completely reversed.
  37239. * If false the camera can not arrive upside down.
  37240. */
  37241. allowUpsideDown: boolean;
  37242. /**
  37243. * Define if double tap/click is used to restore the previously saved state of the camera.
  37244. */
  37245. useInputToRestoreState: boolean;
  37246. /** @hidden */
  37247. _viewMatrix: Matrix;
  37248. /** @hidden */
  37249. _useCtrlForPanning: boolean;
  37250. /** @hidden */
  37251. _panningMouseButton: number;
  37252. /**
  37253. * Defines the input associated to the camera.
  37254. */
  37255. inputs: ArcRotateCameraInputsManager;
  37256. /** @hidden */
  37257. _reset: () => void;
  37258. /**
  37259. * Defines the allowed panning axis.
  37260. */
  37261. panningAxis: Vector3;
  37262. protected _localDirection: Vector3;
  37263. protected _transformedDirection: Vector3;
  37264. private _bouncingBehavior;
  37265. /**
  37266. * Gets the bouncing behavior of the camera if it has been enabled.
  37267. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37268. */
  37269. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37270. /**
  37271. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37272. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37273. */
  37274. useBouncingBehavior: boolean;
  37275. private _framingBehavior;
  37276. /**
  37277. * Gets the framing behavior of the camera if it has been enabled.
  37278. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37279. */
  37280. readonly framingBehavior: Nullable<FramingBehavior>;
  37281. /**
  37282. * Defines if the framing behavior of the camera is enabled on the camera.
  37283. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37284. */
  37285. useFramingBehavior: boolean;
  37286. private _autoRotationBehavior;
  37287. /**
  37288. * Gets the auto rotation behavior of the camera if it has been enabled.
  37289. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37290. */
  37291. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37292. /**
  37293. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37294. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37295. */
  37296. useAutoRotationBehavior: boolean;
  37297. /**
  37298. * Observable triggered when the mesh target has been changed on the camera.
  37299. */
  37300. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37301. /**
  37302. * Event raised when the camera is colliding with a mesh.
  37303. */
  37304. onCollide: (collidedMesh: AbstractMesh) => void;
  37305. /**
  37306. * Defines whether the camera should check collision with the objects oh the scene.
  37307. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37308. */
  37309. checkCollisions: boolean;
  37310. /**
  37311. * Defines the collision radius of the camera.
  37312. * This simulates a sphere around the camera.
  37313. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37314. */
  37315. collisionRadius: Vector3;
  37316. protected _collider: Collider;
  37317. protected _previousPosition: Vector3;
  37318. protected _collisionVelocity: Vector3;
  37319. protected _newPosition: Vector3;
  37320. protected _previousAlpha: number;
  37321. protected _previousBeta: number;
  37322. protected _previousRadius: number;
  37323. protected _collisionTriggered: boolean;
  37324. protected _targetBoundingCenter: Nullable<Vector3>;
  37325. private _computationVector;
  37326. /**
  37327. * Instantiates a new ArcRotateCamera in a given scene
  37328. * @param name Defines the name of the camera
  37329. * @param alpha Defines the camera rotation along the logitudinal axis
  37330. * @param beta Defines the camera rotation along the latitudinal axis
  37331. * @param radius Defines the camera distance from its target
  37332. * @param target Defines the camera target
  37333. * @param scene Defines the scene the camera belongs to
  37334. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37335. */
  37336. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37337. /** @hidden */
  37338. _initCache(): void;
  37339. /** @hidden */
  37340. _updateCache(ignoreParentClass?: boolean): void;
  37341. protected _getTargetPosition(): Vector3;
  37342. private _storedAlpha;
  37343. private _storedBeta;
  37344. private _storedRadius;
  37345. private _storedTarget;
  37346. /**
  37347. * Stores the current state of the camera (alpha, beta, radius and target)
  37348. * @returns the camera itself
  37349. */
  37350. storeState(): Camera;
  37351. /**
  37352. * @hidden
  37353. * Restored camera state. You must call storeState() first
  37354. */
  37355. _restoreStateValues(): boolean;
  37356. /** @hidden */
  37357. _isSynchronizedViewMatrix(): boolean;
  37358. /**
  37359. * Attached controls to the current camera.
  37360. * @param element Defines the element the controls should be listened from
  37361. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37362. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37363. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37364. */
  37365. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37366. /**
  37367. * Detach the current controls from the camera.
  37368. * The camera will stop reacting to inputs.
  37369. * @param element Defines the element to stop listening the inputs from
  37370. */
  37371. detachControl(element: HTMLElement): void;
  37372. /** @hidden */
  37373. _checkInputs(): void;
  37374. protected _checkLimits(): void;
  37375. /**
  37376. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37377. */
  37378. rebuildAnglesAndRadius(): void;
  37379. /**
  37380. * Use a position to define the current camera related information like aplha, beta and radius
  37381. * @param position Defines the position to set the camera at
  37382. */
  37383. setPosition(position: Vector3): void;
  37384. /**
  37385. * Defines the target the camera should look at.
  37386. * This will automatically adapt alpha beta and radius to fit within the new target.
  37387. * @param target Defines the new target as a Vector or a mesh
  37388. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37389. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37390. */
  37391. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37392. /** @hidden */
  37393. _getViewMatrix(): Matrix;
  37394. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37395. /**
  37396. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37397. * @param meshes Defines the mesh to zoom on
  37398. * @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)
  37399. */
  37400. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37401. /**
  37402. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37403. * The target will be changed but the radius
  37404. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37405. * @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)
  37406. */
  37407. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37408. min: Vector3;
  37409. max: Vector3;
  37410. distance: number;
  37411. }, doNotUpdateMaxZ?: boolean): void;
  37412. /**
  37413. * @override
  37414. * Override Camera.createRigCamera
  37415. */
  37416. createRigCamera(name: string, cameraIndex: number): Camera;
  37417. /**
  37418. * @hidden
  37419. * @override
  37420. * Override Camera._updateRigCameras
  37421. */
  37422. _updateRigCameras(): void;
  37423. /**
  37424. * Destroy the camera and release the current resources hold by it.
  37425. */
  37426. dispose(): void;
  37427. /**
  37428. * Gets the current object class name.
  37429. * @return the class name
  37430. */
  37431. getClassName(): string;
  37432. }
  37433. }
  37434. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37435. import { Behavior } from "babylonjs/Behaviors/behavior";
  37436. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37437. /**
  37438. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37439. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37440. */
  37441. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37442. /**
  37443. * Gets the name of the behavior.
  37444. */
  37445. readonly name: string;
  37446. private _zoomStopsAnimation;
  37447. private _idleRotationSpeed;
  37448. private _idleRotationWaitTime;
  37449. private _idleRotationSpinupTime;
  37450. /**
  37451. * Sets the flag that indicates if user zooming should stop animation.
  37452. */
  37453. /**
  37454. * Gets the flag that indicates if user zooming should stop animation.
  37455. */
  37456. zoomStopsAnimation: boolean;
  37457. /**
  37458. * Sets the default speed at which the camera rotates around the model.
  37459. */
  37460. /**
  37461. * Gets the default speed at which the camera rotates around the model.
  37462. */
  37463. idleRotationSpeed: number;
  37464. /**
  37465. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37466. */
  37467. /**
  37468. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37469. */
  37470. idleRotationWaitTime: number;
  37471. /**
  37472. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37473. */
  37474. /**
  37475. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37476. */
  37477. idleRotationSpinupTime: number;
  37478. /**
  37479. * Gets a value indicating if the camera is currently rotating because of this behavior
  37480. */
  37481. readonly rotationInProgress: boolean;
  37482. private _onPrePointerObservableObserver;
  37483. private _onAfterCheckInputsObserver;
  37484. private _attachedCamera;
  37485. private _isPointerDown;
  37486. private _lastFrameTime;
  37487. private _lastInteractionTime;
  37488. private _cameraRotationSpeed;
  37489. /**
  37490. * Initializes the behavior.
  37491. */
  37492. init(): void;
  37493. /**
  37494. * Attaches the behavior to its arc rotate camera.
  37495. * @param camera Defines the camera to attach the behavior to
  37496. */
  37497. attach(camera: ArcRotateCamera): void;
  37498. /**
  37499. * Detaches the behavior from its current arc rotate camera.
  37500. */
  37501. detach(): void;
  37502. /**
  37503. * Returns true if user is scrolling.
  37504. * @return true if user is scrolling.
  37505. */
  37506. private _userIsZooming;
  37507. private _lastFrameRadius;
  37508. private _shouldAnimationStopForInteraction;
  37509. /**
  37510. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37511. */
  37512. private _applyUserInteraction;
  37513. private _userIsMoving;
  37514. }
  37515. }
  37516. declare module "babylonjs/Behaviors/Cameras/index" {
  37517. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37518. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37519. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37520. }
  37521. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37522. import { Mesh } from "babylonjs/Meshes/mesh";
  37523. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37524. import { Behavior } from "babylonjs/Behaviors/behavior";
  37525. /**
  37526. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37527. */
  37528. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37529. private ui;
  37530. /**
  37531. * The name of the behavior
  37532. */
  37533. name: string;
  37534. /**
  37535. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37536. */
  37537. distanceAwayFromFace: number;
  37538. /**
  37539. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37540. */
  37541. distanceAwayFromBottomOfFace: number;
  37542. private _faceVectors;
  37543. private _target;
  37544. private _scene;
  37545. private _onRenderObserver;
  37546. private _tmpMatrix;
  37547. private _tmpVector;
  37548. /**
  37549. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37550. * @param ui The transform node that should be attched to the mesh
  37551. */
  37552. constructor(ui: TransformNode);
  37553. /**
  37554. * Initializes the behavior
  37555. */
  37556. init(): void;
  37557. private _closestFace;
  37558. private _zeroVector;
  37559. private _lookAtTmpMatrix;
  37560. private _lookAtToRef;
  37561. /**
  37562. * Attaches the AttachToBoxBehavior to the passed in mesh
  37563. * @param target The mesh that the specified node will be attached to
  37564. */
  37565. attach(target: Mesh): void;
  37566. /**
  37567. * Detaches the behavior from the mesh
  37568. */
  37569. detach(): void;
  37570. }
  37571. }
  37572. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37573. import { Behavior } from "babylonjs/Behaviors/behavior";
  37574. import { Mesh } from "babylonjs/Meshes/mesh";
  37575. /**
  37576. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37577. */
  37578. export class FadeInOutBehavior implements Behavior<Mesh> {
  37579. /**
  37580. * Time in milliseconds to delay before fading in (Default: 0)
  37581. */
  37582. delay: number;
  37583. /**
  37584. * Time in milliseconds for the mesh to fade in (Default: 300)
  37585. */
  37586. fadeInTime: number;
  37587. private _millisecondsPerFrame;
  37588. private _hovered;
  37589. private _hoverValue;
  37590. private _ownerNode;
  37591. /**
  37592. * Instatiates the FadeInOutBehavior
  37593. */
  37594. constructor();
  37595. /**
  37596. * The name of the behavior
  37597. */
  37598. readonly name: string;
  37599. /**
  37600. * Initializes the behavior
  37601. */
  37602. init(): void;
  37603. /**
  37604. * Attaches the fade behavior on the passed in mesh
  37605. * @param ownerNode The mesh that will be faded in/out once attached
  37606. */
  37607. attach(ownerNode: Mesh): void;
  37608. /**
  37609. * Detaches the behavior from the mesh
  37610. */
  37611. detach(): void;
  37612. /**
  37613. * Triggers the mesh to begin fading in or out
  37614. * @param value if the object should fade in or out (true to fade in)
  37615. */
  37616. fadeIn(value: boolean): void;
  37617. private _update;
  37618. private _setAllVisibility;
  37619. }
  37620. }
  37621. declare module "babylonjs/Misc/pivotTools" {
  37622. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37623. /**
  37624. * Class containing a set of static utilities functions for managing Pivots
  37625. * @hidden
  37626. */
  37627. export class PivotTools {
  37628. private static _PivotCached;
  37629. private static _OldPivotPoint;
  37630. private static _PivotTranslation;
  37631. private static _PivotTmpVector;
  37632. /** @hidden */
  37633. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37634. /** @hidden */
  37635. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37636. }
  37637. }
  37638. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37639. import { Scene } from "babylonjs/scene";
  37640. import { Vector4 } from "babylonjs/Maths/math.vector";
  37641. import { Mesh } from "babylonjs/Meshes/mesh";
  37642. import { Nullable } from "babylonjs/types";
  37643. import { Plane } from "babylonjs/Maths/math.plane";
  37644. /**
  37645. * Class containing static functions to help procedurally build meshes
  37646. */
  37647. export class PlaneBuilder {
  37648. /**
  37649. * Creates a plane mesh
  37650. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37651. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37652. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37654. * * If you create a double-sided mesh, you can choose what parts of 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
  37655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37656. * @param name defines the name of the mesh
  37657. * @param options defines the options used to create the mesh
  37658. * @param scene defines the hosting scene
  37659. * @returns the plane mesh
  37660. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37661. */
  37662. static CreatePlane(name: string, options: {
  37663. size?: number;
  37664. width?: number;
  37665. height?: number;
  37666. sideOrientation?: number;
  37667. frontUVs?: Vector4;
  37668. backUVs?: Vector4;
  37669. updatable?: boolean;
  37670. sourcePlane?: Plane;
  37671. }, scene?: Nullable<Scene>): Mesh;
  37672. }
  37673. }
  37674. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37675. import { Behavior } from "babylonjs/Behaviors/behavior";
  37676. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37677. import { Observable } from "babylonjs/Misc/observable";
  37678. import { Vector3 } from "babylonjs/Maths/math.vector";
  37679. import { Ray } from "babylonjs/Culling/ray";
  37680. import "babylonjs/Meshes/Builders/planeBuilder";
  37681. /**
  37682. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37683. */
  37684. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37685. private static _AnyMouseID;
  37686. /**
  37687. * Abstract mesh the behavior is set on
  37688. */
  37689. attachedNode: AbstractMesh;
  37690. private _dragPlane;
  37691. private _scene;
  37692. private _pointerObserver;
  37693. private _beforeRenderObserver;
  37694. private static _planeScene;
  37695. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37696. /**
  37697. * 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)
  37698. */
  37699. maxDragAngle: number;
  37700. /**
  37701. * @hidden
  37702. */
  37703. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37704. /**
  37705. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37706. */
  37707. currentDraggingPointerID: number;
  37708. /**
  37709. * The last position where the pointer hit the drag plane in world space
  37710. */
  37711. lastDragPosition: Vector3;
  37712. /**
  37713. * If the behavior is currently in a dragging state
  37714. */
  37715. dragging: boolean;
  37716. /**
  37717. * 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)
  37718. */
  37719. dragDeltaRatio: number;
  37720. /**
  37721. * If the drag plane orientation should be updated during the dragging (Default: true)
  37722. */
  37723. updateDragPlane: boolean;
  37724. private _debugMode;
  37725. private _moving;
  37726. /**
  37727. * Fires each time the attached mesh is dragged with the pointer
  37728. * * delta between last drag position and current drag position in world space
  37729. * * dragDistance along the drag axis
  37730. * * dragPlaneNormal normal of the current drag plane used during the drag
  37731. * * dragPlanePoint in world space where the drag intersects the drag plane
  37732. */
  37733. onDragObservable: Observable<{
  37734. delta: Vector3;
  37735. dragPlanePoint: Vector3;
  37736. dragPlaneNormal: Vector3;
  37737. dragDistance: number;
  37738. pointerId: number;
  37739. }>;
  37740. /**
  37741. * Fires each time a drag begins (eg. mouse down on mesh)
  37742. */
  37743. onDragStartObservable: Observable<{
  37744. dragPlanePoint: Vector3;
  37745. pointerId: number;
  37746. }>;
  37747. /**
  37748. * Fires each time a drag ends (eg. mouse release after drag)
  37749. */
  37750. onDragEndObservable: Observable<{
  37751. dragPlanePoint: Vector3;
  37752. pointerId: number;
  37753. }>;
  37754. /**
  37755. * If the attached mesh should be moved when dragged
  37756. */
  37757. moveAttached: boolean;
  37758. /**
  37759. * If the drag behavior will react to drag events (Default: true)
  37760. */
  37761. enabled: boolean;
  37762. /**
  37763. * If pointer events should start and release the drag (Default: true)
  37764. */
  37765. startAndReleaseDragOnPointerEvents: boolean;
  37766. /**
  37767. * If camera controls should be detached during the drag
  37768. */
  37769. detachCameraControls: boolean;
  37770. /**
  37771. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37772. */
  37773. useObjectOrienationForDragging: boolean;
  37774. private _options;
  37775. /**
  37776. * Creates a pointer drag behavior that can be attached to a mesh
  37777. * @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)
  37778. */
  37779. constructor(options?: {
  37780. dragAxis?: Vector3;
  37781. dragPlaneNormal?: Vector3;
  37782. });
  37783. /**
  37784. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37785. */
  37786. validateDrag: (targetPosition: Vector3) => boolean;
  37787. /**
  37788. * The name of the behavior
  37789. */
  37790. readonly name: string;
  37791. /**
  37792. * Initializes the behavior
  37793. */
  37794. init(): void;
  37795. private _tmpVector;
  37796. private _alternatePickedPoint;
  37797. private _worldDragAxis;
  37798. private _targetPosition;
  37799. private _attachedElement;
  37800. /**
  37801. * Attaches the drag behavior the passed in mesh
  37802. * @param ownerNode The mesh that will be dragged around once attached
  37803. */
  37804. attach(ownerNode: AbstractMesh): void;
  37805. /**
  37806. * Force relase the drag action by code.
  37807. */
  37808. releaseDrag(): void;
  37809. private _startDragRay;
  37810. private _lastPointerRay;
  37811. /**
  37812. * Simulates the start of a pointer drag event on the behavior
  37813. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37814. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37815. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37816. */
  37817. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37818. private _startDrag;
  37819. private _dragDelta;
  37820. private _moveDrag;
  37821. private _pickWithRayOnDragPlane;
  37822. private _pointA;
  37823. private _pointB;
  37824. private _pointC;
  37825. private _lineA;
  37826. private _lineB;
  37827. private _localAxis;
  37828. private _lookAt;
  37829. private _updateDragPlanePosition;
  37830. /**
  37831. * Detaches the behavior from the mesh
  37832. */
  37833. detach(): void;
  37834. }
  37835. }
  37836. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37837. import { Mesh } from "babylonjs/Meshes/mesh";
  37838. import { Behavior } from "babylonjs/Behaviors/behavior";
  37839. /**
  37840. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37841. */
  37842. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37843. private _dragBehaviorA;
  37844. private _dragBehaviorB;
  37845. private _startDistance;
  37846. private _initialScale;
  37847. private _targetScale;
  37848. private _ownerNode;
  37849. private _sceneRenderObserver;
  37850. /**
  37851. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37852. */
  37853. constructor();
  37854. /**
  37855. * The name of the behavior
  37856. */
  37857. readonly name: string;
  37858. /**
  37859. * Initializes the behavior
  37860. */
  37861. init(): void;
  37862. private _getCurrentDistance;
  37863. /**
  37864. * Attaches the scale behavior the passed in mesh
  37865. * @param ownerNode The mesh that will be scaled around once attached
  37866. */
  37867. attach(ownerNode: Mesh): void;
  37868. /**
  37869. * Detaches the behavior from the mesh
  37870. */
  37871. detach(): void;
  37872. }
  37873. }
  37874. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37875. import { Behavior } from "babylonjs/Behaviors/behavior";
  37876. import { Mesh } from "babylonjs/Meshes/mesh";
  37877. import { Observable } from "babylonjs/Misc/observable";
  37878. /**
  37879. * 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
  37880. */
  37881. export class SixDofDragBehavior implements Behavior<Mesh> {
  37882. private static _virtualScene;
  37883. private _ownerNode;
  37884. private _sceneRenderObserver;
  37885. private _scene;
  37886. private _targetPosition;
  37887. private _virtualOriginMesh;
  37888. private _virtualDragMesh;
  37889. private _pointerObserver;
  37890. private _moving;
  37891. private _startingOrientation;
  37892. /**
  37893. * 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)
  37894. */
  37895. private zDragFactor;
  37896. /**
  37897. * If the object should rotate to face the drag origin
  37898. */
  37899. rotateDraggedObject: boolean;
  37900. /**
  37901. * If the behavior is currently in a dragging state
  37902. */
  37903. dragging: boolean;
  37904. /**
  37905. * 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)
  37906. */
  37907. dragDeltaRatio: number;
  37908. /**
  37909. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37910. */
  37911. currentDraggingPointerID: number;
  37912. /**
  37913. * If camera controls should be detached during the drag
  37914. */
  37915. detachCameraControls: boolean;
  37916. /**
  37917. * Fires each time a drag starts
  37918. */
  37919. onDragStartObservable: Observable<{}>;
  37920. /**
  37921. * Fires each time a drag ends (eg. mouse release after drag)
  37922. */
  37923. onDragEndObservable: Observable<{}>;
  37924. /**
  37925. * 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
  37926. */
  37927. constructor();
  37928. /**
  37929. * The name of the behavior
  37930. */
  37931. readonly name: string;
  37932. /**
  37933. * Initializes the behavior
  37934. */
  37935. init(): void;
  37936. /**
  37937. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37938. */
  37939. private readonly _pointerCamera;
  37940. /**
  37941. * Attaches the scale behavior the passed in mesh
  37942. * @param ownerNode The mesh that will be scaled around once attached
  37943. */
  37944. attach(ownerNode: Mesh): void;
  37945. /**
  37946. * Detaches the behavior from the mesh
  37947. */
  37948. detach(): void;
  37949. }
  37950. }
  37951. declare module "babylonjs/Behaviors/Meshes/index" {
  37952. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37953. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37954. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37955. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37956. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37957. }
  37958. declare module "babylonjs/Behaviors/index" {
  37959. export * from "babylonjs/Behaviors/behavior";
  37960. export * from "babylonjs/Behaviors/Cameras/index";
  37961. export * from "babylonjs/Behaviors/Meshes/index";
  37962. }
  37963. declare module "babylonjs/Bones/boneIKController" {
  37964. import { Bone } from "babylonjs/Bones/bone";
  37965. import { Vector3 } from "babylonjs/Maths/math.vector";
  37966. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37967. import { Nullable } from "babylonjs/types";
  37968. /**
  37969. * Class used to apply inverse kinematics to bones
  37970. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37971. */
  37972. export class BoneIKController {
  37973. private static _tmpVecs;
  37974. private static _tmpQuat;
  37975. private static _tmpMats;
  37976. /**
  37977. * Gets or sets the target mesh
  37978. */
  37979. targetMesh: AbstractMesh;
  37980. /** Gets or sets the mesh used as pole */
  37981. poleTargetMesh: AbstractMesh;
  37982. /**
  37983. * Gets or sets the bone used as pole
  37984. */
  37985. poleTargetBone: Nullable<Bone>;
  37986. /**
  37987. * Gets or sets the target position
  37988. */
  37989. targetPosition: Vector3;
  37990. /**
  37991. * Gets or sets the pole target position
  37992. */
  37993. poleTargetPosition: Vector3;
  37994. /**
  37995. * Gets or sets the pole target local offset
  37996. */
  37997. poleTargetLocalOffset: Vector3;
  37998. /**
  37999. * Gets or sets the pole angle
  38000. */
  38001. poleAngle: number;
  38002. /**
  38003. * Gets or sets the mesh associated with the controller
  38004. */
  38005. mesh: AbstractMesh;
  38006. /**
  38007. * 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)
  38008. */
  38009. slerpAmount: number;
  38010. private _bone1Quat;
  38011. private _bone1Mat;
  38012. private _bone2Ang;
  38013. private _bone1;
  38014. private _bone2;
  38015. private _bone1Length;
  38016. private _bone2Length;
  38017. private _maxAngle;
  38018. private _maxReach;
  38019. private _rightHandedSystem;
  38020. private _bendAxis;
  38021. private _slerping;
  38022. private _adjustRoll;
  38023. /**
  38024. * Gets or sets maximum allowed angle
  38025. */
  38026. maxAngle: number;
  38027. /**
  38028. * Creates a new BoneIKController
  38029. * @param mesh defines the mesh to control
  38030. * @param bone defines the bone to control
  38031. * @param options defines options to set up the controller
  38032. */
  38033. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38034. targetMesh?: AbstractMesh;
  38035. poleTargetMesh?: AbstractMesh;
  38036. poleTargetBone?: Bone;
  38037. poleTargetLocalOffset?: Vector3;
  38038. poleAngle?: number;
  38039. bendAxis?: Vector3;
  38040. maxAngle?: number;
  38041. slerpAmount?: number;
  38042. });
  38043. private _setMaxAngle;
  38044. /**
  38045. * Force the controller to update the bones
  38046. */
  38047. update(): void;
  38048. }
  38049. }
  38050. declare module "babylonjs/Bones/boneLookController" {
  38051. import { Vector3 } from "babylonjs/Maths/math.vector";
  38052. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38053. import { Bone } from "babylonjs/Bones/bone";
  38054. import { Space } from "babylonjs/Maths/math.axis";
  38055. /**
  38056. * Class used to make a bone look toward a point in space
  38057. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38058. */
  38059. export class BoneLookController {
  38060. private static _tmpVecs;
  38061. private static _tmpQuat;
  38062. private static _tmpMats;
  38063. /**
  38064. * The target Vector3 that the bone will look at
  38065. */
  38066. target: Vector3;
  38067. /**
  38068. * The mesh that the bone is attached to
  38069. */
  38070. mesh: AbstractMesh;
  38071. /**
  38072. * The bone that will be looking to the target
  38073. */
  38074. bone: Bone;
  38075. /**
  38076. * The up axis of the coordinate system that is used when the bone is rotated
  38077. */
  38078. upAxis: Vector3;
  38079. /**
  38080. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38081. */
  38082. upAxisSpace: Space;
  38083. /**
  38084. * Used to make an adjustment to the yaw of the bone
  38085. */
  38086. adjustYaw: number;
  38087. /**
  38088. * Used to make an adjustment to the pitch of the bone
  38089. */
  38090. adjustPitch: number;
  38091. /**
  38092. * Used to make an adjustment to the roll of the bone
  38093. */
  38094. adjustRoll: number;
  38095. /**
  38096. * 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)
  38097. */
  38098. slerpAmount: number;
  38099. private _minYaw;
  38100. private _maxYaw;
  38101. private _minPitch;
  38102. private _maxPitch;
  38103. private _minYawSin;
  38104. private _minYawCos;
  38105. private _maxYawSin;
  38106. private _maxYawCos;
  38107. private _midYawConstraint;
  38108. private _minPitchTan;
  38109. private _maxPitchTan;
  38110. private _boneQuat;
  38111. private _slerping;
  38112. private _transformYawPitch;
  38113. private _transformYawPitchInv;
  38114. private _firstFrameSkipped;
  38115. private _yawRange;
  38116. private _fowardAxis;
  38117. /**
  38118. * Gets or sets the minimum yaw angle that the bone can look to
  38119. */
  38120. minYaw: number;
  38121. /**
  38122. * Gets or sets the maximum yaw angle that the bone can look to
  38123. */
  38124. maxYaw: number;
  38125. /**
  38126. * Gets or sets the minimum pitch angle that the bone can look to
  38127. */
  38128. minPitch: number;
  38129. /**
  38130. * Gets or sets the maximum pitch angle that the bone can look to
  38131. */
  38132. maxPitch: number;
  38133. /**
  38134. * Create a BoneLookController
  38135. * @param mesh the mesh that the bone belongs to
  38136. * @param bone the bone that will be looking to the target
  38137. * @param target the target Vector3 to look at
  38138. * @param options optional settings:
  38139. * * maxYaw: the maximum angle the bone will yaw to
  38140. * * minYaw: the minimum angle the bone will yaw to
  38141. * * maxPitch: the maximum angle the bone will pitch to
  38142. * * minPitch: the minimum angle the bone will yaw to
  38143. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38144. * * upAxis: the up axis of the coordinate system
  38145. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38146. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38147. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38148. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38149. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38150. * * adjustRoll: used to make an adjustment to the roll of the bone
  38151. **/
  38152. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38153. maxYaw?: number;
  38154. minYaw?: number;
  38155. maxPitch?: number;
  38156. minPitch?: number;
  38157. slerpAmount?: number;
  38158. upAxis?: Vector3;
  38159. upAxisSpace?: Space;
  38160. yawAxis?: Vector3;
  38161. pitchAxis?: Vector3;
  38162. adjustYaw?: number;
  38163. adjustPitch?: number;
  38164. adjustRoll?: number;
  38165. });
  38166. /**
  38167. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38168. */
  38169. update(): void;
  38170. private _getAngleDiff;
  38171. private _getAngleBetween;
  38172. private _isAngleBetween;
  38173. }
  38174. }
  38175. declare module "babylonjs/Bones/index" {
  38176. export * from "babylonjs/Bones/bone";
  38177. export * from "babylonjs/Bones/boneIKController";
  38178. export * from "babylonjs/Bones/boneLookController";
  38179. export * from "babylonjs/Bones/skeleton";
  38180. }
  38181. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38182. import { Nullable } from "babylonjs/types";
  38183. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38184. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38185. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38186. /**
  38187. * Manage the gamepad inputs to control an arc rotate camera.
  38188. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38189. */
  38190. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38191. /**
  38192. * Defines the camera the input is attached to.
  38193. */
  38194. camera: ArcRotateCamera;
  38195. /**
  38196. * Defines the gamepad the input is gathering event from.
  38197. */
  38198. gamepad: Nullable<Gamepad>;
  38199. /**
  38200. * Defines the gamepad rotation sensiblity.
  38201. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38202. */
  38203. gamepadRotationSensibility: number;
  38204. /**
  38205. * Defines the gamepad move sensiblity.
  38206. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38207. */
  38208. gamepadMoveSensibility: number;
  38209. private _onGamepadConnectedObserver;
  38210. private _onGamepadDisconnectedObserver;
  38211. /**
  38212. * Attach the input controls to a specific dom element to get the input from.
  38213. * @param element Defines the element the controls should be listened from
  38214. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38215. */
  38216. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38217. /**
  38218. * Detach the current controls from the specified dom element.
  38219. * @param element Defines the element to stop listening the inputs from
  38220. */
  38221. detachControl(element: Nullable<HTMLElement>): void;
  38222. /**
  38223. * Update the current camera state depending on the inputs that have been used this frame.
  38224. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38225. */
  38226. checkInputs(): void;
  38227. /**
  38228. * Gets the class name of the current intput.
  38229. * @returns the class name
  38230. */
  38231. getClassName(): string;
  38232. /**
  38233. * Get the friendly name associated with the input class.
  38234. * @returns the input friendly name
  38235. */
  38236. getSimpleName(): string;
  38237. }
  38238. }
  38239. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38240. import { Nullable } from "babylonjs/types";
  38241. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38242. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38243. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38244. interface ArcRotateCameraInputsManager {
  38245. /**
  38246. * Add orientation input support to the input manager.
  38247. * @returns the current input manager
  38248. */
  38249. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38250. }
  38251. }
  38252. /**
  38253. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38254. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38255. */
  38256. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38257. /**
  38258. * Defines the camera the input is attached to.
  38259. */
  38260. camera: ArcRotateCamera;
  38261. /**
  38262. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38263. */
  38264. alphaCorrection: number;
  38265. /**
  38266. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38267. */
  38268. gammaCorrection: number;
  38269. private _alpha;
  38270. private _gamma;
  38271. private _dirty;
  38272. private _deviceOrientationHandler;
  38273. /**
  38274. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38275. */
  38276. constructor();
  38277. /**
  38278. * Attach the input controls to a specific dom element to get the input from.
  38279. * @param element Defines the element the controls should be listened from
  38280. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38281. */
  38282. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38283. /** @hidden */
  38284. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38285. /**
  38286. * Update the current camera state depending on the inputs that have been used this frame.
  38287. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38288. */
  38289. checkInputs(): void;
  38290. /**
  38291. * Detach the current controls from the specified dom element.
  38292. * @param element Defines the element to stop listening the inputs from
  38293. */
  38294. detachControl(element: Nullable<HTMLElement>): void;
  38295. /**
  38296. * Gets the class name of the current intput.
  38297. * @returns the class name
  38298. */
  38299. getClassName(): string;
  38300. /**
  38301. * Get the friendly name associated with the input class.
  38302. * @returns the input friendly name
  38303. */
  38304. getSimpleName(): string;
  38305. }
  38306. }
  38307. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38308. import { Nullable } from "babylonjs/types";
  38309. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38310. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38311. /**
  38312. * Listen to mouse events to control the camera.
  38313. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38314. */
  38315. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38316. /**
  38317. * Defines the camera the input is attached to.
  38318. */
  38319. camera: FlyCamera;
  38320. /**
  38321. * Defines if touch is enabled. (Default is true.)
  38322. */
  38323. touchEnabled: boolean;
  38324. /**
  38325. * Defines the buttons associated with the input to handle camera rotation.
  38326. */
  38327. buttons: number[];
  38328. /**
  38329. * Assign buttons for Yaw control.
  38330. */
  38331. buttonsYaw: number[];
  38332. /**
  38333. * Assign buttons for Pitch control.
  38334. */
  38335. buttonsPitch: number[];
  38336. /**
  38337. * Assign buttons for Roll control.
  38338. */
  38339. buttonsRoll: number[];
  38340. /**
  38341. * Detect if any button is being pressed while mouse is moved.
  38342. * -1 = Mouse locked.
  38343. * 0 = Left button.
  38344. * 1 = Middle Button.
  38345. * 2 = Right Button.
  38346. */
  38347. activeButton: number;
  38348. /**
  38349. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38350. * Higher values reduce its sensitivity.
  38351. */
  38352. angularSensibility: number;
  38353. private _mousemoveCallback;
  38354. private _observer;
  38355. private _rollObserver;
  38356. private previousPosition;
  38357. private noPreventDefault;
  38358. private element;
  38359. /**
  38360. * Listen to mouse events to control the camera.
  38361. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38362. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38363. */
  38364. constructor(touchEnabled?: boolean);
  38365. /**
  38366. * Attach the mouse control to the HTML DOM element.
  38367. * @param element Defines the element that listens to the input events.
  38368. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38369. */
  38370. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38371. /**
  38372. * Detach the current controls from the specified dom element.
  38373. * @param element Defines the element to stop listening the inputs from
  38374. */
  38375. detachControl(element: Nullable<HTMLElement>): void;
  38376. /**
  38377. * Gets the class name of the current input.
  38378. * @returns the class name.
  38379. */
  38380. getClassName(): string;
  38381. /**
  38382. * Get the friendly name associated with the input class.
  38383. * @returns the input's friendly name.
  38384. */
  38385. getSimpleName(): string;
  38386. private _pointerInput;
  38387. private _onMouseMove;
  38388. /**
  38389. * Rotate camera by mouse offset.
  38390. */
  38391. private rotateCamera;
  38392. }
  38393. }
  38394. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38395. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38396. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38397. /**
  38398. * Default Inputs manager for the FlyCamera.
  38399. * It groups all the default supported inputs for ease of use.
  38400. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38401. */
  38402. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38403. /**
  38404. * Instantiates a new FlyCameraInputsManager.
  38405. * @param camera Defines the camera the inputs belong to.
  38406. */
  38407. constructor(camera: FlyCamera);
  38408. /**
  38409. * Add keyboard input support to the input manager.
  38410. * @returns the new FlyCameraKeyboardMoveInput().
  38411. */
  38412. addKeyboard(): FlyCameraInputsManager;
  38413. /**
  38414. * Add mouse input support to the input manager.
  38415. * @param touchEnabled Enable touch screen support.
  38416. * @returns the new FlyCameraMouseInput().
  38417. */
  38418. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38419. }
  38420. }
  38421. declare module "babylonjs/Cameras/flyCamera" {
  38422. import { Scene } from "babylonjs/scene";
  38423. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38425. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38426. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38427. /**
  38428. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38429. * such as in a 3D Space Shooter or a Flight Simulator.
  38430. */
  38431. export class FlyCamera extends TargetCamera {
  38432. /**
  38433. * Define the collision ellipsoid of the camera.
  38434. * This is helpful for simulating a camera body, like a player's body.
  38435. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38436. */
  38437. ellipsoid: Vector3;
  38438. /**
  38439. * Define an offset for the position of the ellipsoid around the camera.
  38440. * This can be helpful if the camera is attached away from the player's body center,
  38441. * such as at its head.
  38442. */
  38443. ellipsoidOffset: Vector3;
  38444. /**
  38445. * Enable or disable collisions of the camera with the rest of the scene objects.
  38446. */
  38447. checkCollisions: boolean;
  38448. /**
  38449. * Enable or disable gravity on the camera.
  38450. */
  38451. applyGravity: boolean;
  38452. /**
  38453. * Define the current direction the camera is moving to.
  38454. */
  38455. cameraDirection: Vector3;
  38456. /**
  38457. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38458. * This overrides and empties cameraRotation.
  38459. */
  38460. rotationQuaternion: Quaternion;
  38461. /**
  38462. * Track Roll to maintain the wanted Rolling when looking around.
  38463. */
  38464. _trackRoll: number;
  38465. /**
  38466. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38467. */
  38468. rollCorrect: number;
  38469. /**
  38470. * Mimic a banked turn, Rolling the camera when Yawing.
  38471. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38472. */
  38473. bankedTurn: boolean;
  38474. /**
  38475. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38476. */
  38477. bankedTurnLimit: number;
  38478. /**
  38479. * Value of 0 disables the banked Roll.
  38480. * Value of 1 is equal to the Yaw angle in radians.
  38481. */
  38482. bankedTurnMultiplier: number;
  38483. /**
  38484. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38485. */
  38486. inputs: FlyCameraInputsManager;
  38487. /**
  38488. * Gets the input sensibility for mouse input.
  38489. * Higher values reduce sensitivity.
  38490. */
  38491. /**
  38492. * Sets the input sensibility for a mouse input.
  38493. * Higher values reduce sensitivity.
  38494. */
  38495. angularSensibility: number;
  38496. /**
  38497. * Get the keys for camera movement forward.
  38498. */
  38499. /**
  38500. * Set the keys for camera movement forward.
  38501. */
  38502. keysForward: number[];
  38503. /**
  38504. * Get the keys for camera movement backward.
  38505. */
  38506. keysBackward: number[];
  38507. /**
  38508. * Get the keys for camera movement up.
  38509. */
  38510. /**
  38511. * Set the keys for camera movement up.
  38512. */
  38513. keysUp: number[];
  38514. /**
  38515. * Get the keys for camera movement down.
  38516. */
  38517. /**
  38518. * Set the keys for camera movement down.
  38519. */
  38520. keysDown: number[];
  38521. /**
  38522. * Get the keys for camera movement left.
  38523. */
  38524. /**
  38525. * Set the keys for camera movement left.
  38526. */
  38527. keysLeft: number[];
  38528. /**
  38529. * Set the keys for camera movement right.
  38530. */
  38531. /**
  38532. * Set the keys for camera movement right.
  38533. */
  38534. keysRight: number[];
  38535. /**
  38536. * Event raised when the camera collides with a mesh in the scene.
  38537. */
  38538. onCollide: (collidedMesh: AbstractMesh) => void;
  38539. private _collider;
  38540. private _needMoveForGravity;
  38541. private _oldPosition;
  38542. private _diffPosition;
  38543. private _newPosition;
  38544. /** @hidden */
  38545. _localDirection: Vector3;
  38546. /** @hidden */
  38547. _transformedDirection: Vector3;
  38548. /**
  38549. * Instantiates a FlyCamera.
  38550. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38551. * such as in a 3D Space Shooter or a Flight Simulator.
  38552. * @param name Define the name of the camera in the scene.
  38553. * @param position Define the starting position of the camera in the scene.
  38554. * @param scene Define the scene the camera belongs to.
  38555. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38556. */
  38557. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38558. /**
  38559. * Attach a control to the HTML DOM element.
  38560. * @param element Defines the element that listens to the input events.
  38561. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38562. */
  38563. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38564. /**
  38565. * Detach a control from the HTML DOM element.
  38566. * The camera will stop reacting to that input.
  38567. * @param element Defines the element that listens to the input events.
  38568. */
  38569. detachControl(element: HTMLElement): void;
  38570. private _collisionMask;
  38571. /**
  38572. * Get the mask that the camera ignores in collision events.
  38573. */
  38574. /**
  38575. * Set the mask that the camera ignores in collision events.
  38576. */
  38577. collisionMask: number;
  38578. /** @hidden */
  38579. _collideWithWorld(displacement: Vector3): void;
  38580. /** @hidden */
  38581. private _onCollisionPositionChange;
  38582. /** @hidden */
  38583. _checkInputs(): void;
  38584. /** @hidden */
  38585. _decideIfNeedsToMove(): boolean;
  38586. /** @hidden */
  38587. _updatePosition(): void;
  38588. /**
  38589. * Restore the Roll to its target value at the rate specified.
  38590. * @param rate - Higher means slower restoring.
  38591. * @hidden
  38592. */
  38593. restoreRoll(rate: number): void;
  38594. /**
  38595. * Destroy the camera and release the current resources held by it.
  38596. */
  38597. dispose(): void;
  38598. /**
  38599. * Get the current object class name.
  38600. * @returns the class name.
  38601. */
  38602. getClassName(): string;
  38603. }
  38604. }
  38605. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38606. import { Nullable } from "babylonjs/types";
  38607. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38608. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38609. /**
  38610. * Listen to keyboard events to control the camera.
  38611. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38612. */
  38613. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38614. /**
  38615. * Defines the camera the input is attached to.
  38616. */
  38617. camera: FlyCamera;
  38618. /**
  38619. * The list of keyboard keys used to control the forward move of the camera.
  38620. */
  38621. keysForward: number[];
  38622. /**
  38623. * The list of keyboard keys used to control the backward move of the camera.
  38624. */
  38625. keysBackward: number[];
  38626. /**
  38627. * The list of keyboard keys used to control the forward move of the camera.
  38628. */
  38629. keysUp: number[];
  38630. /**
  38631. * The list of keyboard keys used to control the backward move of the camera.
  38632. */
  38633. keysDown: number[];
  38634. /**
  38635. * The list of keyboard keys used to control the right strafe move of the camera.
  38636. */
  38637. keysRight: number[];
  38638. /**
  38639. * The list of keyboard keys used to control the left strafe move of the camera.
  38640. */
  38641. keysLeft: number[];
  38642. private _keys;
  38643. private _onCanvasBlurObserver;
  38644. private _onKeyboardObserver;
  38645. private _engine;
  38646. private _scene;
  38647. /**
  38648. * Attach the input controls to a specific dom element to get the input from.
  38649. * @param element Defines the element the controls should be listened from
  38650. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38651. */
  38652. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38653. /**
  38654. * Detach the current controls from the specified dom element.
  38655. * @param element Defines the element to stop listening the inputs from
  38656. */
  38657. detachControl(element: Nullable<HTMLElement>): void;
  38658. /**
  38659. * Gets the class name of the current intput.
  38660. * @returns the class name
  38661. */
  38662. getClassName(): string;
  38663. /** @hidden */
  38664. _onLostFocus(e: FocusEvent): void;
  38665. /**
  38666. * Get the friendly name associated with the input class.
  38667. * @returns the input friendly name
  38668. */
  38669. getSimpleName(): string;
  38670. /**
  38671. * Update the current camera state depending on the inputs that have been used this frame.
  38672. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38673. */
  38674. checkInputs(): void;
  38675. }
  38676. }
  38677. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38678. import { Nullable } from "babylonjs/types";
  38679. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38680. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38681. /**
  38682. * Manage the mouse wheel inputs to control a follow camera.
  38683. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38684. */
  38685. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38686. /**
  38687. * Defines the camera the input is attached to.
  38688. */
  38689. camera: FollowCamera;
  38690. /**
  38691. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38692. */
  38693. axisControlRadius: boolean;
  38694. /**
  38695. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38696. */
  38697. axisControlHeight: boolean;
  38698. /**
  38699. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38700. */
  38701. axisControlRotation: boolean;
  38702. /**
  38703. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38704. * relation to mouseWheel events.
  38705. */
  38706. wheelPrecision: number;
  38707. /**
  38708. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38709. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38710. */
  38711. wheelDeltaPercentage: number;
  38712. private _wheel;
  38713. private _observer;
  38714. /**
  38715. * Attach the input controls to a specific dom element to get the input from.
  38716. * @param element Defines the element the controls should be listened from
  38717. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38718. */
  38719. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38720. /**
  38721. * Detach the current controls from the specified dom element.
  38722. * @param element Defines the element to stop listening the inputs from
  38723. */
  38724. detachControl(element: Nullable<HTMLElement>): void;
  38725. /**
  38726. * Gets the class name of the current intput.
  38727. * @returns the class name
  38728. */
  38729. getClassName(): string;
  38730. /**
  38731. * Get the friendly name associated with the input class.
  38732. * @returns the input friendly name
  38733. */
  38734. getSimpleName(): string;
  38735. }
  38736. }
  38737. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38738. import { Nullable } from "babylonjs/types";
  38739. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38740. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38741. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38742. /**
  38743. * Manage the pointers inputs to control an follow camera.
  38744. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38745. */
  38746. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38747. /**
  38748. * Defines the camera the input is attached to.
  38749. */
  38750. camera: FollowCamera;
  38751. /**
  38752. * Gets the class name of the current input.
  38753. * @returns the class name
  38754. */
  38755. getClassName(): string;
  38756. /**
  38757. * Defines the pointer angular sensibility along the X axis or how fast is
  38758. * the camera rotating.
  38759. * A negative number will reverse the axis direction.
  38760. */
  38761. angularSensibilityX: number;
  38762. /**
  38763. * Defines the pointer angular sensibility along the Y axis or how fast is
  38764. * the camera rotating.
  38765. * A negative number will reverse the axis direction.
  38766. */
  38767. angularSensibilityY: number;
  38768. /**
  38769. * Defines the pointer pinch precision or how fast is the camera zooming.
  38770. * A negative number will reverse the axis direction.
  38771. */
  38772. pinchPrecision: number;
  38773. /**
  38774. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38775. * from 0.
  38776. * It defines the percentage of current camera.radius to use as delta when
  38777. * pinch zoom is used.
  38778. */
  38779. pinchDeltaPercentage: number;
  38780. /**
  38781. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38782. */
  38783. axisXControlRadius: boolean;
  38784. /**
  38785. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38786. */
  38787. axisXControlHeight: boolean;
  38788. /**
  38789. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38790. */
  38791. axisXControlRotation: boolean;
  38792. /**
  38793. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38794. */
  38795. axisYControlRadius: boolean;
  38796. /**
  38797. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38798. */
  38799. axisYControlHeight: boolean;
  38800. /**
  38801. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38802. */
  38803. axisYControlRotation: boolean;
  38804. /**
  38805. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38806. */
  38807. axisPinchControlRadius: boolean;
  38808. /**
  38809. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38810. */
  38811. axisPinchControlHeight: boolean;
  38812. /**
  38813. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38814. */
  38815. axisPinchControlRotation: boolean;
  38816. /**
  38817. * Log error messages if basic misconfiguration has occurred.
  38818. */
  38819. warningEnable: boolean;
  38820. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38821. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38822. private _warningCounter;
  38823. private _warning;
  38824. }
  38825. }
  38826. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38827. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38828. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38829. /**
  38830. * Default Inputs manager for the FollowCamera.
  38831. * It groups all the default supported inputs for ease of use.
  38832. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38833. */
  38834. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38835. /**
  38836. * Instantiates a new FollowCameraInputsManager.
  38837. * @param camera Defines the camera the inputs belong to
  38838. */
  38839. constructor(camera: FollowCamera);
  38840. /**
  38841. * Add keyboard input support to the input manager.
  38842. * @returns the current input manager
  38843. */
  38844. addKeyboard(): FollowCameraInputsManager;
  38845. /**
  38846. * Add mouse wheel input support to the input manager.
  38847. * @returns the current input manager
  38848. */
  38849. addMouseWheel(): FollowCameraInputsManager;
  38850. /**
  38851. * Add pointers input support to the input manager.
  38852. * @returns the current input manager
  38853. */
  38854. addPointers(): FollowCameraInputsManager;
  38855. /**
  38856. * Add orientation input support to the input manager.
  38857. * @returns the current input manager
  38858. */
  38859. addVRDeviceOrientation(): FollowCameraInputsManager;
  38860. }
  38861. }
  38862. declare module "babylonjs/Cameras/followCamera" {
  38863. import { Nullable } from "babylonjs/types";
  38864. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38865. import { Scene } from "babylonjs/scene";
  38866. import { Vector3 } from "babylonjs/Maths/math.vector";
  38867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38868. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38869. /**
  38870. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38871. * an arc rotate version arcFollowCamera are available.
  38872. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38873. */
  38874. export class FollowCamera extends TargetCamera {
  38875. /**
  38876. * Distance the follow camera should follow an object at
  38877. */
  38878. radius: number;
  38879. /**
  38880. * Minimum allowed distance of the camera to the axis of rotation
  38881. * (The camera can not get closer).
  38882. * This can help limiting how the Camera is able to move in the scene.
  38883. */
  38884. lowerRadiusLimit: Nullable<number>;
  38885. /**
  38886. * Maximum allowed distance of the camera to the axis of rotation
  38887. * (The camera can not get further).
  38888. * This can help limiting how the Camera is able to move in the scene.
  38889. */
  38890. upperRadiusLimit: Nullable<number>;
  38891. /**
  38892. * Define a rotation offset between the camera and the object it follows
  38893. */
  38894. rotationOffset: number;
  38895. /**
  38896. * Minimum allowed angle to camera position relative to target object.
  38897. * This can help limiting how the Camera is able to move in the scene.
  38898. */
  38899. lowerRotationOffsetLimit: Nullable<number>;
  38900. /**
  38901. * Maximum allowed angle to camera position relative to target object.
  38902. * This can help limiting how the Camera is able to move in the scene.
  38903. */
  38904. upperRotationOffsetLimit: Nullable<number>;
  38905. /**
  38906. * Define a height offset between the camera and the object it follows.
  38907. * It can help following an object from the top (like a car chaing a plane)
  38908. */
  38909. heightOffset: number;
  38910. /**
  38911. * Minimum allowed height of camera position relative to target object.
  38912. * This can help limiting how the Camera is able to move in the scene.
  38913. */
  38914. lowerHeightOffsetLimit: Nullable<number>;
  38915. /**
  38916. * Maximum allowed height of camera position relative to target object.
  38917. * This can help limiting how the Camera is able to move in the scene.
  38918. */
  38919. upperHeightOffsetLimit: Nullable<number>;
  38920. /**
  38921. * Define how fast the camera can accelerate to follow it s target.
  38922. */
  38923. cameraAcceleration: number;
  38924. /**
  38925. * Define the speed limit of the camera following an object.
  38926. */
  38927. maxCameraSpeed: number;
  38928. /**
  38929. * Define the target of the camera.
  38930. */
  38931. lockedTarget: Nullable<AbstractMesh>;
  38932. /**
  38933. * Defines the input associated with the camera.
  38934. */
  38935. inputs: FollowCameraInputsManager;
  38936. /**
  38937. * Instantiates the follow camera.
  38938. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38939. * @param name Define the name of the camera in the scene
  38940. * @param position Define the position of the camera
  38941. * @param scene Define the scene the camera belong to
  38942. * @param lockedTarget Define the target of the camera
  38943. */
  38944. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38945. private _follow;
  38946. /**
  38947. * Attached controls to the current camera.
  38948. * @param element Defines the element the controls should be listened from
  38949. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38950. */
  38951. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38952. /**
  38953. * Detach the current controls from the camera.
  38954. * The camera will stop reacting to inputs.
  38955. * @param element Defines the element to stop listening the inputs from
  38956. */
  38957. detachControl(element: HTMLElement): void;
  38958. /** @hidden */
  38959. _checkInputs(): void;
  38960. private _checkLimits;
  38961. /**
  38962. * Gets the camera class name.
  38963. * @returns the class name
  38964. */
  38965. getClassName(): string;
  38966. }
  38967. /**
  38968. * Arc Rotate version of the follow camera.
  38969. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38970. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38971. */
  38972. export class ArcFollowCamera extends TargetCamera {
  38973. /** The longitudinal angle of the camera */
  38974. alpha: number;
  38975. /** The latitudinal angle of the camera */
  38976. beta: number;
  38977. /** The radius of the camera from its target */
  38978. radius: number;
  38979. /** Define the camera target (the messh it should follow) */
  38980. target: Nullable<AbstractMesh>;
  38981. private _cartesianCoordinates;
  38982. /**
  38983. * Instantiates a new ArcFollowCamera
  38984. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38985. * @param name Define the name of the camera
  38986. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38987. * @param beta Define the rotation angle of the camera around the elevation axis
  38988. * @param radius Define the radius of the camera from its target point
  38989. * @param target Define the target of the camera
  38990. * @param scene Define the scene the camera belongs to
  38991. */
  38992. constructor(name: string,
  38993. /** The longitudinal angle of the camera */
  38994. alpha: number,
  38995. /** The latitudinal angle of the camera */
  38996. beta: number,
  38997. /** The radius of the camera from its target */
  38998. radius: number,
  38999. /** Define the camera target (the messh it should follow) */
  39000. target: Nullable<AbstractMesh>, scene: Scene);
  39001. private _follow;
  39002. /** @hidden */
  39003. _checkInputs(): void;
  39004. /**
  39005. * Returns the class name of the object.
  39006. * It is mostly used internally for serialization purposes.
  39007. */
  39008. getClassName(): string;
  39009. }
  39010. }
  39011. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39012. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39013. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39014. import { Nullable } from "babylonjs/types";
  39015. /**
  39016. * Manage the keyboard inputs to control the movement of a follow camera.
  39017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39018. */
  39019. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39020. /**
  39021. * Defines the camera the input is attached to.
  39022. */
  39023. camera: FollowCamera;
  39024. /**
  39025. * Defines the list of key codes associated with the up action (increase heightOffset)
  39026. */
  39027. keysHeightOffsetIncr: number[];
  39028. /**
  39029. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39030. */
  39031. keysHeightOffsetDecr: number[];
  39032. /**
  39033. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39034. */
  39035. keysHeightOffsetModifierAlt: boolean;
  39036. /**
  39037. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39038. */
  39039. keysHeightOffsetModifierCtrl: boolean;
  39040. /**
  39041. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39042. */
  39043. keysHeightOffsetModifierShift: boolean;
  39044. /**
  39045. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39046. */
  39047. keysRotationOffsetIncr: number[];
  39048. /**
  39049. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39050. */
  39051. keysRotationOffsetDecr: number[];
  39052. /**
  39053. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39054. */
  39055. keysRotationOffsetModifierAlt: boolean;
  39056. /**
  39057. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39058. */
  39059. keysRotationOffsetModifierCtrl: boolean;
  39060. /**
  39061. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39062. */
  39063. keysRotationOffsetModifierShift: boolean;
  39064. /**
  39065. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39066. */
  39067. keysRadiusIncr: number[];
  39068. /**
  39069. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39070. */
  39071. keysRadiusDecr: number[];
  39072. /**
  39073. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39074. */
  39075. keysRadiusModifierAlt: boolean;
  39076. /**
  39077. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39078. */
  39079. keysRadiusModifierCtrl: boolean;
  39080. /**
  39081. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39082. */
  39083. keysRadiusModifierShift: boolean;
  39084. /**
  39085. * Defines the rate of change of heightOffset.
  39086. */
  39087. heightSensibility: number;
  39088. /**
  39089. * Defines the rate of change of rotationOffset.
  39090. */
  39091. rotationSensibility: number;
  39092. /**
  39093. * Defines the rate of change of radius.
  39094. */
  39095. radiusSensibility: number;
  39096. private _keys;
  39097. private _ctrlPressed;
  39098. private _altPressed;
  39099. private _shiftPressed;
  39100. private _onCanvasBlurObserver;
  39101. private _onKeyboardObserver;
  39102. private _engine;
  39103. private _scene;
  39104. /**
  39105. * Attach the input controls to a specific dom element to get the input from.
  39106. * @param element Defines the element the controls should be listened from
  39107. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39108. */
  39109. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39110. /**
  39111. * Detach the current controls from the specified dom element.
  39112. * @param element Defines the element to stop listening the inputs from
  39113. */
  39114. detachControl(element: Nullable<HTMLElement>): void;
  39115. /**
  39116. * Update the current camera state depending on the inputs that have been used this frame.
  39117. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39118. */
  39119. checkInputs(): void;
  39120. /**
  39121. * Gets the class name of the current input.
  39122. * @returns the class name
  39123. */
  39124. getClassName(): string;
  39125. /**
  39126. * Get the friendly name associated with the input class.
  39127. * @returns the input friendly name
  39128. */
  39129. getSimpleName(): string;
  39130. /**
  39131. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39132. * allow modification of the heightOffset value.
  39133. */
  39134. private _modifierHeightOffset;
  39135. /**
  39136. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39137. * allow modification of the rotationOffset value.
  39138. */
  39139. private _modifierRotationOffset;
  39140. /**
  39141. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39142. * allow modification of the radius value.
  39143. */
  39144. private _modifierRadius;
  39145. }
  39146. }
  39147. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39148. import { Nullable } from "babylonjs/types";
  39149. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39150. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39151. import { Observable } from "babylonjs/Misc/observable";
  39152. module "babylonjs/Cameras/freeCameraInputsManager" {
  39153. interface FreeCameraInputsManager {
  39154. /**
  39155. * @hidden
  39156. */
  39157. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39158. /**
  39159. * Add orientation input support to the input manager.
  39160. * @returns the current input manager
  39161. */
  39162. addDeviceOrientation(): FreeCameraInputsManager;
  39163. }
  39164. }
  39165. /**
  39166. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39167. * Screen rotation is taken into account.
  39168. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39169. */
  39170. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39171. private _camera;
  39172. private _screenOrientationAngle;
  39173. private _constantTranform;
  39174. private _screenQuaternion;
  39175. private _alpha;
  39176. private _beta;
  39177. private _gamma;
  39178. /**
  39179. * Can be used to detect if a device orientation sensor is availible on a device
  39180. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39181. * @returns a promise that will resolve on orientation change
  39182. */
  39183. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39184. /**
  39185. * @hidden
  39186. */
  39187. _onDeviceOrientationChangedObservable: Observable<void>;
  39188. /**
  39189. * Instantiates a new input
  39190. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39191. */
  39192. constructor();
  39193. /**
  39194. * Define the camera controlled by the input.
  39195. */
  39196. camera: FreeCamera;
  39197. /**
  39198. * Attach the input controls to a specific dom element to get the input from.
  39199. * @param element Defines the element the controls should be listened from
  39200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39201. */
  39202. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39203. private _orientationChanged;
  39204. private _deviceOrientation;
  39205. /**
  39206. * Detach the current controls from the specified dom element.
  39207. * @param element Defines the element to stop listening the inputs from
  39208. */
  39209. detachControl(element: Nullable<HTMLElement>): void;
  39210. /**
  39211. * Update the current camera state depending on the inputs that have been used this frame.
  39212. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39213. */
  39214. checkInputs(): void;
  39215. /**
  39216. * Gets the class name of the current intput.
  39217. * @returns the class name
  39218. */
  39219. getClassName(): string;
  39220. /**
  39221. * Get the friendly name associated with the input class.
  39222. * @returns the input friendly name
  39223. */
  39224. getSimpleName(): string;
  39225. }
  39226. }
  39227. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39228. import { Nullable } from "babylonjs/types";
  39229. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39230. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39231. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39232. /**
  39233. * Manage the gamepad inputs to control a free camera.
  39234. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39235. */
  39236. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39237. /**
  39238. * Define the camera the input is attached to.
  39239. */
  39240. camera: FreeCamera;
  39241. /**
  39242. * Define the Gamepad controlling the input
  39243. */
  39244. gamepad: Nullable<Gamepad>;
  39245. /**
  39246. * Defines the gamepad rotation sensiblity.
  39247. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39248. */
  39249. gamepadAngularSensibility: number;
  39250. /**
  39251. * Defines the gamepad move sensiblity.
  39252. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39253. */
  39254. gamepadMoveSensibility: number;
  39255. private _onGamepadConnectedObserver;
  39256. private _onGamepadDisconnectedObserver;
  39257. private _cameraTransform;
  39258. private _deltaTransform;
  39259. private _vector3;
  39260. private _vector2;
  39261. /**
  39262. * Attach the input controls to a specific dom element to get the input from.
  39263. * @param element Defines the element the controls should be listened from
  39264. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39265. */
  39266. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39267. /**
  39268. * Detach the current controls from the specified dom element.
  39269. * @param element Defines the element to stop listening the inputs from
  39270. */
  39271. detachControl(element: Nullable<HTMLElement>): void;
  39272. /**
  39273. * Update the current camera state depending on the inputs that have been used this frame.
  39274. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39275. */
  39276. checkInputs(): void;
  39277. /**
  39278. * Gets the class name of the current intput.
  39279. * @returns the class name
  39280. */
  39281. getClassName(): string;
  39282. /**
  39283. * Get the friendly name associated with the input class.
  39284. * @returns the input friendly name
  39285. */
  39286. getSimpleName(): string;
  39287. }
  39288. }
  39289. declare module "babylonjs/Misc/virtualJoystick" {
  39290. import { Nullable } from "babylonjs/types";
  39291. import { Vector3 } from "babylonjs/Maths/math.vector";
  39292. /**
  39293. * Defines the potential axis of a Joystick
  39294. */
  39295. export enum JoystickAxis {
  39296. /** X axis */
  39297. X = 0,
  39298. /** Y axis */
  39299. Y = 1,
  39300. /** Z axis */
  39301. Z = 2
  39302. }
  39303. /**
  39304. * Class used to define virtual joystick (used in touch mode)
  39305. */
  39306. export class VirtualJoystick {
  39307. /**
  39308. * Gets or sets a boolean indicating that left and right values must be inverted
  39309. */
  39310. reverseLeftRight: boolean;
  39311. /**
  39312. * Gets or sets a boolean indicating that up and down values must be inverted
  39313. */
  39314. reverseUpDown: boolean;
  39315. /**
  39316. * Gets the offset value for the position (ie. the change of the position value)
  39317. */
  39318. deltaPosition: Vector3;
  39319. /**
  39320. * Gets a boolean indicating if the virtual joystick was pressed
  39321. */
  39322. pressed: boolean;
  39323. /**
  39324. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39325. */
  39326. static Canvas: Nullable<HTMLCanvasElement>;
  39327. private static _globalJoystickIndex;
  39328. private static vjCanvasContext;
  39329. private static vjCanvasWidth;
  39330. private static vjCanvasHeight;
  39331. private static halfWidth;
  39332. private _action;
  39333. private _axisTargetedByLeftAndRight;
  39334. private _axisTargetedByUpAndDown;
  39335. private _joystickSensibility;
  39336. private _inversedSensibility;
  39337. private _joystickPointerID;
  39338. private _joystickColor;
  39339. private _joystickPointerPos;
  39340. private _joystickPreviousPointerPos;
  39341. private _joystickPointerStartPos;
  39342. private _deltaJoystickVector;
  39343. private _leftJoystick;
  39344. private _touches;
  39345. private _onPointerDownHandlerRef;
  39346. private _onPointerMoveHandlerRef;
  39347. private _onPointerUpHandlerRef;
  39348. private _onResize;
  39349. /**
  39350. * Creates a new virtual joystick
  39351. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39352. */
  39353. constructor(leftJoystick?: boolean);
  39354. /**
  39355. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39356. * @param newJoystickSensibility defines the new sensibility
  39357. */
  39358. setJoystickSensibility(newJoystickSensibility: number): void;
  39359. private _onPointerDown;
  39360. private _onPointerMove;
  39361. private _onPointerUp;
  39362. /**
  39363. * Change the color of the virtual joystick
  39364. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39365. */
  39366. setJoystickColor(newColor: string): void;
  39367. /**
  39368. * Defines a callback to call when the joystick is touched
  39369. * @param action defines the callback
  39370. */
  39371. setActionOnTouch(action: () => any): void;
  39372. /**
  39373. * Defines which axis you'd like to control for left & right
  39374. * @param axis defines the axis to use
  39375. */
  39376. setAxisForLeftRight(axis: JoystickAxis): void;
  39377. /**
  39378. * Defines which axis you'd like to control for up & down
  39379. * @param axis defines the axis to use
  39380. */
  39381. setAxisForUpDown(axis: JoystickAxis): void;
  39382. private _drawVirtualJoystick;
  39383. /**
  39384. * Release internal HTML canvas
  39385. */
  39386. releaseCanvas(): void;
  39387. }
  39388. }
  39389. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39390. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39391. import { Nullable } from "babylonjs/types";
  39392. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39393. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39394. module "babylonjs/Cameras/freeCameraInputsManager" {
  39395. interface FreeCameraInputsManager {
  39396. /**
  39397. * Add virtual joystick input support to the input manager.
  39398. * @returns the current input manager
  39399. */
  39400. addVirtualJoystick(): FreeCameraInputsManager;
  39401. }
  39402. }
  39403. /**
  39404. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39405. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39406. */
  39407. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39408. /**
  39409. * Defines the camera the input is attached to.
  39410. */
  39411. camera: FreeCamera;
  39412. private _leftjoystick;
  39413. private _rightjoystick;
  39414. /**
  39415. * Gets the left stick of the virtual joystick.
  39416. * @returns The virtual Joystick
  39417. */
  39418. getLeftJoystick(): VirtualJoystick;
  39419. /**
  39420. * Gets the right stick of the virtual joystick.
  39421. * @returns The virtual Joystick
  39422. */
  39423. getRightJoystick(): VirtualJoystick;
  39424. /**
  39425. * Update the current camera state depending on the inputs that have been used this frame.
  39426. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39427. */
  39428. checkInputs(): void;
  39429. /**
  39430. * Attach the input controls to a specific dom element to get the input from.
  39431. * @param element Defines the element the controls should be listened from
  39432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39433. */
  39434. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39435. /**
  39436. * Detach the current controls from the specified dom element.
  39437. * @param element Defines the element to stop listening the inputs from
  39438. */
  39439. detachControl(element: Nullable<HTMLElement>): void;
  39440. /**
  39441. * Gets the class name of the current intput.
  39442. * @returns the class name
  39443. */
  39444. getClassName(): string;
  39445. /**
  39446. * Get the friendly name associated with the input class.
  39447. * @returns the input friendly name
  39448. */
  39449. getSimpleName(): string;
  39450. }
  39451. }
  39452. declare module "babylonjs/Cameras/Inputs/index" {
  39453. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39454. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39455. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39456. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39457. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39458. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39459. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39460. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39461. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39462. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39463. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39464. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39465. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39466. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39467. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39468. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39469. }
  39470. declare module "babylonjs/Cameras/touchCamera" {
  39471. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39472. import { Scene } from "babylonjs/scene";
  39473. import { Vector3 } from "babylonjs/Maths/math.vector";
  39474. /**
  39475. * This represents a FPS type of camera controlled by touch.
  39476. * This is like a universal camera minus the Gamepad controls.
  39477. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39478. */
  39479. export class TouchCamera extends FreeCamera {
  39480. /**
  39481. * Defines the touch sensibility for rotation.
  39482. * The higher the faster.
  39483. */
  39484. touchAngularSensibility: number;
  39485. /**
  39486. * Defines the touch sensibility for move.
  39487. * The higher the faster.
  39488. */
  39489. touchMoveSensibility: number;
  39490. /**
  39491. * Instantiates a new touch camera.
  39492. * This represents a FPS type of camera controlled by touch.
  39493. * This is like a universal camera minus the Gamepad controls.
  39494. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39495. * @param name Define the name of the camera in the scene
  39496. * @param position Define the start position of the camera in the scene
  39497. * @param scene Define the scene the camera belongs to
  39498. */
  39499. constructor(name: string, position: Vector3, scene: Scene);
  39500. /**
  39501. * Gets the current object class name.
  39502. * @return the class name
  39503. */
  39504. getClassName(): string;
  39505. /** @hidden */
  39506. _setupInputs(): void;
  39507. }
  39508. }
  39509. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39510. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39511. import { Scene } from "babylonjs/scene";
  39512. import { Vector3 } from "babylonjs/Maths/math.vector";
  39513. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39514. import { Axis } from "babylonjs/Maths/math.axis";
  39515. /**
  39516. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39517. * being tilted forward or back and left or right.
  39518. */
  39519. export class DeviceOrientationCamera extends FreeCamera {
  39520. private _initialQuaternion;
  39521. private _quaternionCache;
  39522. private _tmpDragQuaternion;
  39523. private _disablePointerInputWhenUsingDeviceOrientation;
  39524. /**
  39525. * Creates a new device orientation camera
  39526. * @param name The name of the camera
  39527. * @param position The start position camera
  39528. * @param scene The scene the camera belongs to
  39529. */
  39530. constructor(name: string, position: Vector3, scene: Scene);
  39531. /**
  39532. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39533. */
  39534. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39535. private _dragFactor;
  39536. /**
  39537. * Enabled turning on the y axis when the orientation sensor is active
  39538. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39539. */
  39540. enableHorizontalDragging(dragFactor?: number): void;
  39541. /**
  39542. * Gets the current instance class name ("DeviceOrientationCamera").
  39543. * This helps avoiding instanceof at run time.
  39544. * @returns the class name
  39545. */
  39546. getClassName(): string;
  39547. /**
  39548. * @hidden
  39549. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39550. */
  39551. _checkInputs(): void;
  39552. /**
  39553. * Reset the camera to its default orientation on the specified axis only.
  39554. * @param axis The axis to reset
  39555. */
  39556. resetToCurrentRotation(axis?: Axis): void;
  39557. }
  39558. }
  39559. declare module "babylonjs/Gamepads/xboxGamepad" {
  39560. import { Observable } from "babylonjs/Misc/observable";
  39561. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39562. /**
  39563. * Defines supported buttons for XBox360 compatible gamepads
  39564. */
  39565. export enum Xbox360Button {
  39566. /** A */
  39567. A = 0,
  39568. /** B */
  39569. B = 1,
  39570. /** X */
  39571. X = 2,
  39572. /** Y */
  39573. Y = 3,
  39574. /** Start */
  39575. Start = 4,
  39576. /** Back */
  39577. Back = 5,
  39578. /** Left button */
  39579. LB = 6,
  39580. /** Right button */
  39581. RB = 7,
  39582. /** Left stick */
  39583. LeftStick = 8,
  39584. /** Right stick */
  39585. RightStick = 9
  39586. }
  39587. /** Defines values for XBox360 DPad */
  39588. export enum Xbox360Dpad {
  39589. /** Up */
  39590. Up = 0,
  39591. /** Down */
  39592. Down = 1,
  39593. /** Left */
  39594. Left = 2,
  39595. /** Right */
  39596. Right = 3
  39597. }
  39598. /**
  39599. * Defines a XBox360 gamepad
  39600. */
  39601. export class Xbox360Pad extends Gamepad {
  39602. private _leftTrigger;
  39603. private _rightTrigger;
  39604. private _onlefttriggerchanged;
  39605. private _onrighttriggerchanged;
  39606. private _onbuttondown;
  39607. private _onbuttonup;
  39608. private _ondpaddown;
  39609. private _ondpadup;
  39610. /** Observable raised when a button is pressed */
  39611. onButtonDownObservable: Observable<Xbox360Button>;
  39612. /** Observable raised when a button is released */
  39613. onButtonUpObservable: Observable<Xbox360Button>;
  39614. /** Observable raised when a pad is pressed */
  39615. onPadDownObservable: Observable<Xbox360Dpad>;
  39616. /** Observable raised when a pad is released */
  39617. onPadUpObservable: Observable<Xbox360Dpad>;
  39618. private _buttonA;
  39619. private _buttonB;
  39620. private _buttonX;
  39621. private _buttonY;
  39622. private _buttonBack;
  39623. private _buttonStart;
  39624. private _buttonLB;
  39625. private _buttonRB;
  39626. private _buttonLeftStick;
  39627. private _buttonRightStick;
  39628. private _dPadUp;
  39629. private _dPadDown;
  39630. private _dPadLeft;
  39631. private _dPadRight;
  39632. private _isXboxOnePad;
  39633. /**
  39634. * Creates a new XBox360 gamepad object
  39635. * @param id defines the id of this gamepad
  39636. * @param index defines its index
  39637. * @param gamepad defines the internal HTML gamepad object
  39638. * @param xboxOne defines if it is a XBox One gamepad
  39639. */
  39640. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39641. /**
  39642. * Defines the callback to call when left trigger is pressed
  39643. * @param callback defines the callback to use
  39644. */
  39645. onlefttriggerchanged(callback: (value: number) => void): void;
  39646. /**
  39647. * Defines the callback to call when right trigger is pressed
  39648. * @param callback defines the callback to use
  39649. */
  39650. onrighttriggerchanged(callback: (value: number) => void): void;
  39651. /**
  39652. * Gets the left trigger value
  39653. */
  39654. /**
  39655. * Sets the left trigger value
  39656. */
  39657. leftTrigger: number;
  39658. /**
  39659. * Gets the right trigger value
  39660. */
  39661. /**
  39662. * Sets the right trigger value
  39663. */
  39664. rightTrigger: number;
  39665. /**
  39666. * Defines the callback to call when a button is pressed
  39667. * @param callback defines the callback to use
  39668. */
  39669. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39670. /**
  39671. * Defines the callback to call when a button is released
  39672. * @param callback defines the callback to use
  39673. */
  39674. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39675. /**
  39676. * Defines the callback to call when a pad is pressed
  39677. * @param callback defines the callback to use
  39678. */
  39679. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39680. /**
  39681. * Defines the callback to call when a pad is released
  39682. * @param callback defines the callback to use
  39683. */
  39684. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39685. private _setButtonValue;
  39686. private _setDPadValue;
  39687. /**
  39688. * Gets the value of the `A` button
  39689. */
  39690. /**
  39691. * Sets the value of the `A` button
  39692. */
  39693. buttonA: number;
  39694. /**
  39695. * Gets the value of the `B` button
  39696. */
  39697. /**
  39698. * Sets the value of the `B` button
  39699. */
  39700. buttonB: number;
  39701. /**
  39702. * Gets the value of the `X` button
  39703. */
  39704. /**
  39705. * Sets the value of the `X` button
  39706. */
  39707. buttonX: number;
  39708. /**
  39709. * Gets the value of the `Y` button
  39710. */
  39711. /**
  39712. * Sets the value of the `Y` button
  39713. */
  39714. buttonY: number;
  39715. /**
  39716. * Gets the value of the `Start` button
  39717. */
  39718. /**
  39719. * Sets the value of the `Start` button
  39720. */
  39721. buttonStart: number;
  39722. /**
  39723. * Gets the value of the `Back` button
  39724. */
  39725. /**
  39726. * Sets the value of the `Back` button
  39727. */
  39728. buttonBack: number;
  39729. /**
  39730. * Gets the value of the `Left` button
  39731. */
  39732. /**
  39733. * Sets the value of the `Left` button
  39734. */
  39735. buttonLB: number;
  39736. /**
  39737. * Gets the value of the `Right` button
  39738. */
  39739. /**
  39740. * Sets the value of the `Right` button
  39741. */
  39742. buttonRB: number;
  39743. /**
  39744. * Gets the value of the Left joystick
  39745. */
  39746. /**
  39747. * Sets the value of the Left joystick
  39748. */
  39749. buttonLeftStick: number;
  39750. /**
  39751. * Gets the value of the Right joystick
  39752. */
  39753. /**
  39754. * Sets the value of the Right joystick
  39755. */
  39756. buttonRightStick: number;
  39757. /**
  39758. * Gets the value of D-pad up
  39759. */
  39760. /**
  39761. * Sets the value of D-pad up
  39762. */
  39763. dPadUp: number;
  39764. /**
  39765. * Gets the value of D-pad down
  39766. */
  39767. /**
  39768. * Sets the value of D-pad down
  39769. */
  39770. dPadDown: number;
  39771. /**
  39772. * Gets the value of D-pad left
  39773. */
  39774. /**
  39775. * Sets the value of D-pad left
  39776. */
  39777. dPadLeft: number;
  39778. /**
  39779. * Gets the value of D-pad right
  39780. */
  39781. /**
  39782. * Sets the value of D-pad right
  39783. */
  39784. dPadRight: number;
  39785. /**
  39786. * Force the gamepad to synchronize with device values
  39787. */
  39788. update(): void;
  39789. /**
  39790. * Disposes the gamepad
  39791. */
  39792. dispose(): void;
  39793. }
  39794. }
  39795. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39796. import { Observable } from "babylonjs/Misc/observable";
  39797. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39798. /**
  39799. * Defines supported buttons for DualShock compatible gamepads
  39800. */
  39801. export enum DualShockButton {
  39802. /** Cross */
  39803. Cross = 0,
  39804. /** Circle */
  39805. Circle = 1,
  39806. /** Square */
  39807. Square = 2,
  39808. /** Triangle */
  39809. Triangle = 3,
  39810. /** Options */
  39811. Options = 4,
  39812. /** Share */
  39813. Share = 5,
  39814. /** L1 */
  39815. L1 = 6,
  39816. /** R1 */
  39817. R1 = 7,
  39818. /** Left stick */
  39819. LeftStick = 8,
  39820. /** Right stick */
  39821. RightStick = 9
  39822. }
  39823. /** Defines values for DualShock DPad */
  39824. export enum DualShockDpad {
  39825. /** Up */
  39826. Up = 0,
  39827. /** Down */
  39828. Down = 1,
  39829. /** Left */
  39830. Left = 2,
  39831. /** Right */
  39832. Right = 3
  39833. }
  39834. /**
  39835. * Defines a DualShock gamepad
  39836. */
  39837. export class DualShockPad extends Gamepad {
  39838. private _leftTrigger;
  39839. private _rightTrigger;
  39840. private _onlefttriggerchanged;
  39841. private _onrighttriggerchanged;
  39842. private _onbuttondown;
  39843. private _onbuttonup;
  39844. private _ondpaddown;
  39845. private _ondpadup;
  39846. /** Observable raised when a button is pressed */
  39847. onButtonDownObservable: Observable<DualShockButton>;
  39848. /** Observable raised when a button is released */
  39849. onButtonUpObservable: Observable<DualShockButton>;
  39850. /** Observable raised when a pad is pressed */
  39851. onPadDownObservable: Observable<DualShockDpad>;
  39852. /** Observable raised when a pad is released */
  39853. onPadUpObservable: Observable<DualShockDpad>;
  39854. private _buttonCross;
  39855. private _buttonCircle;
  39856. private _buttonSquare;
  39857. private _buttonTriangle;
  39858. private _buttonShare;
  39859. private _buttonOptions;
  39860. private _buttonL1;
  39861. private _buttonR1;
  39862. private _buttonLeftStick;
  39863. private _buttonRightStick;
  39864. private _dPadUp;
  39865. private _dPadDown;
  39866. private _dPadLeft;
  39867. private _dPadRight;
  39868. /**
  39869. * Creates a new DualShock gamepad object
  39870. * @param id defines the id of this gamepad
  39871. * @param index defines its index
  39872. * @param gamepad defines the internal HTML gamepad object
  39873. */
  39874. constructor(id: string, index: number, gamepad: any);
  39875. /**
  39876. * Defines the callback to call when left trigger is pressed
  39877. * @param callback defines the callback to use
  39878. */
  39879. onlefttriggerchanged(callback: (value: number) => void): void;
  39880. /**
  39881. * Defines the callback to call when right trigger is pressed
  39882. * @param callback defines the callback to use
  39883. */
  39884. onrighttriggerchanged(callback: (value: number) => void): void;
  39885. /**
  39886. * Gets the left trigger value
  39887. */
  39888. /**
  39889. * Sets the left trigger value
  39890. */
  39891. leftTrigger: number;
  39892. /**
  39893. * Gets the right trigger value
  39894. */
  39895. /**
  39896. * Sets the right trigger value
  39897. */
  39898. rightTrigger: number;
  39899. /**
  39900. * Defines the callback to call when a button is pressed
  39901. * @param callback defines the callback to use
  39902. */
  39903. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39904. /**
  39905. * Defines the callback to call when a button is released
  39906. * @param callback defines the callback to use
  39907. */
  39908. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39909. /**
  39910. * Defines the callback to call when a pad is pressed
  39911. * @param callback defines the callback to use
  39912. */
  39913. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39914. /**
  39915. * Defines the callback to call when a pad is released
  39916. * @param callback defines the callback to use
  39917. */
  39918. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39919. private _setButtonValue;
  39920. private _setDPadValue;
  39921. /**
  39922. * Gets the value of the `Cross` button
  39923. */
  39924. /**
  39925. * Sets the value of the `Cross` button
  39926. */
  39927. buttonCross: number;
  39928. /**
  39929. * Gets the value of the `Circle` button
  39930. */
  39931. /**
  39932. * Sets the value of the `Circle` button
  39933. */
  39934. buttonCircle: number;
  39935. /**
  39936. * Gets the value of the `Square` button
  39937. */
  39938. /**
  39939. * Sets the value of the `Square` button
  39940. */
  39941. buttonSquare: number;
  39942. /**
  39943. * Gets the value of the `Triangle` button
  39944. */
  39945. /**
  39946. * Sets the value of the `Triangle` button
  39947. */
  39948. buttonTriangle: number;
  39949. /**
  39950. * Gets the value of the `Options` button
  39951. */
  39952. /**
  39953. * Sets the value of the `Options` button
  39954. */
  39955. buttonOptions: number;
  39956. /**
  39957. * Gets the value of the `Share` button
  39958. */
  39959. /**
  39960. * Sets the value of the `Share` button
  39961. */
  39962. buttonShare: number;
  39963. /**
  39964. * Gets the value of the `L1` button
  39965. */
  39966. /**
  39967. * Sets the value of the `L1` button
  39968. */
  39969. buttonL1: number;
  39970. /**
  39971. * Gets the value of the `R1` button
  39972. */
  39973. /**
  39974. * Sets the value of the `R1` button
  39975. */
  39976. buttonR1: number;
  39977. /**
  39978. * Gets the value of the Left joystick
  39979. */
  39980. /**
  39981. * Sets the value of the Left joystick
  39982. */
  39983. buttonLeftStick: number;
  39984. /**
  39985. * Gets the value of the Right joystick
  39986. */
  39987. /**
  39988. * Sets the value of the Right joystick
  39989. */
  39990. buttonRightStick: number;
  39991. /**
  39992. * Gets the value of D-pad up
  39993. */
  39994. /**
  39995. * Sets the value of D-pad up
  39996. */
  39997. dPadUp: number;
  39998. /**
  39999. * Gets the value of D-pad down
  40000. */
  40001. /**
  40002. * Sets the value of D-pad down
  40003. */
  40004. dPadDown: number;
  40005. /**
  40006. * Gets the value of D-pad left
  40007. */
  40008. /**
  40009. * Sets the value of D-pad left
  40010. */
  40011. dPadLeft: number;
  40012. /**
  40013. * Gets the value of D-pad right
  40014. */
  40015. /**
  40016. * Sets the value of D-pad right
  40017. */
  40018. dPadRight: number;
  40019. /**
  40020. * Force the gamepad to synchronize with device values
  40021. */
  40022. update(): void;
  40023. /**
  40024. * Disposes the gamepad
  40025. */
  40026. dispose(): void;
  40027. }
  40028. }
  40029. declare module "babylonjs/Gamepads/gamepadManager" {
  40030. import { Observable } from "babylonjs/Misc/observable";
  40031. import { Nullable } from "babylonjs/types";
  40032. import { Scene } from "babylonjs/scene";
  40033. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40034. /**
  40035. * Manager for handling gamepads
  40036. */
  40037. export class GamepadManager {
  40038. private _scene?;
  40039. private _babylonGamepads;
  40040. private _oneGamepadConnected;
  40041. /** @hidden */
  40042. _isMonitoring: boolean;
  40043. private _gamepadEventSupported;
  40044. private _gamepadSupport;
  40045. /**
  40046. * observable to be triggered when the gamepad controller has been connected
  40047. */
  40048. onGamepadConnectedObservable: Observable<Gamepad>;
  40049. /**
  40050. * observable to be triggered when the gamepad controller has been disconnected
  40051. */
  40052. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40053. private _onGamepadConnectedEvent;
  40054. private _onGamepadDisconnectedEvent;
  40055. /**
  40056. * Initializes the gamepad manager
  40057. * @param _scene BabylonJS scene
  40058. */
  40059. constructor(_scene?: Scene | undefined);
  40060. /**
  40061. * The gamepads in the game pad manager
  40062. */
  40063. readonly gamepads: Gamepad[];
  40064. /**
  40065. * Get the gamepad controllers based on type
  40066. * @param type The type of gamepad controller
  40067. * @returns Nullable gamepad
  40068. */
  40069. getGamepadByType(type?: number): Nullable<Gamepad>;
  40070. /**
  40071. * Disposes the gamepad manager
  40072. */
  40073. dispose(): void;
  40074. private _addNewGamepad;
  40075. private _startMonitoringGamepads;
  40076. private _stopMonitoringGamepads;
  40077. /** @hidden */
  40078. _checkGamepadsStatus(): void;
  40079. private _updateGamepadObjects;
  40080. }
  40081. }
  40082. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40083. import { Nullable } from "babylonjs/types";
  40084. import { Scene } from "babylonjs/scene";
  40085. import { ISceneComponent } from "babylonjs/sceneComponent";
  40086. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40087. module "babylonjs/scene" {
  40088. interface Scene {
  40089. /** @hidden */
  40090. _gamepadManager: Nullable<GamepadManager>;
  40091. /**
  40092. * Gets the gamepad manager associated with the scene
  40093. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40094. */
  40095. gamepadManager: GamepadManager;
  40096. }
  40097. }
  40098. module "babylonjs/Cameras/freeCameraInputsManager" {
  40099. /**
  40100. * Interface representing a free camera inputs manager
  40101. */
  40102. interface FreeCameraInputsManager {
  40103. /**
  40104. * Adds gamepad input support to the FreeCameraInputsManager.
  40105. * @returns the FreeCameraInputsManager
  40106. */
  40107. addGamepad(): FreeCameraInputsManager;
  40108. }
  40109. }
  40110. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40111. /**
  40112. * Interface representing an arc rotate camera inputs manager
  40113. */
  40114. interface ArcRotateCameraInputsManager {
  40115. /**
  40116. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40117. * @returns the camera inputs manager
  40118. */
  40119. addGamepad(): ArcRotateCameraInputsManager;
  40120. }
  40121. }
  40122. /**
  40123. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40124. */
  40125. export class GamepadSystemSceneComponent implements ISceneComponent {
  40126. /**
  40127. * The component name helpfull to identify the component in the list of scene components.
  40128. */
  40129. readonly name: string;
  40130. /**
  40131. * The scene the component belongs to.
  40132. */
  40133. scene: Scene;
  40134. /**
  40135. * Creates a new instance of the component for the given scene
  40136. * @param scene Defines the scene to register the component in
  40137. */
  40138. constructor(scene: Scene);
  40139. /**
  40140. * Registers the component in a given scene
  40141. */
  40142. register(): void;
  40143. /**
  40144. * Rebuilds the elements related to this component in case of
  40145. * context lost for instance.
  40146. */
  40147. rebuild(): void;
  40148. /**
  40149. * Disposes the component and the associated ressources
  40150. */
  40151. dispose(): void;
  40152. private _beforeCameraUpdate;
  40153. }
  40154. }
  40155. declare module "babylonjs/Cameras/universalCamera" {
  40156. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40157. import { Scene } from "babylonjs/scene";
  40158. import { Vector3 } from "babylonjs/Maths/math.vector";
  40159. import "babylonjs/Gamepads/gamepadSceneComponent";
  40160. /**
  40161. * 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,
  40162. * which still works and will still be found in many Playgrounds.
  40163. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40164. */
  40165. export class UniversalCamera extends TouchCamera {
  40166. /**
  40167. * Defines the gamepad rotation sensiblity.
  40168. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40169. */
  40170. gamepadAngularSensibility: number;
  40171. /**
  40172. * Defines the gamepad move sensiblity.
  40173. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40174. */
  40175. gamepadMoveSensibility: number;
  40176. /**
  40177. * 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,
  40178. * which still works and will still be found in many Playgrounds.
  40179. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40180. * @param name Define the name of the camera in the scene
  40181. * @param position Define the start position of the camera in the scene
  40182. * @param scene Define the scene the camera belongs to
  40183. */
  40184. constructor(name: string, position: Vector3, scene: Scene);
  40185. /**
  40186. * Gets the current object class name.
  40187. * @return the class name
  40188. */
  40189. getClassName(): string;
  40190. }
  40191. }
  40192. declare module "babylonjs/Cameras/gamepadCamera" {
  40193. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40194. import { Scene } from "babylonjs/scene";
  40195. import { Vector3 } from "babylonjs/Maths/math.vector";
  40196. /**
  40197. * This represents a FPS type of camera. This is only here for back compat purpose.
  40198. * Please use the UniversalCamera instead as both are identical.
  40199. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40200. */
  40201. export class GamepadCamera extends UniversalCamera {
  40202. /**
  40203. * Instantiates a new Gamepad Camera
  40204. * This represents a FPS type of camera. This is only here for back compat purpose.
  40205. * Please use the UniversalCamera instead as both are identical.
  40206. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40207. * @param name Define the name of the camera in the scene
  40208. * @param position Define the start position of the camera in the scene
  40209. * @param scene Define the scene the camera belongs to
  40210. */
  40211. constructor(name: string, position: Vector3, scene: Scene);
  40212. /**
  40213. * Gets the current object class name.
  40214. * @return the class name
  40215. */
  40216. getClassName(): string;
  40217. }
  40218. }
  40219. declare module "babylonjs/Shaders/pass.fragment" {
  40220. /** @hidden */
  40221. export var passPixelShader: {
  40222. name: string;
  40223. shader: string;
  40224. };
  40225. }
  40226. declare module "babylonjs/Shaders/passCube.fragment" {
  40227. /** @hidden */
  40228. export var passCubePixelShader: {
  40229. name: string;
  40230. shader: string;
  40231. };
  40232. }
  40233. declare module "babylonjs/PostProcesses/passPostProcess" {
  40234. import { Nullable } from "babylonjs/types";
  40235. import { Camera } from "babylonjs/Cameras/camera";
  40236. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40237. import { Engine } from "babylonjs/Engines/engine";
  40238. import "babylonjs/Shaders/pass.fragment";
  40239. import "babylonjs/Shaders/passCube.fragment";
  40240. /**
  40241. * PassPostProcess which produces an output the same as it's input
  40242. */
  40243. export class PassPostProcess extends PostProcess {
  40244. /**
  40245. * Creates the PassPostProcess
  40246. * @param name The name of the effect.
  40247. * @param options The required width/height ratio to downsize to before computing the render pass.
  40248. * @param camera The camera to apply the render pass to.
  40249. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40250. * @param engine The engine which the post process will be applied. (default: current engine)
  40251. * @param reusable If the post process can be reused on the same frame. (default: false)
  40252. * @param textureType The type of texture to be used when performing the post processing.
  40253. * @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)
  40254. */
  40255. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40256. }
  40257. /**
  40258. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40259. */
  40260. export class PassCubePostProcess extends PostProcess {
  40261. private _face;
  40262. /**
  40263. * Gets or sets the cube face to display.
  40264. * * 0 is +X
  40265. * * 1 is -X
  40266. * * 2 is +Y
  40267. * * 3 is -Y
  40268. * * 4 is +Z
  40269. * * 5 is -Z
  40270. */
  40271. face: number;
  40272. /**
  40273. * Creates the PassCubePostProcess
  40274. * @param name The name of the effect.
  40275. * @param options The required width/height ratio to downsize to before computing the render pass.
  40276. * @param camera The camera to apply the render pass to.
  40277. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40278. * @param engine The engine which the post process will be applied. (default: current engine)
  40279. * @param reusable If the post process can be reused on the same frame. (default: false)
  40280. * @param textureType The type of texture to be used when performing the post processing.
  40281. * @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)
  40282. */
  40283. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40284. }
  40285. }
  40286. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40287. /** @hidden */
  40288. export var anaglyphPixelShader: {
  40289. name: string;
  40290. shader: string;
  40291. };
  40292. }
  40293. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40294. import { Engine } from "babylonjs/Engines/engine";
  40295. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40296. import { Camera } from "babylonjs/Cameras/camera";
  40297. import "babylonjs/Shaders/anaglyph.fragment";
  40298. /**
  40299. * Postprocess used to generate anaglyphic rendering
  40300. */
  40301. export class AnaglyphPostProcess extends PostProcess {
  40302. private _passedProcess;
  40303. /**
  40304. * Creates a new AnaglyphPostProcess
  40305. * @param name defines postprocess name
  40306. * @param options defines creation options or target ratio scale
  40307. * @param rigCameras defines cameras using this postprocess
  40308. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40309. * @param engine defines hosting engine
  40310. * @param reusable defines if the postprocess will be reused multiple times per frame
  40311. */
  40312. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40313. }
  40314. }
  40315. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40316. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40317. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40318. import { Scene } from "babylonjs/scene";
  40319. import { Vector3 } from "babylonjs/Maths/math.vector";
  40320. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40321. /**
  40322. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40323. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40324. */
  40325. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40326. /**
  40327. * Creates a new AnaglyphArcRotateCamera
  40328. * @param name defines camera name
  40329. * @param alpha defines alpha angle (in radians)
  40330. * @param beta defines beta angle (in radians)
  40331. * @param radius defines radius
  40332. * @param target defines camera target
  40333. * @param interaxialDistance defines distance between each color axis
  40334. * @param scene defines the hosting scene
  40335. */
  40336. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40337. /**
  40338. * Gets camera class name
  40339. * @returns AnaglyphArcRotateCamera
  40340. */
  40341. getClassName(): string;
  40342. }
  40343. }
  40344. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40345. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40346. import { Scene } from "babylonjs/scene";
  40347. import { Vector3 } from "babylonjs/Maths/math.vector";
  40348. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40349. /**
  40350. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40351. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40352. */
  40353. export class AnaglyphFreeCamera extends FreeCamera {
  40354. /**
  40355. * Creates a new AnaglyphFreeCamera
  40356. * @param name defines camera name
  40357. * @param position defines initial position
  40358. * @param interaxialDistance defines distance between each color axis
  40359. * @param scene defines the hosting scene
  40360. */
  40361. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40362. /**
  40363. * Gets camera class name
  40364. * @returns AnaglyphFreeCamera
  40365. */
  40366. getClassName(): string;
  40367. }
  40368. }
  40369. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40370. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40371. import { Scene } from "babylonjs/scene";
  40372. import { Vector3 } from "babylonjs/Maths/math.vector";
  40373. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40374. /**
  40375. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40376. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40377. */
  40378. export class AnaglyphGamepadCamera extends GamepadCamera {
  40379. /**
  40380. * Creates a new AnaglyphGamepadCamera
  40381. * @param name defines camera name
  40382. * @param position defines initial position
  40383. * @param interaxialDistance defines distance between each color axis
  40384. * @param scene defines the hosting scene
  40385. */
  40386. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40387. /**
  40388. * Gets camera class name
  40389. * @returns AnaglyphGamepadCamera
  40390. */
  40391. getClassName(): string;
  40392. }
  40393. }
  40394. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40395. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40396. import { Scene } from "babylonjs/scene";
  40397. import { Vector3 } from "babylonjs/Maths/math.vector";
  40398. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40399. /**
  40400. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40401. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40402. */
  40403. export class AnaglyphUniversalCamera extends UniversalCamera {
  40404. /**
  40405. * Creates a new AnaglyphUniversalCamera
  40406. * @param name defines camera name
  40407. * @param position defines initial position
  40408. * @param interaxialDistance defines distance between each color axis
  40409. * @param scene defines the hosting scene
  40410. */
  40411. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40412. /**
  40413. * Gets camera class name
  40414. * @returns AnaglyphUniversalCamera
  40415. */
  40416. getClassName(): string;
  40417. }
  40418. }
  40419. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40420. /** @hidden */
  40421. export var stereoscopicInterlacePixelShader: {
  40422. name: string;
  40423. shader: string;
  40424. };
  40425. }
  40426. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40427. import { Camera } from "babylonjs/Cameras/camera";
  40428. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40429. import { Engine } from "babylonjs/Engines/engine";
  40430. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40431. /**
  40432. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40433. */
  40434. export class StereoscopicInterlacePostProcess extends PostProcess {
  40435. private _stepSize;
  40436. private _passedProcess;
  40437. /**
  40438. * Initializes a StereoscopicInterlacePostProcess
  40439. * @param name The name of the effect.
  40440. * @param rigCameras The rig cameras to be appled to the post process
  40441. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40442. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40443. * @param engine The engine which the post process will be applied. (default: current engine)
  40444. * @param reusable If the post process can be reused on the same frame. (default: false)
  40445. */
  40446. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40447. }
  40448. }
  40449. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40450. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40451. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40452. import { Scene } from "babylonjs/scene";
  40453. import { Vector3 } from "babylonjs/Maths/math.vector";
  40454. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40455. /**
  40456. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40457. * @see http://doc.babylonjs.com/features/cameras
  40458. */
  40459. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40460. /**
  40461. * Creates a new StereoscopicArcRotateCamera
  40462. * @param name defines camera name
  40463. * @param alpha defines alpha angle (in radians)
  40464. * @param beta defines beta angle (in radians)
  40465. * @param radius defines radius
  40466. * @param target defines camera target
  40467. * @param interaxialDistance defines distance between each color axis
  40468. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40469. * @param scene defines the hosting scene
  40470. */
  40471. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40472. /**
  40473. * Gets camera class name
  40474. * @returns StereoscopicArcRotateCamera
  40475. */
  40476. getClassName(): string;
  40477. }
  40478. }
  40479. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40480. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40481. import { Scene } from "babylonjs/scene";
  40482. import { Vector3 } from "babylonjs/Maths/math.vector";
  40483. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40484. /**
  40485. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40486. * @see http://doc.babylonjs.com/features/cameras
  40487. */
  40488. export class StereoscopicFreeCamera extends FreeCamera {
  40489. /**
  40490. * Creates a new StereoscopicFreeCamera
  40491. * @param name defines camera name
  40492. * @param position defines initial position
  40493. * @param interaxialDistance defines distance between each color axis
  40494. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40495. * @param scene defines the hosting scene
  40496. */
  40497. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40498. /**
  40499. * Gets camera class name
  40500. * @returns StereoscopicFreeCamera
  40501. */
  40502. getClassName(): string;
  40503. }
  40504. }
  40505. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40506. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40507. import { Scene } from "babylonjs/scene";
  40508. import { Vector3 } from "babylonjs/Maths/math.vector";
  40509. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40510. /**
  40511. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40512. * @see http://doc.babylonjs.com/features/cameras
  40513. */
  40514. export class StereoscopicGamepadCamera extends GamepadCamera {
  40515. /**
  40516. * Creates a new StereoscopicGamepadCamera
  40517. * @param name defines camera name
  40518. * @param position defines initial position
  40519. * @param interaxialDistance defines distance between each color axis
  40520. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40521. * @param scene defines the hosting scene
  40522. */
  40523. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40524. /**
  40525. * Gets camera class name
  40526. * @returns StereoscopicGamepadCamera
  40527. */
  40528. getClassName(): string;
  40529. }
  40530. }
  40531. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40532. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40533. import { Scene } from "babylonjs/scene";
  40534. import { Vector3 } from "babylonjs/Maths/math.vector";
  40535. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40536. /**
  40537. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40538. * @see http://doc.babylonjs.com/features/cameras
  40539. */
  40540. export class StereoscopicUniversalCamera extends UniversalCamera {
  40541. /**
  40542. * Creates a new StereoscopicUniversalCamera
  40543. * @param name defines camera name
  40544. * @param position defines initial position
  40545. * @param interaxialDistance defines distance between each color axis
  40546. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40547. * @param scene defines the hosting scene
  40548. */
  40549. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40550. /**
  40551. * Gets camera class name
  40552. * @returns StereoscopicUniversalCamera
  40553. */
  40554. getClassName(): string;
  40555. }
  40556. }
  40557. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40558. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40559. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40560. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40561. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40562. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40563. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40564. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40565. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40566. }
  40567. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40568. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40569. import { Scene } from "babylonjs/scene";
  40570. import { Vector3 } from "babylonjs/Maths/math.vector";
  40571. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40572. /**
  40573. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40574. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40575. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40576. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40577. */
  40578. export class VirtualJoysticksCamera extends FreeCamera {
  40579. /**
  40580. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40581. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40582. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40583. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40584. * @param name Define the name of the camera in the scene
  40585. * @param position Define the start position of the camera in the scene
  40586. * @param scene Define the scene the camera belongs to
  40587. */
  40588. constructor(name: string, position: Vector3, scene: Scene);
  40589. /**
  40590. * Gets the current object class name.
  40591. * @return the class name
  40592. */
  40593. getClassName(): string;
  40594. }
  40595. }
  40596. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40597. import { Matrix } from "babylonjs/Maths/math.vector";
  40598. /**
  40599. * This represents all the required metrics to create a VR camera.
  40600. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40601. */
  40602. export class VRCameraMetrics {
  40603. /**
  40604. * Define the horizontal resolution off the screen.
  40605. */
  40606. hResolution: number;
  40607. /**
  40608. * Define the vertical resolution off the screen.
  40609. */
  40610. vResolution: number;
  40611. /**
  40612. * Define the horizontal screen size.
  40613. */
  40614. hScreenSize: number;
  40615. /**
  40616. * Define the vertical screen size.
  40617. */
  40618. vScreenSize: number;
  40619. /**
  40620. * Define the vertical screen center position.
  40621. */
  40622. vScreenCenter: number;
  40623. /**
  40624. * Define the distance of the eyes to the screen.
  40625. */
  40626. eyeToScreenDistance: number;
  40627. /**
  40628. * Define the distance between both lenses
  40629. */
  40630. lensSeparationDistance: number;
  40631. /**
  40632. * Define the distance between both viewer's eyes.
  40633. */
  40634. interpupillaryDistance: number;
  40635. /**
  40636. * Define the distortion factor of the VR postprocess.
  40637. * Please, touch with care.
  40638. */
  40639. distortionK: number[];
  40640. /**
  40641. * Define the chromatic aberration correction factors for the VR post process.
  40642. */
  40643. chromaAbCorrection: number[];
  40644. /**
  40645. * Define the scale factor of the post process.
  40646. * The smaller the better but the slower.
  40647. */
  40648. postProcessScaleFactor: number;
  40649. /**
  40650. * Define an offset for the lens center.
  40651. */
  40652. lensCenterOffset: number;
  40653. /**
  40654. * Define if the current vr camera should compensate the distortion of the lense or not.
  40655. */
  40656. compensateDistortion: boolean;
  40657. /**
  40658. * Defines if multiview should be enabled when rendering (Default: false)
  40659. */
  40660. multiviewEnabled: boolean;
  40661. /**
  40662. * Gets the rendering aspect ratio based on the provided resolutions.
  40663. */
  40664. readonly aspectRatio: number;
  40665. /**
  40666. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40667. */
  40668. readonly aspectRatioFov: number;
  40669. /**
  40670. * @hidden
  40671. */
  40672. readonly leftHMatrix: Matrix;
  40673. /**
  40674. * @hidden
  40675. */
  40676. readonly rightHMatrix: Matrix;
  40677. /**
  40678. * @hidden
  40679. */
  40680. readonly leftPreViewMatrix: Matrix;
  40681. /**
  40682. * @hidden
  40683. */
  40684. readonly rightPreViewMatrix: Matrix;
  40685. /**
  40686. * Get the default VRMetrics based on the most generic setup.
  40687. * @returns the default vr metrics
  40688. */
  40689. static GetDefault(): VRCameraMetrics;
  40690. }
  40691. }
  40692. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40693. /** @hidden */
  40694. export var vrDistortionCorrectionPixelShader: {
  40695. name: string;
  40696. shader: string;
  40697. };
  40698. }
  40699. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40700. import { Camera } from "babylonjs/Cameras/camera";
  40701. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40702. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40703. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40704. /**
  40705. * VRDistortionCorrectionPostProcess used for mobile VR
  40706. */
  40707. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40708. private _isRightEye;
  40709. private _distortionFactors;
  40710. private _postProcessScaleFactor;
  40711. private _lensCenterOffset;
  40712. private _scaleIn;
  40713. private _scaleFactor;
  40714. private _lensCenter;
  40715. /**
  40716. * Initializes the VRDistortionCorrectionPostProcess
  40717. * @param name The name of the effect.
  40718. * @param camera The camera to apply the render pass to.
  40719. * @param isRightEye If this is for the right eye distortion
  40720. * @param vrMetrics All the required metrics for the VR camera
  40721. */
  40722. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40723. }
  40724. }
  40725. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40726. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40727. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40728. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40729. import { Scene } from "babylonjs/scene";
  40730. import { Vector3 } from "babylonjs/Maths/math.vector";
  40731. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40732. import "babylonjs/Cameras/RigModes/vrRigMode";
  40733. /**
  40734. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40735. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40736. */
  40737. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40738. /**
  40739. * Creates a new VRDeviceOrientationArcRotateCamera
  40740. * @param name defines camera name
  40741. * @param alpha defines the camera rotation along the logitudinal axis
  40742. * @param beta defines the camera rotation along the latitudinal axis
  40743. * @param radius defines the camera distance from its target
  40744. * @param target defines the camera target
  40745. * @param scene defines the scene the camera belongs to
  40746. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40747. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40748. */
  40749. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40750. /**
  40751. * Gets camera class name
  40752. * @returns VRDeviceOrientationArcRotateCamera
  40753. */
  40754. getClassName(): string;
  40755. }
  40756. }
  40757. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40758. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40759. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40760. import { Scene } from "babylonjs/scene";
  40761. import { Vector3 } from "babylonjs/Maths/math.vector";
  40762. import "babylonjs/Cameras/RigModes/vrRigMode";
  40763. /**
  40764. * Camera used to simulate VR rendering (based on FreeCamera)
  40765. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40766. */
  40767. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40768. /**
  40769. * Creates a new VRDeviceOrientationFreeCamera
  40770. * @param name defines camera name
  40771. * @param position defines the start position of the camera
  40772. * @param scene defines the scene the camera belongs to
  40773. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40774. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40775. */
  40776. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40777. /**
  40778. * Gets camera class name
  40779. * @returns VRDeviceOrientationFreeCamera
  40780. */
  40781. getClassName(): string;
  40782. }
  40783. }
  40784. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40785. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40786. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40787. import { Scene } from "babylonjs/scene";
  40788. import { Vector3 } from "babylonjs/Maths/math.vector";
  40789. import "babylonjs/Gamepads/gamepadSceneComponent";
  40790. /**
  40791. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40792. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40793. */
  40794. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40795. /**
  40796. * Creates a new VRDeviceOrientationGamepadCamera
  40797. * @param name defines camera name
  40798. * @param position defines the start position of the camera
  40799. * @param scene defines the scene the camera belongs to
  40800. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40801. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40802. */
  40803. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40804. /**
  40805. * Gets camera class name
  40806. * @returns VRDeviceOrientationGamepadCamera
  40807. */
  40808. getClassName(): string;
  40809. }
  40810. }
  40811. declare module "babylonjs/Materials/pushMaterial" {
  40812. import { Nullable } from "babylonjs/types";
  40813. import { Scene } from "babylonjs/scene";
  40814. import { Matrix } from "babylonjs/Maths/math.vector";
  40815. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40816. import { Mesh } from "babylonjs/Meshes/mesh";
  40817. import { Material } from "babylonjs/Materials/material";
  40818. import { Effect } from "babylonjs/Materials/effect";
  40819. /**
  40820. * Base class of materials working in push mode in babylon JS
  40821. * @hidden
  40822. */
  40823. export class PushMaterial extends Material {
  40824. protected _activeEffect: Effect;
  40825. protected _normalMatrix: Matrix;
  40826. /**
  40827. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40828. * This means that the material can keep using a previous shader while a new one is being compiled.
  40829. * This is mostly used when shader parallel compilation is supported (true by default)
  40830. */
  40831. allowShaderHotSwapping: boolean;
  40832. constructor(name: string, scene: Scene);
  40833. getEffect(): Effect;
  40834. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40835. /**
  40836. * Binds the given world matrix to the active effect
  40837. *
  40838. * @param world the matrix to bind
  40839. */
  40840. bindOnlyWorldMatrix(world: Matrix): void;
  40841. /**
  40842. * Binds the given normal matrix to the active effect
  40843. *
  40844. * @param normalMatrix the matrix to bind
  40845. */
  40846. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40847. bind(world: Matrix, mesh?: Mesh): void;
  40848. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40849. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40850. }
  40851. }
  40852. declare module "babylonjs/Materials/materialFlags" {
  40853. /**
  40854. * This groups all the flags used to control the materials channel.
  40855. */
  40856. export class MaterialFlags {
  40857. private static _DiffuseTextureEnabled;
  40858. /**
  40859. * Are diffuse textures enabled in the application.
  40860. */
  40861. static DiffuseTextureEnabled: boolean;
  40862. private static _AmbientTextureEnabled;
  40863. /**
  40864. * Are ambient textures enabled in the application.
  40865. */
  40866. static AmbientTextureEnabled: boolean;
  40867. private static _OpacityTextureEnabled;
  40868. /**
  40869. * Are opacity textures enabled in the application.
  40870. */
  40871. static OpacityTextureEnabled: boolean;
  40872. private static _ReflectionTextureEnabled;
  40873. /**
  40874. * Are reflection textures enabled in the application.
  40875. */
  40876. static ReflectionTextureEnabled: boolean;
  40877. private static _EmissiveTextureEnabled;
  40878. /**
  40879. * Are emissive textures enabled in the application.
  40880. */
  40881. static EmissiveTextureEnabled: boolean;
  40882. private static _SpecularTextureEnabled;
  40883. /**
  40884. * Are specular textures enabled in the application.
  40885. */
  40886. static SpecularTextureEnabled: boolean;
  40887. private static _BumpTextureEnabled;
  40888. /**
  40889. * Are bump textures enabled in the application.
  40890. */
  40891. static BumpTextureEnabled: boolean;
  40892. private static _LightmapTextureEnabled;
  40893. /**
  40894. * Are lightmap textures enabled in the application.
  40895. */
  40896. static LightmapTextureEnabled: boolean;
  40897. private static _RefractionTextureEnabled;
  40898. /**
  40899. * Are refraction textures enabled in the application.
  40900. */
  40901. static RefractionTextureEnabled: boolean;
  40902. private static _ColorGradingTextureEnabled;
  40903. /**
  40904. * Are color grading textures enabled in the application.
  40905. */
  40906. static ColorGradingTextureEnabled: boolean;
  40907. private static _FresnelEnabled;
  40908. /**
  40909. * Are fresnels enabled in the application.
  40910. */
  40911. static FresnelEnabled: boolean;
  40912. private static _ClearCoatTextureEnabled;
  40913. /**
  40914. * Are clear coat textures enabled in the application.
  40915. */
  40916. static ClearCoatTextureEnabled: boolean;
  40917. private static _ClearCoatBumpTextureEnabled;
  40918. /**
  40919. * Are clear coat bump textures enabled in the application.
  40920. */
  40921. static ClearCoatBumpTextureEnabled: boolean;
  40922. private static _ClearCoatTintTextureEnabled;
  40923. /**
  40924. * Are clear coat tint textures enabled in the application.
  40925. */
  40926. static ClearCoatTintTextureEnabled: boolean;
  40927. private static _SheenTextureEnabled;
  40928. /**
  40929. * Are sheen textures enabled in the application.
  40930. */
  40931. static SheenTextureEnabled: boolean;
  40932. private static _AnisotropicTextureEnabled;
  40933. /**
  40934. * Are anisotropic textures enabled in the application.
  40935. */
  40936. static AnisotropicTextureEnabled: boolean;
  40937. private static _ThicknessTextureEnabled;
  40938. /**
  40939. * Are thickness textures enabled in the application.
  40940. */
  40941. static ThicknessTextureEnabled: boolean;
  40942. }
  40943. }
  40944. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40945. /** @hidden */
  40946. export var defaultFragmentDeclaration: {
  40947. name: string;
  40948. shader: string;
  40949. };
  40950. }
  40951. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40952. /** @hidden */
  40953. export var defaultUboDeclaration: {
  40954. name: string;
  40955. shader: string;
  40956. };
  40957. }
  40958. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40959. /** @hidden */
  40960. export var lightFragmentDeclaration: {
  40961. name: string;
  40962. shader: string;
  40963. };
  40964. }
  40965. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40966. /** @hidden */
  40967. export var lightUboDeclaration: {
  40968. name: string;
  40969. shader: string;
  40970. };
  40971. }
  40972. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40973. /** @hidden */
  40974. export var lightsFragmentFunctions: {
  40975. name: string;
  40976. shader: string;
  40977. };
  40978. }
  40979. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40980. /** @hidden */
  40981. export var shadowsFragmentFunctions: {
  40982. name: string;
  40983. shader: string;
  40984. };
  40985. }
  40986. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40987. /** @hidden */
  40988. export var fresnelFunction: {
  40989. name: string;
  40990. shader: string;
  40991. };
  40992. }
  40993. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40994. /** @hidden */
  40995. export var reflectionFunction: {
  40996. name: string;
  40997. shader: string;
  40998. };
  40999. }
  41000. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41001. /** @hidden */
  41002. export var bumpFragmentFunctions: {
  41003. name: string;
  41004. shader: string;
  41005. };
  41006. }
  41007. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41008. /** @hidden */
  41009. export var logDepthDeclaration: {
  41010. name: string;
  41011. shader: string;
  41012. };
  41013. }
  41014. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41015. /** @hidden */
  41016. export var bumpFragment: {
  41017. name: string;
  41018. shader: string;
  41019. };
  41020. }
  41021. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41022. /** @hidden */
  41023. export var depthPrePass: {
  41024. name: string;
  41025. shader: string;
  41026. };
  41027. }
  41028. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41029. /** @hidden */
  41030. export var lightFragment: {
  41031. name: string;
  41032. shader: string;
  41033. };
  41034. }
  41035. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41036. /** @hidden */
  41037. export var logDepthFragment: {
  41038. name: string;
  41039. shader: string;
  41040. };
  41041. }
  41042. declare module "babylonjs/Shaders/default.fragment" {
  41043. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41044. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41045. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41046. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41047. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41048. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41049. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41050. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41051. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41052. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41053. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41054. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41055. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41056. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41057. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41058. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41059. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41060. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41061. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41062. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41063. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41064. /** @hidden */
  41065. export var defaultPixelShader: {
  41066. name: string;
  41067. shader: string;
  41068. };
  41069. }
  41070. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41071. /** @hidden */
  41072. export var defaultVertexDeclaration: {
  41073. name: string;
  41074. shader: string;
  41075. };
  41076. }
  41077. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41078. /** @hidden */
  41079. export var bumpVertexDeclaration: {
  41080. name: string;
  41081. shader: string;
  41082. };
  41083. }
  41084. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41085. /** @hidden */
  41086. export var bumpVertex: {
  41087. name: string;
  41088. shader: string;
  41089. };
  41090. }
  41091. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41092. /** @hidden */
  41093. export var fogVertex: {
  41094. name: string;
  41095. shader: string;
  41096. };
  41097. }
  41098. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41099. /** @hidden */
  41100. export var shadowsVertex: {
  41101. name: string;
  41102. shader: string;
  41103. };
  41104. }
  41105. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41106. /** @hidden */
  41107. export var pointCloudVertex: {
  41108. name: string;
  41109. shader: string;
  41110. };
  41111. }
  41112. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41113. /** @hidden */
  41114. export var logDepthVertex: {
  41115. name: string;
  41116. shader: string;
  41117. };
  41118. }
  41119. declare module "babylonjs/Shaders/default.vertex" {
  41120. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41121. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41122. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41123. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41124. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41125. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41126. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41127. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41128. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41129. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41130. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41131. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41132. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41133. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41134. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41135. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41136. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41137. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41138. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41139. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41140. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41141. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41142. /** @hidden */
  41143. export var defaultVertexShader: {
  41144. name: string;
  41145. shader: string;
  41146. };
  41147. }
  41148. declare module "babylonjs/Materials/standardMaterial" {
  41149. import { SmartArray } from "babylonjs/Misc/smartArray";
  41150. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41151. import { Nullable } from "babylonjs/types";
  41152. import { Scene } from "babylonjs/scene";
  41153. import { Matrix } from "babylonjs/Maths/math.vector";
  41154. import { Color3 } from "babylonjs/Maths/math.color";
  41155. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41157. import { Mesh } from "babylonjs/Meshes/mesh";
  41158. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41159. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41160. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41161. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41162. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41163. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41164. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41165. import "babylonjs/Shaders/default.fragment";
  41166. import "babylonjs/Shaders/default.vertex";
  41167. /** @hidden */
  41168. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41169. MAINUV1: boolean;
  41170. MAINUV2: boolean;
  41171. DIFFUSE: boolean;
  41172. DIFFUSEDIRECTUV: number;
  41173. AMBIENT: boolean;
  41174. AMBIENTDIRECTUV: number;
  41175. OPACITY: boolean;
  41176. OPACITYDIRECTUV: number;
  41177. OPACITYRGB: boolean;
  41178. REFLECTION: boolean;
  41179. EMISSIVE: boolean;
  41180. EMISSIVEDIRECTUV: number;
  41181. SPECULAR: boolean;
  41182. SPECULARDIRECTUV: number;
  41183. BUMP: boolean;
  41184. BUMPDIRECTUV: number;
  41185. PARALLAX: boolean;
  41186. PARALLAXOCCLUSION: boolean;
  41187. SPECULAROVERALPHA: boolean;
  41188. CLIPPLANE: boolean;
  41189. CLIPPLANE2: boolean;
  41190. CLIPPLANE3: boolean;
  41191. CLIPPLANE4: boolean;
  41192. ALPHATEST: boolean;
  41193. DEPTHPREPASS: boolean;
  41194. ALPHAFROMDIFFUSE: boolean;
  41195. POINTSIZE: boolean;
  41196. FOG: boolean;
  41197. SPECULARTERM: boolean;
  41198. DIFFUSEFRESNEL: boolean;
  41199. OPACITYFRESNEL: boolean;
  41200. REFLECTIONFRESNEL: boolean;
  41201. REFRACTIONFRESNEL: boolean;
  41202. EMISSIVEFRESNEL: boolean;
  41203. FRESNEL: boolean;
  41204. NORMAL: boolean;
  41205. UV1: boolean;
  41206. UV2: boolean;
  41207. VERTEXCOLOR: boolean;
  41208. VERTEXALPHA: boolean;
  41209. NUM_BONE_INFLUENCERS: number;
  41210. BonesPerMesh: number;
  41211. BONETEXTURE: boolean;
  41212. INSTANCES: boolean;
  41213. GLOSSINESS: boolean;
  41214. ROUGHNESS: boolean;
  41215. EMISSIVEASILLUMINATION: boolean;
  41216. LINKEMISSIVEWITHDIFFUSE: boolean;
  41217. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41218. LIGHTMAP: boolean;
  41219. LIGHTMAPDIRECTUV: number;
  41220. OBJECTSPACE_NORMALMAP: boolean;
  41221. USELIGHTMAPASSHADOWMAP: boolean;
  41222. REFLECTIONMAP_3D: boolean;
  41223. REFLECTIONMAP_SPHERICAL: boolean;
  41224. REFLECTIONMAP_PLANAR: boolean;
  41225. REFLECTIONMAP_CUBIC: boolean;
  41226. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41227. REFLECTIONMAP_PROJECTION: boolean;
  41228. REFLECTIONMAP_SKYBOX: boolean;
  41229. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41230. REFLECTIONMAP_EXPLICIT: boolean;
  41231. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41232. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41233. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41234. INVERTCUBICMAP: boolean;
  41235. LOGARITHMICDEPTH: boolean;
  41236. REFRACTION: boolean;
  41237. REFRACTIONMAP_3D: boolean;
  41238. REFLECTIONOVERALPHA: boolean;
  41239. TWOSIDEDLIGHTING: boolean;
  41240. SHADOWFLOAT: boolean;
  41241. MORPHTARGETS: boolean;
  41242. MORPHTARGETS_NORMAL: boolean;
  41243. MORPHTARGETS_TANGENT: boolean;
  41244. MORPHTARGETS_UV: boolean;
  41245. NUM_MORPH_INFLUENCERS: number;
  41246. NONUNIFORMSCALING: boolean;
  41247. PREMULTIPLYALPHA: boolean;
  41248. IMAGEPROCESSING: boolean;
  41249. VIGNETTE: boolean;
  41250. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41251. VIGNETTEBLENDMODEOPAQUE: boolean;
  41252. TONEMAPPING: boolean;
  41253. TONEMAPPING_ACES: boolean;
  41254. CONTRAST: boolean;
  41255. COLORCURVES: boolean;
  41256. COLORGRADING: boolean;
  41257. COLORGRADING3D: boolean;
  41258. SAMPLER3DGREENDEPTH: boolean;
  41259. SAMPLER3DBGRMAP: boolean;
  41260. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41261. MULTIVIEW: boolean;
  41262. /**
  41263. * If the reflection texture on this material is in linear color space
  41264. * @hidden
  41265. */
  41266. IS_REFLECTION_LINEAR: boolean;
  41267. /**
  41268. * If the refraction texture on this material is in linear color space
  41269. * @hidden
  41270. */
  41271. IS_REFRACTION_LINEAR: boolean;
  41272. EXPOSURE: boolean;
  41273. constructor();
  41274. setReflectionMode(modeToEnable: string): void;
  41275. }
  41276. /**
  41277. * This is the default material used in Babylon. It is the best trade off between quality
  41278. * and performances.
  41279. * @see http://doc.babylonjs.com/babylon101/materials
  41280. */
  41281. export class StandardMaterial extends PushMaterial {
  41282. private _diffuseTexture;
  41283. /**
  41284. * The basic texture of the material as viewed under a light.
  41285. */
  41286. diffuseTexture: Nullable<BaseTexture>;
  41287. private _ambientTexture;
  41288. /**
  41289. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41290. */
  41291. ambientTexture: Nullable<BaseTexture>;
  41292. private _opacityTexture;
  41293. /**
  41294. * Define the transparency of the material from a texture.
  41295. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41296. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41297. */
  41298. opacityTexture: Nullable<BaseTexture>;
  41299. private _reflectionTexture;
  41300. /**
  41301. * Define the texture used to display the reflection.
  41302. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41303. */
  41304. reflectionTexture: Nullable<BaseTexture>;
  41305. private _emissiveTexture;
  41306. /**
  41307. * Define texture of the material as if self lit.
  41308. * This will be mixed in the final result even in the absence of light.
  41309. */
  41310. emissiveTexture: Nullable<BaseTexture>;
  41311. private _specularTexture;
  41312. /**
  41313. * Define how the color and intensity of the highlight given by the light in the material.
  41314. */
  41315. specularTexture: Nullable<BaseTexture>;
  41316. private _bumpTexture;
  41317. /**
  41318. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41319. * 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.
  41320. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41321. */
  41322. bumpTexture: Nullable<BaseTexture>;
  41323. private _lightmapTexture;
  41324. /**
  41325. * Complex lighting can be computationally expensive to compute at runtime.
  41326. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41327. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41328. */
  41329. lightmapTexture: Nullable<BaseTexture>;
  41330. private _refractionTexture;
  41331. /**
  41332. * Define the texture used to display the refraction.
  41333. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41334. */
  41335. refractionTexture: Nullable<BaseTexture>;
  41336. /**
  41337. * The color of the material lit by the environmental background lighting.
  41338. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41339. */
  41340. ambientColor: Color3;
  41341. /**
  41342. * The basic color of the material as viewed under a light.
  41343. */
  41344. diffuseColor: Color3;
  41345. /**
  41346. * Define how the color and intensity of the highlight given by the light in the material.
  41347. */
  41348. specularColor: Color3;
  41349. /**
  41350. * Define the color of the material as if self lit.
  41351. * This will be mixed in the final result even in the absence of light.
  41352. */
  41353. emissiveColor: Color3;
  41354. /**
  41355. * Defines how sharp are the highlights in the material.
  41356. * The bigger the value the sharper giving a more glossy feeling to the result.
  41357. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41358. */
  41359. specularPower: number;
  41360. private _useAlphaFromDiffuseTexture;
  41361. /**
  41362. * Does the transparency come from the diffuse texture alpha channel.
  41363. */
  41364. useAlphaFromDiffuseTexture: boolean;
  41365. private _useEmissiveAsIllumination;
  41366. /**
  41367. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41368. */
  41369. useEmissiveAsIllumination: boolean;
  41370. private _linkEmissiveWithDiffuse;
  41371. /**
  41372. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41373. * the emissive level when the final color is close to one.
  41374. */
  41375. linkEmissiveWithDiffuse: boolean;
  41376. private _useSpecularOverAlpha;
  41377. /**
  41378. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41379. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41380. */
  41381. useSpecularOverAlpha: boolean;
  41382. private _useReflectionOverAlpha;
  41383. /**
  41384. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41385. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41386. */
  41387. useReflectionOverAlpha: boolean;
  41388. private _disableLighting;
  41389. /**
  41390. * Does lights from the scene impacts this material.
  41391. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41392. */
  41393. disableLighting: boolean;
  41394. private _useObjectSpaceNormalMap;
  41395. /**
  41396. * Allows using an object space normal map (instead of tangent space).
  41397. */
  41398. useObjectSpaceNormalMap: boolean;
  41399. private _useParallax;
  41400. /**
  41401. * Is parallax enabled or not.
  41402. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41403. */
  41404. useParallax: boolean;
  41405. private _useParallaxOcclusion;
  41406. /**
  41407. * Is parallax occlusion enabled or not.
  41408. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41409. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41410. */
  41411. useParallaxOcclusion: boolean;
  41412. /**
  41413. * 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.
  41414. */
  41415. parallaxScaleBias: number;
  41416. private _roughness;
  41417. /**
  41418. * Helps to define how blurry the reflections should appears in the material.
  41419. */
  41420. roughness: number;
  41421. /**
  41422. * In case of refraction, define the value of the index of refraction.
  41423. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41424. */
  41425. indexOfRefraction: number;
  41426. /**
  41427. * Invert the refraction texture alongside the y axis.
  41428. * It can be useful with procedural textures or probe for instance.
  41429. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41430. */
  41431. invertRefractionY: boolean;
  41432. /**
  41433. * Defines the alpha limits in alpha test mode.
  41434. */
  41435. alphaCutOff: number;
  41436. private _useLightmapAsShadowmap;
  41437. /**
  41438. * In case of light mapping, define whether the map contains light or shadow informations.
  41439. */
  41440. useLightmapAsShadowmap: boolean;
  41441. private _diffuseFresnelParameters;
  41442. /**
  41443. * Define the diffuse fresnel parameters of the material.
  41444. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41445. */
  41446. diffuseFresnelParameters: FresnelParameters;
  41447. private _opacityFresnelParameters;
  41448. /**
  41449. * Define the opacity fresnel parameters of the material.
  41450. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41451. */
  41452. opacityFresnelParameters: FresnelParameters;
  41453. private _reflectionFresnelParameters;
  41454. /**
  41455. * Define the reflection fresnel parameters of the material.
  41456. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41457. */
  41458. reflectionFresnelParameters: FresnelParameters;
  41459. private _refractionFresnelParameters;
  41460. /**
  41461. * Define the refraction fresnel parameters of the material.
  41462. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41463. */
  41464. refractionFresnelParameters: FresnelParameters;
  41465. private _emissiveFresnelParameters;
  41466. /**
  41467. * Define the emissive fresnel parameters of the material.
  41468. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41469. */
  41470. emissiveFresnelParameters: FresnelParameters;
  41471. private _useReflectionFresnelFromSpecular;
  41472. /**
  41473. * If true automatically deducts the fresnels values from the material specularity.
  41474. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41475. */
  41476. useReflectionFresnelFromSpecular: boolean;
  41477. private _useGlossinessFromSpecularMapAlpha;
  41478. /**
  41479. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41480. */
  41481. useGlossinessFromSpecularMapAlpha: boolean;
  41482. private _maxSimultaneousLights;
  41483. /**
  41484. * Defines the maximum number of lights that can be used in the material
  41485. */
  41486. maxSimultaneousLights: number;
  41487. private _invertNormalMapX;
  41488. /**
  41489. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41490. */
  41491. invertNormalMapX: boolean;
  41492. private _invertNormalMapY;
  41493. /**
  41494. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41495. */
  41496. invertNormalMapY: boolean;
  41497. private _twoSidedLighting;
  41498. /**
  41499. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41500. */
  41501. twoSidedLighting: boolean;
  41502. /**
  41503. * Default configuration related to image processing available in the standard Material.
  41504. */
  41505. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41506. /**
  41507. * Gets the image processing configuration used either in this material.
  41508. */
  41509. /**
  41510. * Sets the Default image processing configuration used either in the this material.
  41511. *
  41512. * If sets to null, the scene one is in use.
  41513. */
  41514. imageProcessingConfiguration: ImageProcessingConfiguration;
  41515. /**
  41516. * Keep track of the image processing observer to allow dispose and replace.
  41517. */
  41518. private _imageProcessingObserver;
  41519. /**
  41520. * Attaches a new image processing configuration to the Standard Material.
  41521. * @param configuration
  41522. */
  41523. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41524. /**
  41525. * Gets wether the color curves effect is enabled.
  41526. */
  41527. /**
  41528. * Sets wether the color curves effect is enabled.
  41529. */
  41530. cameraColorCurvesEnabled: boolean;
  41531. /**
  41532. * Gets wether the color grading effect is enabled.
  41533. */
  41534. /**
  41535. * Gets wether the color grading effect is enabled.
  41536. */
  41537. cameraColorGradingEnabled: boolean;
  41538. /**
  41539. * Gets wether tonemapping is enabled or not.
  41540. */
  41541. /**
  41542. * Sets wether tonemapping is enabled or not
  41543. */
  41544. cameraToneMappingEnabled: boolean;
  41545. /**
  41546. * The camera exposure used on this material.
  41547. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41548. * This corresponds to a photographic exposure.
  41549. */
  41550. /**
  41551. * The camera exposure used on this material.
  41552. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41553. * This corresponds to a photographic exposure.
  41554. */
  41555. cameraExposure: number;
  41556. /**
  41557. * Gets The camera contrast used on this material.
  41558. */
  41559. /**
  41560. * Sets The camera contrast used on this material.
  41561. */
  41562. cameraContrast: number;
  41563. /**
  41564. * Gets the Color Grading 2D Lookup Texture.
  41565. */
  41566. /**
  41567. * Sets the Color Grading 2D Lookup Texture.
  41568. */
  41569. cameraColorGradingTexture: Nullable<BaseTexture>;
  41570. /**
  41571. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41572. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41573. * 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;
  41574. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41575. */
  41576. /**
  41577. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41578. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41579. * 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;
  41580. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41581. */
  41582. cameraColorCurves: Nullable<ColorCurves>;
  41583. /**
  41584. * Custom callback helping to override the default shader used in the material.
  41585. */
  41586. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41587. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41588. protected _worldViewProjectionMatrix: Matrix;
  41589. protected _globalAmbientColor: Color3;
  41590. protected _useLogarithmicDepth: boolean;
  41591. /**
  41592. * Instantiates a new standard material.
  41593. * This is the default material used in Babylon. It is the best trade off between quality
  41594. * and performances.
  41595. * @see http://doc.babylonjs.com/babylon101/materials
  41596. * @param name Define the name of the material in the scene
  41597. * @param scene Define the scene the material belong to
  41598. */
  41599. constructor(name: string, scene: Scene);
  41600. /**
  41601. * Gets a boolean indicating that current material needs to register RTT
  41602. */
  41603. readonly hasRenderTargetTextures: boolean;
  41604. /**
  41605. * Gets the current class name of the material e.g. "StandardMaterial"
  41606. * Mainly use in serialization.
  41607. * @returns the class name
  41608. */
  41609. getClassName(): string;
  41610. /**
  41611. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41612. * You can try switching to logarithmic depth.
  41613. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41614. */
  41615. useLogarithmicDepth: boolean;
  41616. /**
  41617. * Specifies if the material will require alpha blending
  41618. * @returns a boolean specifying if alpha blending is needed
  41619. */
  41620. needAlphaBlending(): boolean;
  41621. /**
  41622. * Specifies if this material should be rendered in alpha test mode
  41623. * @returns a boolean specifying if an alpha test is needed.
  41624. */
  41625. needAlphaTesting(): boolean;
  41626. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41627. /**
  41628. * Get the texture used for alpha test purpose.
  41629. * @returns the diffuse texture in case of the standard material.
  41630. */
  41631. getAlphaTestTexture(): Nullable<BaseTexture>;
  41632. /**
  41633. * Get if the submesh is ready to be used and all its information available.
  41634. * Child classes can use it to update shaders
  41635. * @param mesh defines the mesh to check
  41636. * @param subMesh defines which submesh to check
  41637. * @param useInstances specifies that instances should be used
  41638. * @returns a boolean indicating that the submesh is ready or not
  41639. */
  41640. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41641. /**
  41642. * Builds the material UBO layouts.
  41643. * Used internally during the effect preparation.
  41644. */
  41645. buildUniformLayout(): void;
  41646. /**
  41647. * Unbinds the material from the mesh
  41648. */
  41649. unbind(): void;
  41650. /**
  41651. * Binds the submesh to this material by preparing the effect and shader to draw
  41652. * @param world defines the world transformation matrix
  41653. * @param mesh defines the mesh containing the submesh
  41654. * @param subMesh defines the submesh to bind the material to
  41655. */
  41656. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41657. /**
  41658. * Get the list of animatables in the material.
  41659. * @returns the list of animatables object used in the material
  41660. */
  41661. getAnimatables(): IAnimatable[];
  41662. /**
  41663. * Gets the active textures from the material
  41664. * @returns an array of textures
  41665. */
  41666. getActiveTextures(): BaseTexture[];
  41667. /**
  41668. * Specifies if the material uses a texture
  41669. * @param texture defines the texture to check against the material
  41670. * @returns a boolean specifying if the material uses the texture
  41671. */
  41672. hasTexture(texture: BaseTexture): boolean;
  41673. /**
  41674. * Disposes the material
  41675. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41676. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41677. */
  41678. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41679. /**
  41680. * Makes a duplicate of the material, and gives it a new name
  41681. * @param name defines the new name for the duplicated material
  41682. * @returns the cloned material
  41683. */
  41684. clone(name: string): StandardMaterial;
  41685. /**
  41686. * Serializes this material in a JSON representation
  41687. * @returns the serialized material object
  41688. */
  41689. serialize(): any;
  41690. /**
  41691. * Creates a standard material from parsed material data
  41692. * @param source defines the JSON representation of the material
  41693. * @param scene defines the hosting scene
  41694. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41695. * @returns a new standard material
  41696. */
  41697. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41698. /**
  41699. * Are diffuse textures enabled in the application.
  41700. */
  41701. static DiffuseTextureEnabled: boolean;
  41702. /**
  41703. * Are ambient textures enabled in the application.
  41704. */
  41705. static AmbientTextureEnabled: boolean;
  41706. /**
  41707. * Are opacity textures enabled in the application.
  41708. */
  41709. static OpacityTextureEnabled: boolean;
  41710. /**
  41711. * Are reflection textures enabled in the application.
  41712. */
  41713. static ReflectionTextureEnabled: boolean;
  41714. /**
  41715. * Are emissive textures enabled in the application.
  41716. */
  41717. static EmissiveTextureEnabled: boolean;
  41718. /**
  41719. * Are specular textures enabled in the application.
  41720. */
  41721. static SpecularTextureEnabled: boolean;
  41722. /**
  41723. * Are bump textures enabled in the application.
  41724. */
  41725. static BumpTextureEnabled: boolean;
  41726. /**
  41727. * Are lightmap textures enabled in the application.
  41728. */
  41729. static LightmapTextureEnabled: boolean;
  41730. /**
  41731. * Are refraction textures enabled in the application.
  41732. */
  41733. static RefractionTextureEnabled: boolean;
  41734. /**
  41735. * Are color grading textures enabled in the application.
  41736. */
  41737. static ColorGradingTextureEnabled: boolean;
  41738. /**
  41739. * Are fresnels enabled in the application.
  41740. */
  41741. static FresnelEnabled: boolean;
  41742. }
  41743. }
  41744. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41745. import { Scene } from "babylonjs/scene";
  41746. import { Texture } from "babylonjs/Materials/Textures/texture";
  41747. /**
  41748. * A class extending Texture allowing drawing on a texture
  41749. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41750. */
  41751. export class DynamicTexture extends Texture {
  41752. private _generateMipMaps;
  41753. private _canvas;
  41754. private _context;
  41755. private _engine;
  41756. /**
  41757. * Creates a DynamicTexture
  41758. * @param name defines the name of the texture
  41759. * @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
  41760. * @param scene defines the scene where you want the texture
  41761. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41762. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41763. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41764. */
  41765. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41766. /**
  41767. * Get the current class name of the texture useful for serialization or dynamic coding.
  41768. * @returns "DynamicTexture"
  41769. */
  41770. getClassName(): string;
  41771. /**
  41772. * Gets the current state of canRescale
  41773. */
  41774. readonly canRescale: boolean;
  41775. private _recreate;
  41776. /**
  41777. * Scales the texture
  41778. * @param ratio the scale factor to apply to both width and height
  41779. */
  41780. scale(ratio: number): void;
  41781. /**
  41782. * Resizes the texture
  41783. * @param width the new width
  41784. * @param height the new height
  41785. */
  41786. scaleTo(width: number, height: number): void;
  41787. /**
  41788. * Gets the context of the canvas used by the texture
  41789. * @returns the canvas context of the dynamic texture
  41790. */
  41791. getContext(): CanvasRenderingContext2D;
  41792. /**
  41793. * Clears the texture
  41794. */
  41795. clear(): void;
  41796. /**
  41797. * Updates the texture
  41798. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41799. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41800. */
  41801. update(invertY?: boolean, premulAlpha?: boolean): void;
  41802. /**
  41803. * Draws text onto the texture
  41804. * @param text defines the text to be drawn
  41805. * @param x defines the placement of the text from the left
  41806. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41807. * @param font defines the font to be used with font-style, font-size, font-name
  41808. * @param color defines the color used for the text
  41809. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41810. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41811. * @param update defines whether texture is immediately update (default is true)
  41812. */
  41813. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41814. /**
  41815. * Clones the texture
  41816. * @returns the clone of the texture.
  41817. */
  41818. clone(): DynamicTexture;
  41819. /**
  41820. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41821. * @returns a serialized dynamic texture object
  41822. */
  41823. serialize(): any;
  41824. /** @hidden */
  41825. _rebuild(): void;
  41826. }
  41827. }
  41828. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41829. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41830. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41831. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41832. /** @hidden */
  41833. export var imageProcessingPixelShader: {
  41834. name: string;
  41835. shader: string;
  41836. };
  41837. }
  41838. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41839. import { Nullable } from "babylonjs/types";
  41840. import { Color4 } from "babylonjs/Maths/math.color";
  41841. import { Camera } from "babylonjs/Cameras/camera";
  41842. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41843. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41844. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41845. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41846. import { Engine } from "babylonjs/Engines/engine";
  41847. import "babylonjs/Shaders/imageProcessing.fragment";
  41848. import "babylonjs/Shaders/postprocess.vertex";
  41849. /**
  41850. * ImageProcessingPostProcess
  41851. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41852. */
  41853. export class ImageProcessingPostProcess extends PostProcess {
  41854. /**
  41855. * Default configuration related to image processing available in the PBR Material.
  41856. */
  41857. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41858. /**
  41859. * Gets the image processing configuration used either in this material.
  41860. */
  41861. /**
  41862. * Sets the Default image processing configuration used either in the this material.
  41863. *
  41864. * If sets to null, the scene one is in use.
  41865. */
  41866. imageProcessingConfiguration: ImageProcessingConfiguration;
  41867. /**
  41868. * Keep track of the image processing observer to allow dispose and replace.
  41869. */
  41870. private _imageProcessingObserver;
  41871. /**
  41872. * Attaches a new image processing configuration to the PBR Material.
  41873. * @param configuration
  41874. */
  41875. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41876. /**
  41877. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41878. */
  41879. /**
  41880. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41881. */
  41882. colorCurves: Nullable<ColorCurves>;
  41883. /**
  41884. * Gets wether the color curves effect is enabled.
  41885. */
  41886. /**
  41887. * Sets wether the color curves effect is enabled.
  41888. */
  41889. colorCurvesEnabled: boolean;
  41890. /**
  41891. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41892. */
  41893. /**
  41894. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41895. */
  41896. colorGradingTexture: Nullable<BaseTexture>;
  41897. /**
  41898. * Gets wether the color grading effect is enabled.
  41899. */
  41900. /**
  41901. * Gets wether the color grading effect is enabled.
  41902. */
  41903. colorGradingEnabled: boolean;
  41904. /**
  41905. * Gets exposure used in the effect.
  41906. */
  41907. /**
  41908. * Sets exposure used in the effect.
  41909. */
  41910. exposure: number;
  41911. /**
  41912. * Gets wether tonemapping is enabled or not.
  41913. */
  41914. /**
  41915. * Sets wether tonemapping is enabled or not
  41916. */
  41917. toneMappingEnabled: boolean;
  41918. /**
  41919. * Gets the type of tone mapping effect.
  41920. */
  41921. /**
  41922. * Sets the type of tone mapping effect.
  41923. */
  41924. toneMappingType: number;
  41925. /**
  41926. * Gets contrast used in the effect.
  41927. */
  41928. /**
  41929. * Sets contrast used in the effect.
  41930. */
  41931. contrast: number;
  41932. /**
  41933. * Gets Vignette stretch size.
  41934. */
  41935. /**
  41936. * Sets Vignette stretch size.
  41937. */
  41938. vignetteStretch: number;
  41939. /**
  41940. * Gets Vignette centre X Offset.
  41941. */
  41942. /**
  41943. * Sets Vignette centre X Offset.
  41944. */
  41945. vignetteCentreX: number;
  41946. /**
  41947. * Gets Vignette centre Y Offset.
  41948. */
  41949. /**
  41950. * Sets Vignette centre Y Offset.
  41951. */
  41952. vignetteCentreY: number;
  41953. /**
  41954. * Gets Vignette weight or intensity of the vignette effect.
  41955. */
  41956. /**
  41957. * Sets Vignette weight or intensity of the vignette effect.
  41958. */
  41959. vignetteWeight: number;
  41960. /**
  41961. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41962. * if vignetteEnabled is set to true.
  41963. */
  41964. /**
  41965. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41966. * if vignetteEnabled is set to true.
  41967. */
  41968. vignetteColor: Color4;
  41969. /**
  41970. * Gets Camera field of view used by the Vignette effect.
  41971. */
  41972. /**
  41973. * Sets Camera field of view used by the Vignette effect.
  41974. */
  41975. vignetteCameraFov: number;
  41976. /**
  41977. * Gets the vignette blend mode allowing different kind of effect.
  41978. */
  41979. /**
  41980. * Sets the vignette blend mode allowing different kind of effect.
  41981. */
  41982. vignetteBlendMode: number;
  41983. /**
  41984. * Gets wether the vignette effect is enabled.
  41985. */
  41986. /**
  41987. * Sets wether the vignette effect is enabled.
  41988. */
  41989. vignetteEnabled: boolean;
  41990. private _fromLinearSpace;
  41991. /**
  41992. * Gets wether the input of the processing is in Gamma or Linear Space.
  41993. */
  41994. /**
  41995. * Sets wether the input of the processing is in Gamma or Linear Space.
  41996. */
  41997. fromLinearSpace: boolean;
  41998. /**
  41999. * Defines cache preventing GC.
  42000. */
  42001. private _defines;
  42002. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42003. /**
  42004. * "ImageProcessingPostProcess"
  42005. * @returns "ImageProcessingPostProcess"
  42006. */
  42007. getClassName(): string;
  42008. protected _updateParameters(): void;
  42009. dispose(camera?: Camera): void;
  42010. }
  42011. }
  42012. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42013. import { Scene } from "babylonjs/scene";
  42014. import { Color3 } from "babylonjs/Maths/math.color";
  42015. import { Mesh } from "babylonjs/Meshes/mesh";
  42016. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42017. import { Nullable } from "babylonjs/types";
  42018. /**
  42019. * Class containing static functions to help procedurally build meshes
  42020. */
  42021. export class GroundBuilder {
  42022. /**
  42023. * Creates a ground mesh
  42024. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42025. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42026. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42027. * @param name defines the name of the mesh
  42028. * @param options defines the options used to create the mesh
  42029. * @param scene defines the hosting scene
  42030. * @returns the ground mesh
  42031. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42032. */
  42033. static CreateGround(name: string, options: {
  42034. width?: number;
  42035. height?: number;
  42036. subdivisions?: number;
  42037. subdivisionsX?: number;
  42038. subdivisionsY?: number;
  42039. updatable?: boolean;
  42040. }, scene: any): Mesh;
  42041. /**
  42042. * Creates a tiled ground mesh
  42043. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42044. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42045. * * 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
  42046. * * 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
  42047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42048. * @param name defines the name of the mesh
  42049. * @param options defines the options used to create the mesh
  42050. * @param scene defines the hosting scene
  42051. * @returns the tiled ground mesh
  42052. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42053. */
  42054. static CreateTiledGround(name: string, options: {
  42055. xmin: number;
  42056. zmin: number;
  42057. xmax: number;
  42058. zmax: number;
  42059. subdivisions?: {
  42060. w: number;
  42061. h: number;
  42062. };
  42063. precision?: {
  42064. w: number;
  42065. h: number;
  42066. };
  42067. updatable?: boolean;
  42068. }, scene?: Nullable<Scene>): Mesh;
  42069. /**
  42070. * Creates a ground mesh from a height map
  42071. * * The parameter `url` sets the URL of the height map image resource.
  42072. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42073. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42074. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42075. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42076. * * 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.
  42077. * * 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).
  42078. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42079. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42080. * @param name defines the name of the mesh
  42081. * @param url defines the url to the height map
  42082. * @param options defines the options used to create the mesh
  42083. * @param scene defines the hosting scene
  42084. * @returns the ground mesh
  42085. * @see https://doc.babylonjs.com/babylon101/height_map
  42086. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42087. */
  42088. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42089. width?: number;
  42090. height?: number;
  42091. subdivisions?: number;
  42092. minHeight?: number;
  42093. maxHeight?: number;
  42094. colorFilter?: Color3;
  42095. alphaFilter?: number;
  42096. updatable?: boolean;
  42097. onReady?: (mesh: GroundMesh) => void;
  42098. }, scene?: Nullable<Scene>): GroundMesh;
  42099. }
  42100. }
  42101. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42102. import { Vector4 } from "babylonjs/Maths/math.vector";
  42103. import { Mesh } from "babylonjs/Meshes/mesh";
  42104. /**
  42105. * Class containing static functions to help procedurally build meshes
  42106. */
  42107. export class TorusBuilder {
  42108. /**
  42109. * Creates a torus mesh
  42110. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42111. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42112. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42113. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42114. * * If you create a double-sided mesh, you can choose what parts of 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
  42115. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42116. * @param name defines the name of the mesh
  42117. * @param options defines the options used to create the mesh
  42118. * @param scene defines the hosting scene
  42119. * @returns the torus mesh
  42120. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42121. */
  42122. static CreateTorus(name: string, options: {
  42123. diameter?: number;
  42124. thickness?: number;
  42125. tessellation?: number;
  42126. updatable?: boolean;
  42127. sideOrientation?: number;
  42128. frontUVs?: Vector4;
  42129. backUVs?: Vector4;
  42130. }, scene: any): Mesh;
  42131. }
  42132. }
  42133. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42134. import { Vector4 } from "babylonjs/Maths/math.vector";
  42135. import { Color4 } from "babylonjs/Maths/math.color";
  42136. import { Mesh } from "babylonjs/Meshes/mesh";
  42137. /**
  42138. * Class containing static functions to help procedurally build meshes
  42139. */
  42140. export class CylinderBuilder {
  42141. /**
  42142. * Creates a cylinder or a cone mesh
  42143. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42144. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42145. * * 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.
  42146. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42147. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42148. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42149. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42150. * * 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).
  42151. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42152. * * 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).
  42153. * * 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
  42154. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42155. * * 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
  42156. * * 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.
  42157. * * If `enclose` is false, a ring surface is one element.
  42158. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42159. * * 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
  42160. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42161. * * If you create a double-sided mesh, you can choose what parts of 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
  42162. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42163. * @param name defines the name of the mesh
  42164. * @param options defines the options used to create the mesh
  42165. * @param scene defines the hosting scene
  42166. * @returns the cylinder mesh
  42167. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42168. */
  42169. static CreateCylinder(name: string, options: {
  42170. height?: number;
  42171. diameterTop?: number;
  42172. diameterBottom?: number;
  42173. diameter?: number;
  42174. tessellation?: number;
  42175. subdivisions?: number;
  42176. arc?: number;
  42177. faceColors?: Color4[];
  42178. faceUV?: Vector4[];
  42179. updatable?: boolean;
  42180. hasRings?: boolean;
  42181. enclose?: boolean;
  42182. cap?: number;
  42183. sideOrientation?: number;
  42184. frontUVs?: Vector4;
  42185. backUVs?: Vector4;
  42186. }, scene: any): Mesh;
  42187. }
  42188. }
  42189. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42190. import { Observable } from "babylonjs/Misc/observable";
  42191. import { Nullable } from "babylonjs/types";
  42192. import { Camera } from "babylonjs/Cameras/camera";
  42193. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42194. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42195. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42196. import { Scene } from "babylonjs/scene";
  42197. import { Vector3 } from "babylonjs/Maths/math.vector";
  42198. import { Color3 } from "babylonjs/Maths/math.color";
  42199. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42200. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42201. import { Mesh } from "babylonjs/Meshes/mesh";
  42202. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42203. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42204. import "babylonjs/Meshes/Builders/groundBuilder";
  42205. import "babylonjs/Meshes/Builders/torusBuilder";
  42206. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42207. import "babylonjs/Gamepads/gamepadSceneComponent";
  42208. import "babylonjs/Animations/animatable";
  42209. /**
  42210. * Options to modify the vr teleportation behavior.
  42211. */
  42212. export interface VRTeleportationOptions {
  42213. /**
  42214. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42215. */
  42216. floorMeshName?: string;
  42217. /**
  42218. * A list of meshes to be used as the teleportation floor. (default: empty)
  42219. */
  42220. floorMeshes?: Mesh[];
  42221. }
  42222. /**
  42223. * Options to modify the vr experience helper's behavior.
  42224. */
  42225. export interface VRExperienceHelperOptions extends WebVROptions {
  42226. /**
  42227. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42228. */
  42229. createDeviceOrientationCamera?: boolean;
  42230. /**
  42231. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42232. */
  42233. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42234. /**
  42235. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42236. */
  42237. laserToggle?: boolean;
  42238. /**
  42239. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42240. */
  42241. floorMeshes?: Mesh[];
  42242. /**
  42243. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42244. */
  42245. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42246. }
  42247. /**
  42248. * Event containing information after VR has been entered
  42249. */
  42250. export class OnAfterEnteringVRObservableEvent {
  42251. /**
  42252. * If entering vr was successful
  42253. */
  42254. success: boolean;
  42255. }
  42256. /**
  42257. * Helps to quickly add VR support to an existing scene.
  42258. * See http://doc.babylonjs.com/how_to/webvr_helper
  42259. */
  42260. export class VRExperienceHelper {
  42261. /** Options to modify the vr experience helper's behavior. */
  42262. webVROptions: VRExperienceHelperOptions;
  42263. private _scene;
  42264. private _position;
  42265. private _btnVR;
  42266. private _btnVRDisplayed;
  42267. private _webVRsupported;
  42268. private _webVRready;
  42269. private _webVRrequesting;
  42270. private _webVRpresenting;
  42271. private _hasEnteredVR;
  42272. private _fullscreenVRpresenting;
  42273. private _canvas;
  42274. private _webVRCamera;
  42275. private _vrDeviceOrientationCamera;
  42276. private _deviceOrientationCamera;
  42277. private _existingCamera;
  42278. private _onKeyDown;
  42279. private _onVrDisplayPresentChange;
  42280. private _onVRDisplayChanged;
  42281. private _onVRRequestPresentStart;
  42282. private _onVRRequestPresentComplete;
  42283. /**
  42284. * 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)
  42285. */
  42286. enableGazeEvenWhenNoPointerLock: boolean;
  42287. /**
  42288. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42289. */
  42290. exitVROnDoubleTap: boolean;
  42291. /**
  42292. * Observable raised right before entering VR.
  42293. */
  42294. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42295. /**
  42296. * Observable raised when entering VR has completed.
  42297. */
  42298. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42299. /**
  42300. * Observable raised when exiting VR.
  42301. */
  42302. onExitingVRObservable: Observable<VRExperienceHelper>;
  42303. /**
  42304. * Observable raised when controller mesh is loaded.
  42305. */
  42306. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42307. /** Return this.onEnteringVRObservable
  42308. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42309. */
  42310. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42311. /** Return this.onExitingVRObservable
  42312. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42313. */
  42314. readonly onExitingVR: Observable<VRExperienceHelper>;
  42315. /** Return this.onControllerMeshLoadedObservable
  42316. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42317. */
  42318. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42319. private _rayLength;
  42320. private _useCustomVRButton;
  42321. private _teleportationRequested;
  42322. private _teleportActive;
  42323. private _floorMeshName;
  42324. private _floorMeshesCollection;
  42325. private _rotationAllowed;
  42326. private _teleportBackwardsVector;
  42327. private _teleportationTarget;
  42328. private _isDefaultTeleportationTarget;
  42329. private _postProcessMove;
  42330. private _teleportationFillColor;
  42331. private _teleportationBorderColor;
  42332. private _rotationAngle;
  42333. private _haloCenter;
  42334. private _cameraGazer;
  42335. private _padSensibilityUp;
  42336. private _padSensibilityDown;
  42337. private _leftController;
  42338. private _rightController;
  42339. /**
  42340. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42341. */
  42342. onNewMeshSelected: Observable<AbstractMesh>;
  42343. /**
  42344. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42345. * This observable will provide the mesh and the controller used to select the mesh
  42346. */
  42347. onMeshSelectedWithController: Observable<{
  42348. mesh: AbstractMesh;
  42349. controller: WebVRController;
  42350. }>;
  42351. /**
  42352. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42353. */
  42354. onNewMeshPicked: Observable<PickingInfo>;
  42355. private _circleEase;
  42356. /**
  42357. * Observable raised before camera teleportation
  42358. */
  42359. onBeforeCameraTeleport: Observable<Vector3>;
  42360. /**
  42361. * Observable raised after camera teleportation
  42362. */
  42363. onAfterCameraTeleport: Observable<Vector3>;
  42364. /**
  42365. * Observable raised when current selected mesh gets unselected
  42366. */
  42367. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42368. private _raySelectionPredicate;
  42369. /**
  42370. * To be optionaly changed by user to define custom ray selection
  42371. */
  42372. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42373. /**
  42374. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42375. */
  42376. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42377. /**
  42378. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42379. */
  42380. teleportationEnabled: boolean;
  42381. private _defaultHeight;
  42382. private _teleportationInitialized;
  42383. private _interactionsEnabled;
  42384. private _interactionsRequested;
  42385. private _displayGaze;
  42386. private _displayLaserPointer;
  42387. /**
  42388. * The mesh used to display where the user is going to teleport.
  42389. */
  42390. /**
  42391. * Sets the mesh to be used to display where the user is going to teleport.
  42392. */
  42393. teleportationTarget: Mesh;
  42394. /**
  42395. * 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
  42396. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42397. * See http://doc.babylonjs.com/resources/baking_transformations
  42398. */
  42399. gazeTrackerMesh: Mesh;
  42400. /**
  42401. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42402. */
  42403. updateGazeTrackerScale: boolean;
  42404. /**
  42405. * If the gaze trackers color should be updated when selecting meshes
  42406. */
  42407. updateGazeTrackerColor: boolean;
  42408. /**
  42409. * The gaze tracking mesh corresponding to the left controller
  42410. */
  42411. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42412. /**
  42413. * The gaze tracking mesh corresponding to the right controller
  42414. */
  42415. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42416. /**
  42417. * If the ray of the gaze should be displayed.
  42418. */
  42419. /**
  42420. * Sets if the ray of the gaze should be displayed.
  42421. */
  42422. displayGaze: boolean;
  42423. /**
  42424. * If the ray of the LaserPointer should be displayed.
  42425. */
  42426. /**
  42427. * Sets if the ray of the LaserPointer should be displayed.
  42428. */
  42429. displayLaserPointer: boolean;
  42430. /**
  42431. * The deviceOrientationCamera used as the camera when not in VR.
  42432. */
  42433. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42434. /**
  42435. * Based on the current WebVR support, returns the current VR camera used.
  42436. */
  42437. readonly currentVRCamera: Nullable<Camera>;
  42438. /**
  42439. * The webVRCamera which is used when in VR.
  42440. */
  42441. readonly webVRCamera: WebVRFreeCamera;
  42442. /**
  42443. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42444. */
  42445. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42446. /**
  42447. * The html button that is used to trigger entering into VR.
  42448. */
  42449. readonly vrButton: Nullable<HTMLButtonElement>;
  42450. private readonly _teleportationRequestInitiated;
  42451. /**
  42452. * Defines wether or not Pointer lock should be requested when switching to
  42453. * full screen.
  42454. */
  42455. requestPointerLockOnFullScreen: boolean;
  42456. /**
  42457. * Instantiates a VRExperienceHelper.
  42458. * Helps to quickly add VR support to an existing scene.
  42459. * @param scene The scene the VRExperienceHelper belongs to.
  42460. * @param webVROptions Options to modify the vr experience helper's behavior.
  42461. */
  42462. constructor(scene: Scene,
  42463. /** Options to modify the vr experience helper's behavior. */
  42464. webVROptions?: VRExperienceHelperOptions);
  42465. private _onDefaultMeshLoaded;
  42466. private _onResize;
  42467. private _onFullscreenChange;
  42468. /**
  42469. * Gets a value indicating if we are currently in VR mode.
  42470. */
  42471. readonly isInVRMode: boolean;
  42472. private onVrDisplayPresentChange;
  42473. private onVRDisplayChanged;
  42474. private moveButtonToBottomRight;
  42475. private displayVRButton;
  42476. private updateButtonVisibility;
  42477. private _cachedAngularSensibility;
  42478. /**
  42479. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42480. * Otherwise, will use the fullscreen API.
  42481. */
  42482. enterVR(): void;
  42483. /**
  42484. * Attempt to exit VR, or fullscreen.
  42485. */
  42486. exitVR(): void;
  42487. /**
  42488. * The position of the vr experience helper.
  42489. */
  42490. /**
  42491. * Sets the position of the vr experience helper.
  42492. */
  42493. position: Vector3;
  42494. /**
  42495. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42496. */
  42497. enableInteractions(): void;
  42498. private readonly _noControllerIsActive;
  42499. private beforeRender;
  42500. private _isTeleportationFloor;
  42501. /**
  42502. * Adds a floor mesh to be used for teleportation.
  42503. * @param floorMesh the mesh to be used for teleportation.
  42504. */
  42505. addFloorMesh(floorMesh: Mesh): void;
  42506. /**
  42507. * Removes a floor mesh from being used for teleportation.
  42508. * @param floorMesh the mesh to be removed.
  42509. */
  42510. removeFloorMesh(floorMesh: Mesh): void;
  42511. /**
  42512. * Enables interactions and teleportation using the VR controllers and gaze.
  42513. * @param vrTeleportationOptions options to modify teleportation behavior.
  42514. */
  42515. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42516. private _onNewGamepadConnected;
  42517. private _tryEnableInteractionOnController;
  42518. private _onNewGamepadDisconnected;
  42519. private _enableInteractionOnController;
  42520. private _checkTeleportWithRay;
  42521. private _checkRotate;
  42522. private _checkTeleportBackwards;
  42523. private _enableTeleportationOnController;
  42524. private _createTeleportationCircles;
  42525. private _displayTeleportationTarget;
  42526. private _hideTeleportationTarget;
  42527. private _rotateCamera;
  42528. private _moveTeleportationSelectorTo;
  42529. private _workingVector;
  42530. private _workingQuaternion;
  42531. private _workingMatrix;
  42532. /**
  42533. * Teleports the users feet to the desired location
  42534. * @param location The location where the user's feet should be placed
  42535. */
  42536. teleportCamera(location: Vector3): void;
  42537. private _convertNormalToDirectionOfRay;
  42538. private _castRayAndSelectObject;
  42539. private _notifySelectedMeshUnselected;
  42540. /**
  42541. * Sets the color of the laser ray from the vr controllers.
  42542. * @param color new color for the ray.
  42543. */
  42544. changeLaserColor(color: Color3): void;
  42545. /**
  42546. * Sets the color of the ray from the vr headsets gaze.
  42547. * @param color new color for the ray.
  42548. */
  42549. changeGazeColor(color: Color3): void;
  42550. /**
  42551. * Exits VR and disposes of the vr experience helper
  42552. */
  42553. dispose(): void;
  42554. /**
  42555. * Gets the name of the VRExperienceHelper class
  42556. * @returns "VRExperienceHelper"
  42557. */
  42558. getClassName(): string;
  42559. }
  42560. }
  42561. declare module "babylonjs/Cameras/VR/index" {
  42562. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42563. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42564. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42565. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42566. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42567. export * from "babylonjs/Cameras/VR/webVRCamera";
  42568. }
  42569. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42570. import { Observable } from "babylonjs/Misc/observable";
  42571. import { Nullable } from "babylonjs/types";
  42572. import { IDisposable, Scene } from "babylonjs/scene";
  42573. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42574. /**
  42575. * Manages an XRSession to work with Babylon's engine
  42576. * @see https://doc.babylonjs.com/how_to/webxr
  42577. */
  42578. export class WebXRSessionManager implements IDisposable {
  42579. private scene;
  42580. /**
  42581. * Fires every time a new xrFrame arrives which can be used to update the camera
  42582. */
  42583. onXRFrameObservable: Observable<any>;
  42584. /**
  42585. * Fires when the xr session is ended either by the device or manually done
  42586. */
  42587. onXRSessionEnded: Observable<any>;
  42588. /**
  42589. * Underlying xr session
  42590. */
  42591. session: XRSession;
  42592. /**
  42593. * Type of reference space used when creating the session
  42594. */
  42595. referenceSpace: XRReferenceSpace;
  42596. /** @hidden */
  42597. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42598. /**
  42599. * Current XR frame
  42600. */
  42601. currentFrame: Nullable<XRFrame>;
  42602. private _xrNavigator;
  42603. private baseLayer;
  42604. /**
  42605. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42606. * @param scene The scene which the session should be created for
  42607. */
  42608. constructor(scene: Scene);
  42609. /**
  42610. * Initializes the manager
  42611. * After initialization enterXR can be called to start an XR session
  42612. * @returns Promise which resolves after it is initialized
  42613. */
  42614. initializeAsync(): Promise<void>;
  42615. /**
  42616. * Initializes an xr session
  42617. * @param xrSessionMode mode to initialize
  42618. * @returns a promise which will resolve once the session has been initialized
  42619. */
  42620. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42621. /**
  42622. * Sets the reference space on the xr session
  42623. * @param referenceSpace space to set
  42624. * @returns a promise that will resolve once the reference space has been set
  42625. */
  42626. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42627. /**
  42628. * Updates the render state of the session
  42629. * @param state state to set
  42630. * @returns a promise that resolves once the render state has been updated
  42631. */
  42632. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42633. /**
  42634. * Starts rendering to the xr layer
  42635. * @returns a promise that will resolve once rendering has started
  42636. */
  42637. startRenderingToXRAsync(): Promise<void>;
  42638. /**
  42639. * Stops the xrSession and restores the renderloop
  42640. * @returns Promise which resolves after it exits XR
  42641. */
  42642. exitXRAsync(): Promise<unknown>;
  42643. /**
  42644. * Checks if a session would be supported for the creation options specified
  42645. * @param sessionMode session mode to check if supported eg. immersive-vr
  42646. * @returns true if supported
  42647. */
  42648. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42649. /**
  42650. * @hidden
  42651. * Converts the render layer of xrSession to a render target
  42652. * @param session session to create render target for
  42653. * @param scene scene the new render target should be created for
  42654. */
  42655. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42656. /**
  42657. * Disposes of the session manager
  42658. */
  42659. dispose(): void;
  42660. }
  42661. }
  42662. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42663. import { Scene } from "babylonjs/scene";
  42664. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42665. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42666. /**
  42667. * WebXR Camera which holds the views for the xrSession
  42668. * @see https://doc.babylonjs.com/how_to/webxr
  42669. */
  42670. export class WebXRCamera extends FreeCamera {
  42671. private static _TmpMatrix;
  42672. /**
  42673. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42674. * @param name the name of the camera
  42675. * @param scene the scene to add the camera to
  42676. */
  42677. constructor(name: string, scene: Scene);
  42678. private _updateNumberOfRigCameras;
  42679. /** @hidden */
  42680. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42681. /**
  42682. * Updates the cameras position from the current pose information of the XR session
  42683. * @param xrSessionManager the session containing pose information
  42684. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42685. */
  42686. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42687. }
  42688. }
  42689. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42690. import { Nullable } from "babylonjs/types";
  42691. import { IDisposable } from "babylonjs/scene";
  42692. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42693. /**
  42694. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42695. */
  42696. export class WebXRManagedOutputCanvas implements IDisposable {
  42697. private helper;
  42698. private _canvas;
  42699. /**
  42700. * xrpresent context of the canvas which can be used to display/mirror xr content
  42701. */
  42702. canvasContext: WebGLRenderingContext;
  42703. /**
  42704. * xr layer for the canvas
  42705. */
  42706. xrLayer: Nullable<XRWebGLLayer>;
  42707. /**
  42708. * Initializes the xr layer for the session
  42709. * @param xrSession xr session
  42710. * @returns a promise that will resolve once the XR Layer has been created
  42711. */
  42712. initializeXRLayerAsync(xrSession: any): any;
  42713. /**
  42714. * Initializes the canvas to be added/removed upon entering/exiting xr
  42715. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42716. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42717. */
  42718. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42719. /**
  42720. * Disposes of the object
  42721. */
  42722. dispose(): void;
  42723. private _setManagedOutputCanvas;
  42724. private _addCanvas;
  42725. private _removeCanvas;
  42726. }
  42727. }
  42728. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42729. import { Observable } from "babylonjs/Misc/observable";
  42730. import { IDisposable, Scene } from "babylonjs/scene";
  42731. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42732. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42733. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42734. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42735. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42736. /**
  42737. * States of the webXR experience
  42738. */
  42739. export enum WebXRState {
  42740. /**
  42741. * Transitioning to being in XR mode
  42742. */
  42743. ENTERING_XR = 0,
  42744. /**
  42745. * Transitioning to non XR mode
  42746. */
  42747. EXITING_XR = 1,
  42748. /**
  42749. * In XR mode and presenting
  42750. */
  42751. IN_XR = 2,
  42752. /**
  42753. * Not entered XR mode
  42754. */
  42755. NOT_IN_XR = 3
  42756. }
  42757. /**
  42758. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42759. * @see https://doc.babylonjs.com/how_to/webxr
  42760. */
  42761. export class WebXRExperienceHelper implements IDisposable {
  42762. private scene;
  42763. /**
  42764. * 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
  42765. */
  42766. container: AbstractMesh;
  42767. /**
  42768. * Camera used to render xr content
  42769. */
  42770. camera: WebXRCamera;
  42771. /**
  42772. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42773. */
  42774. state: WebXRState;
  42775. private _setState;
  42776. private static _TmpVector;
  42777. /**
  42778. * Fires when the state of the experience helper has changed
  42779. */
  42780. onStateChangedObservable: Observable<WebXRState>;
  42781. /** Session manager used to keep track of xr session */
  42782. sessionManager: WebXRSessionManager;
  42783. private _nonVRCamera;
  42784. private _originalSceneAutoClear;
  42785. private _supported;
  42786. /**
  42787. * Creates the experience helper
  42788. * @param scene the scene to attach the experience helper to
  42789. * @returns a promise for the experience helper
  42790. */
  42791. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42792. /**
  42793. * Creates a WebXRExperienceHelper
  42794. * @param scene The scene the helper should be created in
  42795. */
  42796. private constructor();
  42797. /**
  42798. * Exits XR mode and returns the scene to its original state
  42799. * @returns promise that resolves after xr mode has exited
  42800. */
  42801. exitXRAsync(): Promise<unknown>;
  42802. /**
  42803. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42804. * @param sessionCreationOptions options for the XR session
  42805. * @param referenceSpaceType frame of reference of the XR session
  42806. * @param outputCanvas the output canvas that will be used to enter XR mode
  42807. * @returns promise that resolves after xr mode has entered
  42808. */
  42809. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42810. /**
  42811. * Updates the global position of the camera by moving the camera's container
  42812. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42813. * @param position The desired global position of the camera
  42814. */
  42815. setPositionOfCameraUsingContainer(position: Vector3): void;
  42816. /**
  42817. * Rotates the xr camera by rotating the camera's container around the camera's position
  42818. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42819. * @param rotation the desired quaternion rotation to apply to the camera
  42820. */
  42821. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42822. /**
  42823. * Disposes of the experience helper
  42824. */
  42825. dispose(): void;
  42826. }
  42827. }
  42828. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42829. import { Nullable } from "babylonjs/types";
  42830. import { Observable } from "babylonjs/Misc/observable";
  42831. import { IDisposable, Scene } from "babylonjs/scene";
  42832. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42833. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42834. /**
  42835. * Button which can be used to enter a different mode of XR
  42836. */
  42837. export class WebXREnterExitUIButton {
  42838. /** button element */
  42839. element: HTMLElement;
  42840. /** XR initialization options for the button */
  42841. sessionMode: XRSessionMode;
  42842. /** Reference space type */
  42843. referenceSpaceType: XRReferenceSpaceType;
  42844. /**
  42845. * Creates a WebXREnterExitUIButton
  42846. * @param element button element
  42847. * @param sessionMode XR initialization session mode
  42848. * @param referenceSpaceType the type of reference space to be used
  42849. */
  42850. constructor(
  42851. /** button element */
  42852. element: HTMLElement,
  42853. /** XR initialization options for the button */
  42854. sessionMode: XRSessionMode,
  42855. /** Reference space type */
  42856. referenceSpaceType: XRReferenceSpaceType);
  42857. /**
  42858. * Overwritable function which can be used to update the button's visuals when the state changes
  42859. * @param activeButton the current active button in the UI
  42860. */
  42861. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42862. }
  42863. /**
  42864. * Options to create the webXR UI
  42865. */
  42866. export class WebXREnterExitUIOptions {
  42867. /**
  42868. * Context to enter xr with
  42869. */
  42870. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42871. /**
  42872. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42873. */
  42874. customButtons?: Array<WebXREnterExitUIButton>;
  42875. }
  42876. /**
  42877. * UI to allow the user to enter/exit XR mode
  42878. */
  42879. export class WebXREnterExitUI implements IDisposable {
  42880. private scene;
  42881. private _overlay;
  42882. private _buttons;
  42883. private _activeButton;
  42884. /**
  42885. * Fired every time the active button is changed.
  42886. *
  42887. * When xr is entered via a button that launches xr that button will be the callback parameter
  42888. *
  42889. * When exiting xr the callback parameter will be null)
  42890. */
  42891. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42892. /**
  42893. * Creates UI to allow the user to enter/exit XR mode
  42894. * @param scene the scene to add the ui to
  42895. * @param helper the xr experience helper to enter/exit xr with
  42896. * @param options options to configure the UI
  42897. * @returns the created ui
  42898. */
  42899. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42900. private constructor();
  42901. private _updateButtons;
  42902. /**
  42903. * Disposes of the object
  42904. */
  42905. dispose(): void;
  42906. }
  42907. }
  42908. declare module "babylonjs/Cameras/XR/webXRController" {
  42909. import { Nullable } from "babylonjs/types";
  42910. import { Observable } from "babylonjs/Misc/observable";
  42911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42912. import { Ray } from "babylonjs/Culling/ray";
  42913. import { Scene } from "babylonjs/scene";
  42914. /**
  42915. * Represents an XR input
  42916. */
  42917. export class WebXRController {
  42918. private scene;
  42919. /** The underlying input source for the controller */
  42920. inputSource: XRInputSource;
  42921. private parentContainer;
  42922. /**
  42923. * 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
  42924. */
  42925. grip?: AbstractMesh;
  42926. /**
  42927. * Pointer which can be used to select objects or attach a visible laser to
  42928. */
  42929. pointer: AbstractMesh;
  42930. /**
  42931. * Event that fires when the controller is removed/disposed
  42932. */
  42933. onDisposeObservable: Observable<{}>;
  42934. private _tmpMatrix;
  42935. private _tmpQuaternion;
  42936. private _tmpVector;
  42937. /**
  42938. * Creates the controller
  42939. * @see https://doc.babylonjs.com/how_to/webxr
  42940. * @param scene the scene which the controller should be associated to
  42941. * @param inputSource the underlying input source for the controller
  42942. * @param parentContainer parent that the controller meshes should be children of
  42943. */
  42944. constructor(scene: Scene,
  42945. /** The underlying input source for the controller */
  42946. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42947. /**
  42948. * Updates the controller pose based on the given XRFrame
  42949. * @param xrFrame xr frame to update the pose with
  42950. * @param referenceSpace reference space to use
  42951. */
  42952. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42953. /**
  42954. * Gets a world space ray coming from the controller
  42955. * @param result the resulting ray
  42956. */
  42957. getWorldPointerRayToRef(result: Ray): void;
  42958. /**
  42959. * Disposes of the object
  42960. */
  42961. dispose(): void;
  42962. }
  42963. }
  42964. declare module "babylonjs/Cameras/XR/webXRInput" {
  42965. import { Observable } from "babylonjs/Misc/observable";
  42966. import { IDisposable } from "babylonjs/scene";
  42967. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42968. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42969. /**
  42970. * XR input used to track XR inputs such as controllers/rays
  42971. */
  42972. export class WebXRInput implements IDisposable {
  42973. /**
  42974. * Base experience the input listens to
  42975. */
  42976. baseExperience: WebXRExperienceHelper;
  42977. /**
  42978. * XR controllers being tracked
  42979. */
  42980. controllers: Array<WebXRController>;
  42981. private _frameObserver;
  42982. private _stateObserver;
  42983. /**
  42984. * Event when a controller has been connected/added
  42985. */
  42986. onControllerAddedObservable: Observable<WebXRController>;
  42987. /**
  42988. * Event when a controller has been removed/disconnected
  42989. */
  42990. onControllerRemovedObservable: Observable<WebXRController>;
  42991. /**
  42992. * Initializes the WebXRInput
  42993. * @param baseExperience experience helper which the input should be created for
  42994. */
  42995. constructor(
  42996. /**
  42997. * Base experience the input listens to
  42998. */
  42999. baseExperience: WebXRExperienceHelper);
  43000. private _onInputSourcesChange;
  43001. private _addAndRemoveControllers;
  43002. /**
  43003. * Disposes of the object
  43004. */
  43005. dispose(): void;
  43006. }
  43007. }
  43008. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43010. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43011. /**
  43012. * Enables teleportation
  43013. */
  43014. export class WebXRControllerTeleportation {
  43015. private _teleportationFillColor;
  43016. private _teleportationBorderColor;
  43017. private _tmpRay;
  43018. private _tmpVector;
  43019. /**
  43020. * Creates a WebXRControllerTeleportation
  43021. * @param input input manager to add teleportation to
  43022. * @param floorMeshes floormeshes which can be teleported to
  43023. */
  43024. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43025. }
  43026. }
  43027. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43028. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43029. /**
  43030. * Handles pointer input automatically for the pointer of XR controllers
  43031. */
  43032. export class WebXRControllerPointerSelection {
  43033. private static _idCounter;
  43034. private _tmpRay;
  43035. /**
  43036. * Creates a WebXRControllerPointerSelection
  43037. * @param input input manager to setup pointer selection
  43038. */
  43039. constructor(input: WebXRInput);
  43040. private _convertNormalToDirectionOfRay;
  43041. private _updatePointerDistance;
  43042. }
  43043. }
  43044. declare module "babylonjs/Loading/sceneLoader" {
  43045. import { Observable } from "babylonjs/Misc/observable";
  43046. import { Nullable } from "babylonjs/types";
  43047. import { Scene } from "babylonjs/scene";
  43048. import { Engine } from "babylonjs/Engines/engine";
  43049. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43050. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43051. import { AssetContainer } from "babylonjs/assetContainer";
  43052. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43053. import { Skeleton } from "babylonjs/Bones/skeleton";
  43054. /**
  43055. * Class used to represent data loading progression
  43056. */
  43057. export class SceneLoaderProgressEvent {
  43058. /** defines if data length to load can be evaluated */
  43059. readonly lengthComputable: boolean;
  43060. /** defines the loaded data length */
  43061. readonly loaded: number;
  43062. /** defines the data length to load */
  43063. readonly total: number;
  43064. /**
  43065. * Create a new progress event
  43066. * @param lengthComputable defines if data length to load can be evaluated
  43067. * @param loaded defines the loaded data length
  43068. * @param total defines the data length to load
  43069. */
  43070. constructor(
  43071. /** defines if data length to load can be evaluated */
  43072. lengthComputable: boolean,
  43073. /** defines the loaded data length */
  43074. loaded: number,
  43075. /** defines the data length to load */
  43076. total: number);
  43077. /**
  43078. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43079. * @param event defines the source event
  43080. * @returns a new SceneLoaderProgressEvent
  43081. */
  43082. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43083. }
  43084. /**
  43085. * Interface used by SceneLoader plugins to define supported file extensions
  43086. */
  43087. export interface ISceneLoaderPluginExtensions {
  43088. /**
  43089. * Defines the list of supported extensions
  43090. */
  43091. [extension: string]: {
  43092. isBinary: boolean;
  43093. };
  43094. }
  43095. /**
  43096. * Interface used by SceneLoader plugin factory
  43097. */
  43098. export interface ISceneLoaderPluginFactory {
  43099. /**
  43100. * Defines the name of the factory
  43101. */
  43102. name: string;
  43103. /**
  43104. * Function called to create a new plugin
  43105. * @return the new plugin
  43106. */
  43107. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43108. /**
  43109. * Boolean indicating if the plugin can direct load specific data
  43110. */
  43111. canDirectLoad?: (data: string) => boolean;
  43112. }
  43113. /**
  43114. * Interface used to define a SceneLoader plugin
  43115. */
  43116. export interface ISceneLoaderPlugin {
  43117. /**
  43118. * The friendly name of this plugin.
  43119. */
  43120. name: string;
  43121. /**
  43122. * The file extensions supported by this plugin.
  43123. */
  43124. extensions: string | ISceneLoaderPluginExtensions;
  43125. /**
  43126. * Import meshes into a scene.
  43127. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43128. * @param scene The scene to import into
  43129. * @param data The data to import
  43130. * @param rootUrl The root url for scene and resources
  43131. * @param meshes The meshes array to import into
  43132. * @param particleSystems The particle systems array to import into
  43133. * @param skeletons The skeletons array to import into
  43134. * @param onError The callback when import fails
  43135. * @returns True if successful or false otherwise
  43136. */
  43137. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43138. /**
  43139. * Load into a scene.
  43140. * @param scene The scene to load into
  43141. * @param data The data to import
  43142. * @param rootUrl The root url for scene and resources
  43143. * @param onError The callback when import fails
  43144. * @returns true if successful or false otherwise
  43145. */
  43146. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43147. /**
  43148. * The callback that returns true if the data can be directly loaded.
  43149. */
  43150. canDirectLoad?: (data: string) => boolean;
  43151. /**
  43152. * The callback that allows custom handling of the root url based on the response url.
  43153. */
  43154. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43155. /**
  43156. * Load into an asset container.
  43157. * @param scene The scene to load into
  43158. * @param data The data to import
  43159. * @param rootUrl The root url for scene and resources
  43160. * @param onError The callback when import fails
  43161. * @returns The loaded asset container
  43162. */
  43163. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43164. }
  43165. /**
  43166. * Interface used to define an async SceneLoader plugin
  43167. */
  43168. export interface ISceneLoaderPluginAsync {
  43169. /**
  43170. * The friendly name of this plugin.
  43171. */
  43172. name: string;
  43173. /**
  43174. * The file extensions supported by this plugin.
  43175. */
  43176. extensions: string | ISceneLoaderPluginExtensions;
  43177. /**
  43178. * Import meshes into a scene.
  43179. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43180. * @param scene The scene to import into
  43181. * @param data The data to import
  43182. * @param rootUrl The root url for scene and resources
  43183. * @param onProgress The callback when the load progresses
  43184. * @param fileName Defines the name of the file to load
  43185. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43186. */
  43187. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43188. meshes: AbstractMesh[];
  43189. particleSystems: IParticleSystem[];
  43190. skeletons: Skeleton[];
  43191. animationGroups: AnimationGroup[];
  43192. }>;
  43193. /**
  43194. * Load into a scene.
  43195. * @param scene The scene to load into
  43196. * @param data The data to import
  43197. * @param rootUrl The root url for scene and resources
  43198. * @param onProgress The callback when the load progresses
  43199. * @param fileName Defines the name of the file to load
  43200. * @returns Nothing
  43201. */
  43202. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43203. /**
  43204. * The callback that returns true if the data can be directly loaded.
  43205. */
  43206. canDirectLoad?: (data: string) => boolean;
  43207. /**
  43208. * The callback that allows custom handling of the root url based on the response url.
  43209. */
  43210. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43211. /**
  43212. * Load into an asset container.
  43213. * @param scene The scene to load into
  43214. * @param data The data to import
  43215. * @param rootUrl The root url for scene and resources
  43216. * @param onProgress The callback when the load progresses
  43217. * @param fileName Defines the name of the file to load
  43218. * @returns The loaded asset container
  43219. */
  43220. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43221. }
  43222. /**
  43223. * Class used to load scene from various file formats using registered plugins
  43224. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43225. */
  43226. export class SceneLoader {
  43227. /**
  43228. * No logging while loading
  43229. */
  43230. static readonly NO_LOGGING: number;
  43231. /**
  43232. * Minimal logging while loading
  43233. */
  43234. static readonly MINIMAL_LOGGING: number;
  43235. /**
  43236. * Summary logging while loading
  43237. */
  43238. static readonly SUMMARY_LOGGING: number;
  43239. /**
  43240. * Detailled logging while loading
  43241. */
  43242. static readonly DETAILED_LOGGING: number;
  43243. /**
  43244. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43245. */
  43246. static ForceFullSceneLoadingForIncremental: boolean;
  43247. /**
  43248. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43249. */
  43250. static ShowLoadingScreen: boolean;
  43251. /**
  43252. * Defines the current logging level (while loading the scene)
  43253. * @ignorenaming
  43254. */
  43255. static loggingLevel: number;
  43256. /**
  43257. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43258. */
  43259. static CleanBoneMatrixWeights: boolean;
  43260. /**
  43261. * Event raised when a plugin is used to load a scene
  43262. */
  43263. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43264. private static _registeredPlugins;
  43265. private static _getDefaultPlugin;
  43266. private static _getPluginForExtension;
  43267. private static _getPluginForDirectLoad;
  43268. private static _getPluginForFilename;
  43269. private static _getDirectLoad;
  43270. private static _loadData;
  43271. private static _getFileInfo;
  43272. /**
  43273. * Gets a plugin that can load the given extension
  43274. * @param extension defines the extension to load
  43275. * @returns a plugin or null if none works
  43276. */
  43277. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43278. /**
  43279. * Gets a boolean indicating that the given extension can be loaded
  43280. * @param extension defines the extension to load
  43281. * @returns true if the extension is supported
  43282. */
  43283. static IsPluginForExtensionAvailable(extension: string): boolean;
  43284. /**
  43285. * Adds a new plugin to the list of registered plugins
  43286. * @param plugin defines the plugin to add
  43287. */
  43288. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43289. /**
  43290. * Import meshes into a scene
  43291. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43292. * @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)
  43293. * @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)
  43294. * @param scene the instance of BABYLON.Scene to append to
  43295. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43296. * @param onProgress a callback with a progress event for each file being loaded
  43297. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43298. * @param pluginExtension the extension used to determine the plugin
  43299. * @returns The loaded plugin
  43300. */
  43301. 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>;
  43302. /**
  43303. * Import meshes into a scene
  43304. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43305. * @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)
  43306. * @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)
  43307. * @param scene the instance of BABYLON.Scene to append to
  43308. * @param onProgress a callback with a progress event for each file being loaded
  43309. * @param pluginExtension the extension used to determine the plugin
  43310. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43311. */
  43312. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43313. meshes: AbstractMesh[];
  43314. particleSystems: IParticleSystem[];
  43315. skeletons: Skeleton[];
  43316. animationGroups: AnimationGroup[];
  43317. }>;
  43318. /**
  43319. * Load a scene
  43320. * @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)
  43321. * @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)
  43322. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43323. * @param onSuccess a callback with the scene when import succeeds
  43324. * @param onProgress a callback with a progress event for each file being loaded
  43325. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43326. * @param pluginExtension the extension used to determine the plugin
  43327. * @returns The loaded plugin
  43328. */
  43329. 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>;
  43330. /**
  43331. * Load a scene
  43332. * @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)
  43333. * @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)
  43334. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43335. * @param onProgress a callback with a progress event for each file being loaded
  43336. * @param pluginExtension the extension used to determine the plugin
  43337. * @returns The loaded scene
  43338. */
  43339. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43340. /**
  43341. * Append a scene
  43342. * @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)
  43343. * @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)
  43344. * @param scene is the instance of BABYLON.Scene to append to
  43345. * @param onSuccess a callback with the scene when import succeeds
  43346. * @param onProgress a callback with a progress event for each file being loaded
  43347. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43348. * @param pluginExtension the extension used to determine the plugin
  43349. * @returns The loaded plugin
  43350. */
  43351. 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>;
  43352. /**
  43353. * Append a scene
  43354. * @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)
  43355. * @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)
  43356. * @param scene is the instance of BABYLON.Scene to append to
  43357. * @param onProgress a callback with a progress event for each file being loaded
  43358. * @param pluginExtension the extension used to determine the plugin
  43359. * @returns The given scene
  43360. */
  43361. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43362. /**
  43363. * Load a scene into an asset container
  43364. * @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)
  43365. * @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)
  43366. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43367. * @param onSuccess a callback with the scene when import succeeds
  43368. * @param onProgress a callback with a progress event for each file being loaded
  43369. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43370. * @param pluginExtension the extension used to determine the plugin
  43371. * @returns The loaded plugin
  43372. */
  43373. 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>;
  43374. /**
  43375. * Load a scene into an asset container
  43376. * @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)
  43377. * @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)
  43378. * @param scene is the instance of Scene to append to
  43379. * @param onProgress a callback with a progress event for each file being loaded
  43380. * @param pluginExtension the extension used to determine the plugin
  43381. * @returns The loaded asset container
  43382. */
  43383. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43384. }
  43385. }
  43386. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43387. import { Scene } from "babylonjs/scene";
  43388. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43389. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43390. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43391. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43392. /**
  43393. * Generic Controller
  43394. */
  43395. export class GenericController extends WebVRController {
  43396. /**
  43397. * Base Url for the controller model.
  43398. */
  43399. static readonly MODEL_BASE_URL: string;
  43400. /**
  43401. * File name for the controller model.
  43402. */
  43403. static readonly MODEL_FILENAME: string;
  43404. /**
  43405. * Creates a new GenericController from a gamepad
  43406. * @param vrGamepad the gamepad that the controller should be created from
  43407. */
  43408. constructor(vrGamepad: any);
  43409. /**
  43410. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43411. * @param scene scene in which to add meshes
  43412. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43413. */
  43414. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43415. /**
  43416. * Called once for each button that changed state since the last frame
  43417. * @param buttonIdx Which button index changed
  43418. * @param state New state of the button
  43419. * @param changes Which properties on the state changed since last frame
  43420. */
  43421. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43422. }
  43423. }
  43424. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43425. import { Observable } from "babylonjs/Misc/observable";
  43426. import { Scene } from "babylonjs/scene";
  43427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43428. import { Ray } from "babylonjs/Culling/ray";
  43429. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43430. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43431. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43432. /**
  43433. * Defines the WindowsMotionController object that the state of the windows motion controller
  43434. */
  43435. export class WindowsMotionController extends WebVRController {
  43436. /**
  43437. * The base url used to load the left and right controller models
  43438. */
  43439. static MODEL_BASE_URL: string;
  43440. /**
  43441. * The name of the left controller model file
  43442. */
  43443. static MODEL_LEFT_FILENAME: string;
  43444. /**
  43445. * The name of the right controller model file
  43446. */
  43447. static MODEL_RIGHT_FILENAME: string;
  43448. /**
  43449. * The controller name prefix for this controller type
  43450. */
  43451. static readonly GAMEPAD_ID_PREFIX: string;
  43452. /**
  43453. * The controller id pattern for this controller type
  43454. */
  43455. private static readonly GAMEPAD_ID_PATTERN;
  43456. private _loadedMeshInfo;
  43457. private readonly _mapping;
  43458. /**
  43459. * Fired when the trackpad on this controller is clicked
  43460. */
  43461. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43462. /**
  43463. * Fired when the trackpad on this controller is modified
  43464. */
  43465. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43466. /**
  43467. * The current x and y values of this controller's trackpad
  43468. */
  43469. trackpad: StickValues;
  43470. /**
  43471. * Creates a new WindowsMotionController from a gamepad
  43472. * @param vrGamepad the gamepad that the controller should be created from
  43473. */
  43474. constructor(vrGamepad: any);
  43475. /**
  43476. * Fired when the trigger on this controller is modified
  43477. */
  43478. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43479. /**
  43480. * Fired when the menu button on this controller is modified
  43481. */
  43482. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43483. /**
  43484. * Fired when the grip button on this controller is modified
  43485. */
  43486. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43487. /**
  43488. * Fired when the thumbstick button on this controller is modified
  43489. */
  43490. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43491. /**
  43492. * Fired when the touchpad button on this controller is modified
  43493. */
  43494. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43495. /**
  43496. * Fired when the touchpad values on this controller are modified
  43497. */
  43498. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43499. private _updateTrackpad;
  43500. /**
  43501. * Called once per frame by the engine.
  43502. */
  43503. update(): void;
  43504. /**
  43505. * Called once for each button that changed state since the last frame
  43506. * @param buttonIdx Which button index changed
  43507. * @param state New state of the button
  43508. * @param changes Which properties on the state changed since last frame
  43509. */
  43510. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43511. /**
  43512. * Moves the buttons on the controller mesh based on their current state
  43513. * @param buttonName the name of the button to move
  43514. * @param buttonValue the value of the button which determines the buttons new position
  43515. */
  43516. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43517. /**
  43518. * Moves the axis on the controller mesh based on its current state
  43519. * @param axis the index of the axis
  43520. * @param axisValue the value of the axis which determines the meshes new position
  43521. * @hidden
  43522. */
  43523. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43524. /**
  43525. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43526. * @param scene scene in which to add meshes
  43527. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43528. */
  43529. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43530. /**
  43531. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43532. * can be transformed by button presses and axes values, based on this._mapping.
  43533. *
  43534. * @param scene scene in which the meshes exist
  43535. * @param meshes list of meshes that make up the controller model to process
  43536. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43537. */
  43538. private processModel;
  43539. private createMeshInfo;
  43540. /**
  43541. * Gets the ray of the controller in the direction the controller is pointing
  43542. * @param length the length the resulting ray should be
  43543. * @returns a ray in the direction the controller is pointing
  43544. */
  43545. getForwardRay(length?: number): Ray;
  43546. /**
  43547. * Disposes of the controller
  43548. */
  43549. dispose(): void;
  43550. }
  43551. }
  43552. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43553. import { Observable } from "babylonjs/Misc/observable";
  43554. import { Scene } from "babylonjs/scene";
  43555. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43556. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43557. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43558. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43559. /**
  43560. * Oculus Touch Controller
  43561. */
  43562. export class OculusTouchController extends WebVRController {
  43563. /**
  43564. * Base Url for the controller model.
  43565. */
  43566. static MODEL_BASE_URL: string;
  43567. /**
  43568. * File name for the left controller model.
  43569. */
  43570. static MODEL_LEFT_FILENAME: string;
  43571. /**
  43572. * File name for the right controller model.
  43573. */
  43574. static MODEL_RIGHT_FILENAME: string;
  43575. /**
  43576. * Base Url for the Quest controller model.
  43577. */
  43578. static QUEST_MODEL_BASE_URL: string;
  43579. /**
  43580. * @hidden
  43581. * If the controllers are running on a device that needs the updated Quest controller models
  43582. */
  43583. static _IsQuest: boolean;
  43584. /**
  43585. * Fired when the secondary trigger on this controller is modified
  43586. */
  43587. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43588. /**
  43589. * Fired when the thumb rest on this controller is modified
  43590. */
  43591. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43592. /**
  43593. * Creates a new OculusTouchController from a gamepad
  43594. * @param vrGamepad the gamepad that the controller should be created from
  43595. */
  43596. constructor(vrGamepad: any);
  43597. /**
  43598. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43599. * @param scene scene in which to add meshes
  43600. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43601. */
  43602. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43603. /**
  43604. * Fired when the A button on this controller is modified
  43605. */
  43606. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43607. /**
  43608. * Fired when the B button on this controller is modified
  43609. */
  43610. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43611. /**
  43612. * Fired when the X button on this controller is modified
  43613. */
  43614. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43615. /**
  43616. * Fired when the Y button on this controller is modified
  43617. */
  43618. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43619. /**
  43620. * Called once for each button that changed state since the last frame
  43621. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43622. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43623. * 2) secondary trigger (same)
  43624. * 3) A (right) X (left), touch, pressed = value
  43625. * 4) B / Y
  43626. * 5) thumb rest
  43627. * @param buttonIdx Which button index changed
  43628. * @param state New state of the button
  43629. * @param changes Which properties on the state changed since last frame
  43630. */
  43631. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43632. }
  43633. }
  43634. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43635. import { Scene } from "babylonjs/scene";
  43636. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43637. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43638. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43639. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43640. import { Observable } from "babylonjs/Misc/observable";
  43641. /**
  43642. * Vive Controller
  43643. */
  43644. export class ViveController extends WebVRController {
  43645. /**
  43646. * Base Url for the controller model.
  43647. */
  43648. static MODEL_BASE_URL: string;
  43649. /**
  43650. * File name for the controller model.
  43651. */
  43652. static MODEL_FILENAME: string;
  43653. /**
  43654. * Creates a new ViveController from a gamepad
  43655. * @param vrGamepad the gamepad that the controller should be created from
  43656. */
  43657. constructor(vrGamepad: any);
  43658. /**
  43659. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43660. * @param scene scene in which to add meshes
  43661. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43662. */
  43663. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43664. /**
  43665. * Fired when the left button on this controller is modified
  43666. */
  43667. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43668. /**
  43669. * Fired when the right button on this controller is modified
  43670. */
  43671. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43672. /**
  43673. * Fired when the menu button on this controller is modified
  43674. */
  43675. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43676. /**
  43677. * Called once for each button that changed state since the last frame
  43678. * Vive mapping:
  43679. * 0: touchpad
  43680. * 1: trigger
  43681. * 2: left AND right buttons
  43682. * 3: menu button
  43683. * @param buttonIdx Which button index changed
  43684. * @param state New state of the button
  43685. * @param changes Which properties on the state changed since last frame
  43686. */
  43687. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43688. }
  43689. }
  43690. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43691. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43692. /**
  43693. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43694. */
  43695. export class WebXRControllerModelLoader {
  43696. /**
  43697. * Creates the WebXRControllerModelLoader
  43698. * @param input xr input that creates the controllers
  43699. */
  43700. constructor(input: WebXRInput);
  43701. }
  43702. }
  43703. declare module "babylonjs/Cameras/XR/index" {
  43704. export * from "babylonjs/Cameras/XR/webXRCamera";
  43705. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43706. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43707. export * from "babylonjs/Cameras/XR/webXRInput";
  43708. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43709. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43710. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43711. export * from "babylonjs/Cameras/XR/webXRController";
  43712. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43713. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43714. }
  43715. declare module "babylonjs/Cameras/RigModes/index" {
  43716. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43717. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43718. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43719. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43720. }
  43721. declare module "babylonjs/Cameras/index" {
  43722. export * from "babylonjs/Cameras/Inputs/index";
  43723. export * from "babylonjs/Cameras/cameraInputsManager";
  43724. export * from "babylonjs/Cameras/camera";
  43725. export * from "babylonjs/Cameras/targetCamera";
  43726. export * from "babylonjs/Cameras/freeCamera";
  43727. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43728. export * from "babylonjs/Cameras/touchCamera";
  43729. export * from "babylonjs/Cameras/arcRotateCamera";
  43730. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43731. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43732. export * from "babylonjs/Cameras/flyCamera";
  43733. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43734. export * from "babylonjs/Cameras/followCamera";
  43735. export * from "babylonjs/Cameras/gamepadCamera";
  43736. export * from "babylonjs/Cameras/Stereoscopic/index";
  43737. export * from "babylonjs/Cameras/universalCamera";
  43738. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43739. export * from "babylonjs/Cameras/VR/index";
  43740. export * from "babylonjs/Cameras/XR/index";
  43741. export * from "babylonjs/Cameras/RigModes/index";
  43742. }
  43743. declare module "babylonjs/Collisions/index" {
  43744. export * from "babylonjs/Collisions/collider";
  43745. export * from "babylonjs/Collisions/collisionCoordinator";
  43746. export * from "babylonjs/Collisions/pickingInfo";
  43747. export * from "babylonjs/Collisions/intersectionInfo";
  43748. export * from "babylonjs/Collisions/meshCollisionData";
  43749. }
  43750. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43751. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43752. import { Vector3 } from "babylonjs/Maths/math.vector";
  43753. import { Ray } from "babylonjs/Culling/ray";
  43754. import { Plane } from "babylonjs/Maths/math.plane";
  43755. /**
  43756. * Contains an array of blocks representing the octree
  43757. */
  43758. export interface IOctreeContainer<T> {
  43759. /**
  43760. * Blocks within the octree
  43761. */
  43762. blocks: Array<OctreeBlock<T>>;
  43763. }
  43764. /**
  43765. * Class used to store a cell in an octree
  43766. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43767. */
  43768. export class OctreeBlock<T> {
  43769. /**
  43770. * Gets the content of the current block
  43771. */
  43772. entries: T[];
  43773. /**
  43774. * Gets the list of block children
  43775. */
  43776. blocks: Array<OctreeBlock<T>>;
  43777. private _depth;
  43778. private _maxDepth;
  43779. private _capacity;
  43780. private _minPoint;
  43781. private _maxPoint;
  43782. private _boundingVectors;
  43783. private _creationFunc;
  43784. /**
  43785. * Creates a new block
  43786. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43787. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43788. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43789. * @param depth defines the current depth of this block in the octree
  43790. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43791. * @param creationFunc defines a callback to call when an element is added to the block
  43792. */
  43793. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43794. /**
  43795. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43796. */
  43797. readonly capacity: number;
  43798. /**
  43799. * Gets the minimum vector (in world space) of the block's bounding box
  43800. */
  43801. readonly minPoint: Vector3;
  43802. /**
  43803. * Gets the maximum vector (in world space) of the block's bounding box
  43804. */
  43805. readonly maxPoint: Vector3;
  43806. /**
  43807. * Add a new element to this block
  43808. * @param entry defines the element to add
  43809. */
  43810. addEntry(entry: T): void;
  43811. /**
  43812. * Remove an element from this block
  43813. * @param entry defines the element to remove
  43814. */
  43815. removeEntry(entry: T): void;
  43816. /**
  43817. * Add an array of elements to this block
  43818. * @param entries defines the array of elements to add
  43819. */
  43820. addEntries(entries: T[]): void;
  43821. /**
  43822. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43823. * @param frustumPlanes defines the frustum planes to test
  43824. * @param selection defines the array to store current content if selection is positive
  43825. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43826. */
  43827. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43828. /**
  43829. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43830. * @param sphereCenter defines the bounding sphere center
  43831. * @param sphereRadius defines the bounding sphere radius
  43832. * @param selection defines the array to store current content if selection is positive
  43833. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43834. */
  43835. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43836. /**
  43837. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43838. * @param ray defines the ray to test with
  43839. * @param selection defines the array to store current content if selection is positive
  43840. */
  43841. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43842. /**
  43843. * Subdivide the content into child blocks (this block will then be empty)
  43844. */
  43845. createInnerBlocks(): void;
  43846. /**
  43847. * @hidden
  43848. */
  43849. 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;
  43850. }
  43851. }
  43852. declare module "babylonjs/Culling/Octrees/octree" {
  43853. import { SmartArray } from "babylonjs/Misc/smartArray";
  43854. import { Vector3 } from "babylonjs/Maths/math.vector";
  43855. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43857. import { Ray } from "babylonjs/Culling/ray";
  43858. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43859. import { Plane } from "babylonjs/Maths/math.plane";
  43860. /**
  43861. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43862. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43863. */
  43864. export class Octree<T> {
  43865. /** 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.) */
  43866. maxDepth: number;
  43867. /**
  43868. * Blocks within the octree containing objects
  43869. */
  43870. blocks: Array<OctreeBlock<T>>;
  43871. /**
  43872. * Content stored in the octree
  43873. */
  43874. dynamicContent: T[];
  43875. private _maxBlockCapacity;
  43876. private _selectionContent;
  43877. private _creationFunc;
  43878. /**
  43879. * Creates a octree
  43880. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43881. * @param creationFunc function to be used to instatiate the octree
  43882. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43883. * @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.)
  43884. */
  43885. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43886. /** 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.) */
  43887. maxDepth?: number);
  43888. /**
  43889. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43890. * @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);
  43891. * @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);
  43892. * @param entries meshes to be added to the octree blocks
  43893. */
  43894. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43895. /**
  43896. * Adds a mesh to the octree
  43897. * @param entry Mesh to add to the octree
  43898. */
  43899. addMesh(entry: T): void;
  43900. /**
  43901. * Remove an element from the octree
  43902. * @param entry defines the element to remove
  43903. */
  43904. removeMesh(entry: T): void;
  43905. /**
  43906. * Selects an array of meshes within the frustum
  43907. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43908. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43909. * @returns array of meshes within the frustum
  43910. */
  43911. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43912. /**
  43913. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43914. * @param sphereCenter defines the bounding sphere center
  43915. * @param sphereRadius defines the bounding sphere radius
  43916. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43917. * @returns an array of objects that intersect the sphere
  43918. */
  43919. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43920. /**
  43921. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43922. * @param ray defines the ray to test with
  43923. * @returns array of intersected objects
  43924. */
  43925. intersectsRay(ray: Ray): SmartArray<T>;
  43926. /**
  43927. * Adds a mesh into the octree block if it intersects the block
  43928. */
  43929. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43930. /**
  43931. * Adds a submesh into the octree block if it intersects the block
  43932. */
  43933. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43934. }
  43935. }
  43936. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43937. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43938. import { Scene } from "babylonjs/scene";
  43939. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43940. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43941. import { Ray } from "babylonjs/Culling/ray";
  43942. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43943. import { Collider } from "babylonjs/Collisions/collider";
  43944. module "babylonjs/scene" {
  43945. interface Scene {
  43946. /**
  43947. * @hidden
  43948. * Backing Filed
  43949. */
  43950. _selectionOctree: Octree<AbstractMesh>;
  43951. /**
  43952. * Gets the octree used to boost mesh selection (picking)
  43953. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43954. */
  43955. selectionOctree: Octree<AbstractMesh>;
  43956. /**
  43957. * Creates or updates the octree used to boost selection (picking)
  43958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43959. * @param maxCapacity defines the maximum capacity per leaf
  43960. * @param maxDepth defines the maximum depth of the octree
  43961. * @returns an octree of AbstractMesh
  43962. */
  43963. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43964. }
  43965. }
  43966. module "babylonjs/Meshes/abstractMesh" {
  43967. interface AbstractMesh {
  43968. /**
  43969. * @hidden
  43970. * Backing Field
  43971. */
  43972. _submeshesOctree: Octree<SubMesh>;
  43973. /**
  43974. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43975. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43976. * @param maxCapacity defines the maximum size of each block (64 by default)
  43977. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43978. * @returns the new octree
  43979. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43980. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43981. */
  43982. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43983. }
  43984. }
  43985. /**
  43986. * Defines the octree scene component responsible to manage any octrees
  43987. * in a given scene.
  43988. */
  43989. export class OctreeSceneComponent {
  43990. /**
  43991. * The component name help to identify the component in the list of scene components.
  43992. */
  43993. readonly name: string;
  43994. /**
  43995. * The scene the component belongs to.
  43996. */
  43997. scene: Scene;
  43998. /**
  43999. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44000. */
  44001. readonly checksIsEnabled: boolean;
  44002. /**
  44003. * Creates a new instance of the component for the given scene
  44004. * @param scene Defines the scene to register the component in
  44005. */
  44006. constructor(scene: Scene);
  44007. /**
  44008. * Registers the component in a given scene
  44009. */
  44010. register(): void;
  44011. /**
  44012. * Return the list of active meshes
  44013. * @returns the list of active meshes
  44014. */
  44015. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44016. /**
  44017. * Return the list of active sub meshes
  44018. * @param mesh The mesh to get the candidates sub meshes from
  44019. * @returns the list of active sub meshes
  44020. */
  44021. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44022. private _tempRay;
  44023. /**
  44024. * Return the list of sub meshes intersecting with a given local ray
  44025. * @param mesh defines the mesh to find the submesh for
  44026. * @param localRay defines the ray in local space
  44027. * @returns the list of intersecting sub meshes
  44028. */
  44029. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44030. /**
  44031. * Return the list of sub meshes colliding with a collider
  44032. * @param mesh defines the mesh to find the submesh for
  44033. * @param collider defines the collider to evaluate the collision against
  44034. * @returns the list of colliding sub meshes
  44035. */
  44036. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44037. /**
  44038. * Rebuilds the elements related to this component in case of
  44039. * context lost for instance.
  44040. */
  44041. rebuild(): void;
  44042. /**
  44043. * Disposes the component and the associated ressources.
  44044. */
  44045. dispose(): void;
  44046. }
  44047. }
  44048. declare module "babylonjs/Culling/Octrees/index" {
  44049. export * from "babylonjs/Culling/Octrees/octree";
  44050. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44051. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44052. }
  44053. declare module "babylonjs/Culling/index" {
  44054. export * from "babylonjs/Culling/boundingBox";
  44055. export * from "babylonjs/Culling/boundingInfo";
  44056. export * from "babylonjs/Culling/boundingSphere";
  44057. export * from "babylonjs/Culling/Octrees/index";
  44058. export * from "babylonjs/Culling/ray";
  44059. }
  44060. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44061. import { IDisposable, Scene } from "babylonjs/scene";
  44062. import { Nullable } from "babylonjs/types";
  44063. import { Observable } from "babylonjs/Misc/observable";
  44064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44065. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44066. import { Camera } from "babylonjs/Cameras/camera";
  44067. /**
  44068. * Renders a layer on top of an existing scene
  44069. */
  44070. export class UtilityLayerRenderer implements IDisposable {
  44071. /** the original scene that will be rendered on top of */
  44072. originalScene: Scene;
  44073. private _pointerCaptures;
  44074. private _lastPointerEvents;
  44075. private static _DefaultUtilityLayer;
  44076. private static _DefaultKeepDepthUtilityLayer;
  44077. private _sharedGizmoLight;
  44078. private _renderCamera;
  44079. /**
  44080. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44081. * @returns the camera that is used when rendering the utility layer
  44082. */
  44083. getRenderCamera(): Nullable<Camera>;
  44084. /**
  44085. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44086. * @param cam the camera that should be used when rendering the utility layer
  44087. */
  44088. setRenderCamera(cam: Nullable<Camera>): void;
  44089. /**
  44090. * @hidden
  44091. * Light which used by gizmos to get light shading
  44092. */
  44093. _getSharedGizmoLight(): HemisphericLight;
  44094. /**
  44095. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44096. */
  44097. pickUtilitySceneFirst: boolean;
  44098. /**
  44099. * 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)
  44100. */
  44101. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44102. /**
  44103. * 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)
  44104. */
  44105. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44106. /**
  44107. * The scene that is rendered on top of the original scene
  44108. */
  44109. utilityLayerScene: Scene;
  44110. /**
  44111. * If the utility layer should automatically be rendered on top of existing scene
  44112. */
  44113. shouldRender: boolean;
  44114. /**
  44115. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44116. */
  44117. onlyCheckPointerDownEvents: boolean;
  44118. /**
  44119. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44120. */
  44121. processAllEvents: boolean;
  44122. /**
  44123. * Observable raised when the pointer move from the utility layer scene to the main scene
  44124. */
  44125. onPointerOutObservable: Observable<number>;
  44126. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44127. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44128. private _afterRenderObserver;
  44129. private _sceneDisposeObserver;
  44130. private _originalPointerObserver;
  44131. /**
  44132. * Instantiates a UtilityLayerRenderer
  44133. * @param originalScene the original scene that will be rendered on top of
  44134. * @param handleEvents boolean indicating if the utility layer should handle events
  44135. */
  44136. constructor(
  44137. /** the original scene that will be rendered on top of */
  44138. originalScene: Scene, handleEvents?: boolean);
  44139. private _notifyObservers;
  44140. /**
  44141. * Renders the utility layers scene on top of the original scene
  44142. */
  44143. render(): void;
  44144. /**
  44145. * Disposes of the renderer
  44146. */
  44147. dispose(): void;
  44148. private _updateCamera;
  44149. }
  44150. }
  44151. declare module "babylonjs/Gizmos/gizmo" {
  44152. import { Nullable } from "babylonjs/types";
  44153. import { IDisposable } from "babylonjs/scene";
  44154. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44155. import { Mesh } from "babylonjs/Meshes/mesh";
  44156. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44157. /**
  44158. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44159. */
  44160. export class Gizmo implements IDisposable {
  44161. /** The utility layer the gizmo will be added to */
  44162. gizmoLayer: UtilityLayerRenderer;
  44163. /**
  44164. * The root mesh of the gizmo
  44165. */
  44166. _rootMesh: Mesh;
  44167. private _attachedMesh;
  44168. /**
  44169. * Ratio for the scale of the gizmo (Default: 1)
  44170. */
  44171. scaleRatio: number;
  44172. /**
  44173. * If a custom mesh has been set (Default: false)
  44174. */
  44175. protected _customMeshSet: boolean;
  44176. /**
  44177. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44178. * * When set, interactions will be enabled
  44179. */
  44180. attachedMesh: Nullable<AbstractMesh>;
  44181. /**
  44182. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44183. * @param mesh The mesh to replace the default mesh of the gizmo
  44184. */
  44185. setCustomMesh(mesh: Mesh): void;
  44186. /**
  44187. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44188. */
  44189. updateGizmoRotationToMatchAttachedMesh: boolean;
  44190. /**
  44191. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44192. */
  44193. updateGizmoPositionToMatchAttachedMesh: boolean;
  44194. /**
  44195. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44196. */
  44197. updateScale: boolean;
  44198. protected _interactionsEnabled: boolean;
  44199. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44200. private _beforeRenderObserver;
  44201. private _tempVector;
  44202. /**
  44203. * Creates a gizmo
  44204. * @param gizmoLayer The utility layer the gizmo will be added to
  44205. */
  44206. constructor(
  44207. /** The utility layer the gizmo will be added to */
  44208. gizmoLayer?: UtilityLayerRenderer);
  44209. /**
  44210. * Updates the gizmo to match the attached mesh's position/rotation
  44211. */
  44212. protected _update(): void;
  44213. /**
  44214. * Disposes of the gizmo
  44215. */
  44216. dispose(): void;
  44217. }
  44218. }
  44219. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44220. import { Observable } from "babylonjs/Misc/observable";
  44221. import { Nullable } from "babylonjs/types";
  44222. import { Vector3 } from "babylonjs/Maths/math.vector";
  44223. import { Color3 } from "babylonjs/Maths/math.color";
  44224. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44225. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44226. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44227. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44228. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44229. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44230. import { Scene } from "babylonjs/scene";
  44231. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44232. /**
  44233. * Single plane drag gizmo
  44234. */
  44235. export class PlaneDragGizmo extends Gizmo {
  44236. /**
  44237. * Drag behavior responsible for the gizmos dragging interactions
  44238. */
  44239. dragBehavior: PointerDragBehavior;
  44240. private _pointerObserver;
  44241. /**
  44242. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44243. */
  44244. snapDistance: number;
  44245. /**
  44246. * Event that fires each time the gizmo snaps to a new location.
  44247. * * snapDistance is the the change in distance
  44248. */
  44249. onSnapObservable: Observable<{
  44250. snapDistance: number;
  44251. }>;
  44252. private _plane;
  44253. private _coloredMaterial;
  44254. private _hoverMaterial;
  44255. private _isEnabled;
  44256. private _parent;
  44257. /** @hidden */
  44258. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44259. /** @hidden */
  44260. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44261. /**
  44262. * Creates a PlaneDragGizmo
  44263. * @param gizmoLayer The utility layer the gizmo will be added to
  44264. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44265. * @param color The color of the gizmo
  44266. */
  44267. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44268. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44269. /**
  44270. * If the gizmo is enabled
  44271. */
  44272. isEnabled: boolean;
  44273. /**
  44274. * Disposes of the gizmo
  44275. */
  44276. dispose(): void;
  44277. }
  44278. }
  44279. declare module "babylonjs/Gizmos/positionGizmo" {
  44280. import { Observable } from "babylonjs/Misc/observable";
  44281. import { Nullable } from "babylonjs/types";
  44282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44283. import { Mesh } from "babylonjs/Meshes/mesh";
  44284. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44285. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44286. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44287. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44288. /**
  44289. * Gizmo that enables dragging a mesh along 3 axis
  44290. */
  44291. export class PositionGizmo extends Gizmo {
  44292. /**
  44293. * Internal gizmo used for interactions on the x axis
  44294. */
  44295. xGizmo: AxisDragGizmo;
  44296. /**
  44297. * Internal gizmo used for interactions on the y axis
  44298. */
  44299. yGizmo: AxisDragGizmo;
  44300. /**
  44301. * Internal gizmo used for interactions on the z axis
  44302. */
  44303. zGizmo: AxisDragGizmo;
  44304. /**
  44305. * Internal gizmo used for interactions on the yz plane
  44306. */
  44307. xPlaneGizmo: PlaneDragGizmo;
  44308. /**
  44309. * Internal gizmo used for interactions on the xz plane
  44310. */
  44311. yPlaneGizmo: PlaneDragGizmo;
  44312. /**
  44313. * Internal gizmo used for interactions on the xy plane
  44314. */
  44315. zPlaneGizmo: PlaneDragGizmo;
  44316. /**
  44317. * private variables
  44318. */
  44319. private _meshAttached;
  44320. private _updateGizmoRotationToMatchAttachedMesh;
  44321. private _snapDistance;
  44322. private _scaleRatio;
  44323. /** Fires an event when any of it's sub gizmos are dragged */
  44324. onDragStartObservable: Observable<unknown>;
  44325. /** Fires an event when any of it's sub gizmos are released from dragging */
  44326. onDragEndObservable: Observable<unknown>;
  44327. /**
  44328. * If set to true, planar drag is enabled
  44329. */
  44330. private _planarGizmoEnabled;
  44331. attachedMesh: Nullable<AbstractMesh>;
  44332. /**
  44333. * Creates a PositionGizmo
  44334. * @param gizmoLayer The utility layer the gizmo will be added to
  44335. */
  44336. constructor(gizmoLayer?: UtilityLayerRenderer);
  44337. /**
  44338. * If the planar drag gizmo is enabled
  44339. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44340. */
  44341. planarGizmoEnabled: boolean;
  44342. updateGizmoRotationToMatchAttachedMesh: boolean;
  44343. /**
  44344. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44345. */
  44346. snapDistance: number;
  44347. /**
  44348. * Ratio for the scale of the gizmo (Default: 1)
  44349. */
  44350. scaleRatio: number;
  44351. /**
  44352. * Disposes of the gizmo
  44353. */
  44354. dispose(): void;
  44355. /**
  44356. * CustomMeshes are not supported by this gizmo
  44357. * @param mesh The mesh to replace the default mesh of the gizmo
  44358. */
  44359. setCustomMesh(mesh: Mesh): void;
  44360. }
  44361. }
  44362. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44363. import { Observable } from "babylonjs/Misc/observable";
  44364. import { Nullable } from "babylonjs/types";
  44365. import { Vector3 } from "babylonjs/Maths/math.vector";
  44366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44367. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44368. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44369. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44370. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44371. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44372. import { Scene } from "babylonjs/scene";
  44373. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44374. import { Color3 } from "babylonjs/Maths/math.color";
  44375. /**
  44376. * Single axis drag gizmo
  44377. */
  44378. export class AxisDragGizmo extends Gizmo {
  44379. /**
  44380. * Drag behavior responsible for the gizmos dragging interactions
  44381. */
  44382. dragBehavior: PointerDragBehavior;
  44383. private _pointerObserver;
  44384. /**
  44385. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44386. */
  44387. snapDistance: number;
  44388. /**
  44389. * Event that fires each time the gizmo snaps to a new location.
  44390. * * snapDistance is the the change in distance
  44391. */
  44392. onSnapObservable: Observable<{
  44393. snapDistance: number;
  44394. }>;
  44395. private _isEnabled;
  44396. private _parent;
  44397. private _arrow;
  44398. private _coloredMaterial;
  44399. private _hoverMaterial;
  44400. /** @hidden */
  44401. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44402. /** @hidden */
  44403. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44404. /**
  44405. * Creates an AxisDragGizmo
  44406. * @param gizmoLayer The utility layer the gizmo will be added to
  44407. * @param dragAxis The axis which the gizmo will be able to drag on
  44408. * @param color The color of the gizmo
  44409. */
  44410. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44411. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44412. /**
  44413. * If the gizmo is enabled
  44414. */
  44415. isEnabled: boolean;
  44416. /**
  44417. * Disposes of the gizmo
  44418. */
  44419. dispose(): void;
  44420. }
  44421. }
  44422. declare module "babylonjs/Debug/axesViewer" {
  44423. import { Vector3 } from "babylonjs/Maths/math.vector";
  44424. import { Nullable } from "babylonjs/types";
  44425. import { Scene } from "babylonjs/scene";
  44426. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44427. /**
  44428. * The Axes viewer will show 3 axes in a specific point in space
  44429. */
  44430. export class AxesViewer {
  44431. private _xAxis;
  44432. private _yAxis;
  44433. private _zAxis;
  44434. private _scaleLinesFactor;
  44435. private _instanced;
  44436. /**
  44437. * Gets the hosting scene
  44438. */
  44439. scene: Scene;
  44440. /**
  44441. * Gets or sets a number used to scale line length
  44442. */
  44443. scaleLines: number;
  44444. /** Gets the node hierarchy used to render x-axis */
  44445. readonly xAxis: TransformNode;
  44446. /** Gets the node hierarchy used to render y-axis */
  44447. readonly yAxis: TransformNode;
  44448. /** Gets the node hierarchy used to render z-axis */
  44449. readonly zAxis: TransformNode;
  44450. /**
  44451. * Creates a new AxesViewer
  44452. * @param scene defines the hosting scene
  44453. * @param scaleLines defines a number used to scale line length (1 by default)
  44454. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44455. * @param xAxis defines the node hierarchy used to render the x-axis
  44456. * @param yAxis defines the node hierarchy used to render the y-axis
  44457. * @param zAxis defines the node hierarchy used to render the z-axis
  44458. */
  44459. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44460. /**
  44461. * Force the viewer to update
  44462. * @param position defines the position of the viewer
  44463. * @param xaxis defines the x axis of the viewer
  44464. * @param yaxis defines the y axis of the viewer
  44465. * @param zaxis defines the z axis of the viewer
  44466. */
  44467. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44468. /**
  44469. * Creates an instance of this axes viewer.
  44470. * @returns a new axes viewer with instanced meshes
  44471. */
  44472. createInstance(): AxesViewer;
  44473. /** Releases resources */
  44474. dispose(): void;
  44475. private static _SetRenderingGroupId;
  44476. }
  44477. }
  44478. declare module "babylonjs/Debug/boneAxesViewer" {
  44479. import { Nullable } from "babylonjs/types";
  44480. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44481. import { Vector3 } from "babylonjs/Maths/math.vector";
  44482. import { Mesh } from "babylonjs/Meshes/mesh";
  44483. import { Bone } from "babylonjs/Bones/bone";
  44484. import { Scene } from "babylonjs/scene";
  44485. /**
  44486. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44487. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44488. */
  44489. export class BoneAxesViewer extends AxesViewer {
  44490. /**
  44491. * Gets or sets the target mesh where to display the axes viewer
  44492. */
  44493. mesh: Nullable<Mesh>;
  44494. /**
  44495. * Gets or sets the target bone where to display the axes viewer
  44496. */
  44497. bone: Nullable<Bone>;
  44498. /** Gets current position */
  44499. pos: Vector3;
  44500. /** Gets direction of X axis */
  44501. xaxis: Vector3;
  44502. /** Gets direction of Y axis */
  44503. yaxis: Vector3;
  44504. /** Gets direction of Z axis */
  44505. zaxis: Vector3;
  44506. /**
  44507. * Creates a new BoneAxesViewer
  44508. * @param scene defines the hosting scene
  44509. * @param bone defines the target bone
  44510. * @param mesh defines the target mesh
  44511. * @param scaleLines defines a scaling factor for line length (1 by default)
  44512. */
  44513. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44514. /**
  44515. * Force the viewer to update
  44516. */
  44517. update(): void;
  44518. /** Releases resources */
  44519. dispose(): void;
  44520. }
  44521. }
  44522. declare module "babylonjs/Debug/debugLayer" {
  44523. import { Scene } from "babylonjs/scene";
  44524. /**
  44525. * Interface used to define scene explorer extensibility option
  44526. */
  44527. export interface IExplorerExtensibilityOption {
  44528. /**
  44529. * Define the option label
  44530. */
  44531. label: string;
  44532. /**
  44533. * Defines the action to execute on click
  44534. */
  44535. action: (entity: any) => void;
  44536. }
  44537. /**
  44538. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44539. */
  44540. export interface IExplorerExtensibilityGroup {
  44541. /**
  44542. * Defines a predicate to test if a given type mut be extended
  44543. */
  44544. predicate: (entity: any) => boolean;
  44545. /**
  44546. * Gets the list of options added to a type
  44547. */
  44548. entries: IExplorerExtensibilityOption[];
  44549. }
  44550. /**
  44551. * Interface used to define the options to use to create the Inspector
  44552. */
  44553. export interface IInspectorOptions {
  44554. /**
  44555. * Display in overlay mode (default: false)
  44556. */
  44557. overlay?: boolean;
  44558. /**
  44559. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44560. */
  44561. globalRoot?: HTMLElement;
  44562. /**
  44563. * Display the Scene explorer
  44564. */
  44565. showExplorer?: boolean;
  44566. /**
  44567. * Display the property inspector
  44568. */
  44569. showInspector?: boolean;
  44570. /**
  44571. * Display in embed mode (both panes on the right)
  44572. */
  44573. embedMode?: boolean;
  44574. /**
  44575. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44576. */
  44577. handleResize?: boolean;
  44578. /**
  44579. * Allow the panes to popup (default: true)
  44580. */
  44581. enablePopup?: boolean;
  44582. /**
  44583. * Allow the panes to be closed by users (default: true)
  44584. */
  44585. enableClose?: boolean;
  44586. /**
  44587. * Optional list of extensibility entries
  44588. */
  44589. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44590. /**
  44591. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44592. */
  44593. inspectorURL?: string;
  44594. }
  44595. module "babylonjs/scene" {
  44596. interface Scene {
  44597. /**
  44598. * @hidden
  44599. * Backing field
  44600. */
  44601. _debugLayer: DebugLayer;
  44602. /**
  44603. * Gets the debug layer (aka Inspector) associated with the scene
  44604. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44605. */
  44606. debugLayer: DebugLayer;
  44607. }
  44608. }
  44609. /**
  44610. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44611. * what is happening in your scene
  44612. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44613. */
  44614. export class DebugLayer {
  44615. /**
  44616. * Define the url to get the inspector script from.
  44617. * By default it uses the babylonjs CDN.
  44618. * @ignoreNaming
  44619. */
  44620. static InspectorURL: string;
  44621. private _scene;
  44622. private BJSINSPECTOR;
  44623. private _onPropertyChangedObservable?;
  44624. /**
  44625. * Observable triggered when a property is changed through the inspector.
  44626. */
  44627. readonly onPropertyChangedObservable: any;
  44628. /**
  44629. * Instantiates a new debug layer.
  44630. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44631. * what is happening in your scene
  44632. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44633. * @param scene Defines the scene to inspect
  44634. */
  44635. constructor(scene: Scene);
  44636. /** Creates the inspector window. */
  44637. private _createInspector;
  44638. /**
  44639. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44640. * @param entity defines the entity to select
  44641. * @param lineContainerTitle defines the specific block to highlight
  44642. */
  44643. select(entity: any, lineContainerTitle?: string): void;
  44644. /** Get the inspector from bundle or global */
  44645. private _getGlobalInspector;
  44646. /**
  44647. * Get if the inspector is visible or not.
  44648. * @returns true if visible otherwise, false
  44649. */
  44650. isVisible(): boolean;
  44651. /**
  44652. * Hide the inspector and close its window.
  44653. */
  44654. hide(): void;
  44655. /**
  44656. * Launch the debugLayer.
  44657. * @param config Define the configuration of the inspector
  44658. * @return a promise fulfilled when the debug layer is visible
  44659. */
  44660. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44661. }
  44662. }
  44663. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44664. import { Nullable } from "babylonjs/types";
  44665. import { Scene } from "babylonjs/scene";
  44666. import { Vector4 } from "babylonjs/Maths/math.vector";
  44667. import { Color4 } from "babylonjs/Maths/math.color";
  44668. import { Mesh } from "babylonjs/Meshes/mesh";
  44669. /**
  44670. * Class containing static functions to help procedurally build meshes
  44671. */
  44672. export class BoxBuilder {
  44673. /**
  44674. * Creates a box mesh
  44675. * * The parameter `size` sets the size (float) of each box side (default 1)
  44676. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44677. * * 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)
  44678. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44679. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44680. * * If you create a double-sided mesh, you can choose what parts of 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
  44681. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44682. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44683. * @param name defines the name of the mesh
  44684. * @param options defines the options used to create the mesh
  44685. * @param scene defines the hosting scene
  44686. * @returns the box mesh
  44687. */
  44688. static CreateBox(name: string, options: {
  44689. size?: number;
  44690. width?: number;
  44691. height?: number;
  44692. depth?: number;
  44693. faceUV?: Vector4[];
  44694. faceColors?: Color4[];
  44695. sideOrientation?: number;
  44696. frontUVs?: Vector4;
  44697. backUVs?: Vector4;
  44698. wrap?: boolean;
  44699. topBaseAt?: number;
  44700. bottomBaseAt?: number;
  44701. updatable?: boolean;
  44702. }, scene?: Nullable<Scene>): Mesh;
  44703. }
  44704. }
  44705. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44706. import { Vector4 } from "babylonjs/Maths/math.vector";
  44707. import { Mesh } from "babylonjs/Meshes/mesh";
  44708. /**
  44709. * Class containing static functions to help procedurally build meshes
  44710. */
  44711. export class SphereBuilder {
  44712. /**
  44713. * Creates a sphere mesh
  44714. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44715. * * 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`)
  44716. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44717. * * 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
  44718. * * 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)
  44719. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44720. * * If you create a double-sided mesh, you can choose what parts of 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
  44721. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44722. * @param name defines the name of the mesh
  44723. * @param options defines the options used to create the mesh
  44724. * @param scene defines the hosting scene
  44725. * @returns the sphere mesh
  44726. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44727. */
  44728. static CreateSphere(name: string, options: {
  44729. segments?: number;
  44730. diameter?: number;
  44731. diameterX?: number;
  44732. diameterY?: number;
  44733. diameterZ?: number;
  44734. arc?: number;
  44735. slice?: number;
  44736. sideOrientation?: number;
  44737. frontUVs?: Vector4;
  44738. backUVs?: Vector4;
  44739. updatable?: boolean;
  44740. }, scene: any): Mesh;
  44741. }
  44742. }
  44743. declare module "babylonjs/Debug/physicsViewer" {
  44744. import { Nullable } from "babylonjs/types";
  44745. import { Scene } from "babylonjs/scene";
  44746. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44747. import { Mesh } from "babylonjs/Meshes/mesh";
  44748. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44749. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44750. /**
  44751. * Used to show the physics impostor around the specific mesh
  44752. */
  44753. export class PhysicsViewer {
  44754. /** @hidden */
  44755. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44756. /** @hidden */
  44757. protected _meshes: Array<Nullable<AbstractMesh>>;
  44758. /** @hidden */
  44759. protected _scene: Nullable<Scene>;
  44760. /** @hidden */
  44761. protected _numMeshes: number;
  44762. /** @hidden */
  44763. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44764. private _renderFunction;
  44765. private _utilityLayer;
  44766. private _debugBoxMesh;
  44767. private _debugSphereMesh;
  44768. private _debugCylinderMesh;
  44769. private _debugMaterial;
  44770. private _debugMeshMeshes;
  44771. /**
  44772. * Creates a new PhysicsViewer
  44773. * @param scene defines the hosting scene
  44774. */
  44775. constructor(scene: Scene);
  44776. /** @hidden */
  44777. protected _updateDebugMeshes(): void;
  44778. /**
  44779. * Renders a specified physic impostor
  44780. * @param impostor defines the impostor to render
  44781. * @param targetMesh defines the mesh represented by the impostor
  44782. * @returns the new debug mesh used to render the impostor
  44783. */
  44784. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44785. /**
  44786. * Hides a specified physic impostor
  44787. * @param impostor defines the impostor to hide
  44788. */
  44789. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44790. private _getDebugMaterial;
  44791. private _getDebugBoxMesh;
  44792. private _getDebugSphereMesh;
  44793. private _getDebugCylinderMesh;
  44794. private _getDebugMeshMesh;
  44795. private _getDebugMesh;
  44796. /** Releases all resources */
  44797. dispose(): void;
  44798. }
  44799. }
  44800. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44801. import { Vector3 } from "babylonjs/Maths/math.vector";
  44802. import { Color4 } from "babylonjs/Maths/math.color";
  44803. import { Nullable } from "babylonjs/types";
  44804. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44805. import { Scene } from "babylonjs/scene";
  44806. /**
  44807. * Class containing static functions to help procedurally build meshes
  44808. */
  44809. export class LinesBuilder {
  44810. /**
  44811. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44812. * * 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
  44813. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44814. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44815. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44816. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44817. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44818. * * 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
  44819. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44820. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44821. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44822. * @param name defines the name of the new line system
  44823. * @param options defines the options used to create the line system
  44824. * @param scene defines the hosting scene
  44825. * @returns a new line system mesh
  44826. */
  44827. static CreateLineSystem(name: string, options: {
  44828. lines: Vector3[][];
  44829. updatable?: boolean;
  44830. instance?: Nullable<LinesMesh>;
  44831. colors?: Nullable<Color4[][]>;
  44832. useVertexAlpha?: boolean;
  44833. }, scene: Nullable<Scene>): LinesMesh;
  44834. /**
  44835. * Creates a line mesh
  44836. * 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
  44837. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44838. * * The parameter `points` is an array successive Vector3
  44839. * * 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
  44840. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44841. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44842. * * When updating an instance, remember that only point positions can change, not the number of points
  44843. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44844. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44845. * @param name defines the name of the new line system
  44846. * @param options defines the options used to create the line system
  44847. * @param scene defines the hosting scene
  44848. * @returns a new line mesh
  44849. */
  44850. static CreateLines(name: string, options: {
  44851. points: Vector3[];
  44852. updatable?: boolean;
  44853. instance?: Nullable<LinesMesh>;
  44854. colors?: Color4[];
  44855. useVertexAlpha?: boolean;
  44856. }, scene?: Nullable<Scene>): LinesMesh;
  44857. /**
  44858. * Creates a dashed line mesh
  44859. * * 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
  44860. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44861. * * The parameter `points` is an array successive Vector3
  44862. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44863. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44864. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44865. * * 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
  44866. * * When updating an instance, remember that only point positions can change, not the number of points
  44867. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44868. * @param name defines the name of the mesh
  44869. * @param options defines the options used to create the mesh
  44870. * @param scene defines the hosting scene
  44871. * @returns the dashed line mesh
  44872. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44873. */
  44874. static CreateDashedLines(name: string, options: {
  44875. points: Vector3[];
  44876. dashSize?: number;
  44877. gapSize?: number;
  44878. dashNb?: number;
  44879. updatable?: boolean;
  44880. instance?: LinesMesh;
  44881. }, scene?: Nullable<Scene>): LinesMesh;
  44882. }
  44883. }
  44884. declare module "babylonjs/Debug/rayHelper" {
  44885. import { Nullable } from "babylonjs/types";
  44886. import { Ray } from "babylonjs/Culling/ray";
  44887. import { Vector3 } from "babylonjs/Maths/math.vector";
  44888. import { Color3 } from "babylonjs/Maths/math.color";
  44889. import { Scene } from "babylonjs/scene";
  44890. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44891. import "babylonjs/Meshes/Builders/linesBuilder";
  44892. /**
  44893. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44894. * in order to better appreciate the issue one might have.
  44895. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44896. */
  44897. export class RayHelper {
  44898. /**
  44899. * Defines the ray we are currently tryin to visualize.
  44900. */
  44901. ray: Nullable<Ray>;
  44902. private _renderPoints;
  44903. private _renderLine;
  44904. private _renderFunction;
  44905. private _scene;
  44906. private _updateToMeshFunction;
  44907. private _attachedToMesh;
  44908. private _meshSpaceDirection;
  44909. private _meshSpaceOrigin;
  44910. /**
  44911. * Helper function to create a colored helper in a scene in one line.
  44912. * @param ray Defines the ray we are currently tryin to visualize
  44913. * @param scene Defines the scene the ray is used in
  44914. * @param color Defines the color we want to see the ray in
  44915. * @returns The newly created ray helper.
  44916. */
  44917. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44918. /**
  44919. * Instantiate a new ray helper.
  44920. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44921. * in order to better appreciate the issue one might have.
  44922. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44923. * @param ray Defines the ray we are currently tryin to visualize
  44924. */
  44925. constructor(ray: Ray);
  44926. /**
  44927. * Shows the ray we are willing to debug.
  44928. * @param scene Defines the scene the ray needs to be rendered in
  44929. * @param color Defines the color the ray needs to be rendered in
  44930. */
  44931. show(scene: Scene, color?: Color3): void;
  44932. /**
  44933. * Hides the ray we are debugging.
  44934. */
  44935. hide(): void;
  44936. private _render;
  44937. /**
  44938. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44939. * @param mesh Defines the mesh we want the helper attached to
  44940. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44941. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44942. * @param length Defines the length of the ray
  44943. */
  44944. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44945. /**
  44946. * Detach the ray helper from the mesh it has previously been attached to.
  44947. */
  44948. detachFromMesh(): void;
  44949. private _updateToMesh;
  44950. /**
  44951. * Dispose the helper and release its associated resources.
  44952. */
  44953. dispose(): void;
  44954. }
  44955. }
  44956. declare module "babylonjs/Debug/skeletonViewer" {
  44957. import { Color3 } from "babylonjs/Maths/math.color";
  44958. import { Scene } from "babylonjs/scene";
  44959. import { Nullable } from "babylonjs/types";
  44960. import { Skeleton } from "babylonjs/Bones/skeleton";
  44961. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44962. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44963. /**
  44964. * Class used to render a debug view of a given skeleton
  44965. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44966. */
  44967. export class SkeletonViewer {
  44968. /** defines the skeleton to render */
  44969. skeleton: Skeleton;
  44970. /** defines the mesh attached to the skeleton */
  44971. mesh: AbstractMesh;
  44972. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44973. autoUpdateBonesMatrices: boolean;
  44974. /** defines the rendering group id to use with the viewer */
  44975. renderingGroupId: number;
  44976. /** Gets or sets the color used to render the skeleton */
  44977. color: Color3;
  44978. private _scene;
  44979. private _debugLines;
  44980. private _debugMesh;
  44981. private _isEnabled;
  44982. private _renderFunction;
  44983. private _utilityLayer;
  44984. /**
  44985. * Returns the mesh used to render the bones
  44986. */
  44987. readonly debugMesh: Nullable<LinesMesh>;
  44988. /**
  44989. * Creates a new SkeletonViewer
  44990. * @param skeleton defines the skeleton to render
  44991. * @param mesh defines the mesh attached to the skeleton
  44992. * @param scene defines the hosting scene
  44993. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44994. * @param renderingGroupId defines the rendering group id to use with the viewer
  44995. */
  44996. constructor(
  44997. /** defines the skeleton to render */
  44998. skeleton: Skeleton,
  44999. /** defines the mesh attached to the skeleton */
  45000. mesh: AbstractMesh, scene: Scene,
  45001. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45002. autoUpdateBonesMatrices?: boolean,
  45003. /** defines the rendering group id to use with the viewer */
  45004. renderingGroupId?: number);
  45005. /** Gets or sets a boolean indicating if the viewer is enabled */
  45006. isEnabled: boolean;
  45007. private _getBonePosition;
  45008. private _getLinesForBonesWithLength;
  45009. private _getLinesForBonesNoLength;
  45010. /** Update the viewer to sync with current skeleton state */
  45011. update(): void;
  45012. /** Release associated resources */
  45013. dispose(): void;
  45014. }
  45015. }
  45016. declare module "babylonjs/Debug/index" {
  45017. export * from "babylonjs/Debug/axesViewer";
  45018. export * from "babylonjs/Debug/boneAxesViewer";
  45019. export * from "babylonjs/Debug/debugLayer";
  45020. export * from "babylonjs/Debug/physicsViewer";
  45021. export * from "babylonjs/Debug/rayHelper";
  45022. export * from "babylonjs/Debug/skeletonViewer";
  45023. }
  45024. declare module "babylonjs/Engines/nullEngine" {
  45025. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45026. import { Scene } from "babylonjs/scene";
  45027. import { Engine } from "babylonjs/Engines/engine";
  45028. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45029. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45030. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45031. import { Effect } from "babylonjs/Materials/effect";
  45032. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45033. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45034. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45035. /**
  45036. * Options to create the null engine
  45037. */
  45038. export class NullEngineOptions {
  45039. /**
  45040. * Render width (Default: 512)
  45041. */
  45042. renderWidth: number;
  45043. /**
  45044. * Render height (Default: 256)
  45045. */
  45046. renderHeight: number;
  45047. /**
  45048. * Texture size (Default: 512)
  45049. */
  45050. textureSize: number;
  45051. /**
  45052. * If delta time between frames should be constant
  45053. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45054. */
  45055. deterministicLockstep: boolean;
  45056. /**
  45057. * Maximum about of steps between frames (Default: 4)
  45058. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45059. */
  45060. lockstepMaxSteps: number;
  45061. }
  45062. /**
  45063. * The null engine class provides support for headless version of babylon.js.
  45064. * This can be used in server side scenario or for testing purposes
  45065. */
  45066. export class NullEngine extends Engine {
  45067. private _options;
  45068. /**
  45069. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45070. */
  45071. isDeterministicLockStep(): boolean;
  45072. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45073. getLockstepMaxSteps(): number;
  45074. /**
  45075. * Sets hardware scaling, used to save performance if needed
  45076. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45077. */
  45078. getHardwareScalingLevel(): number;
  45079. constructor(options?: NullEngineOptions);
  45080. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45081. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45082. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45083. getRenderWidth(useScreen?: boolean): number;
  45084. getRenderHeight(useScreen?: boolean): number;
  45085. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45086. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45087. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45088. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45089. bindSamplers(effect: Effect): void;
  45090. enableEffect(effect: Effect): void;
  45091. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45092. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45093. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45094. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45095. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45096. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45097. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45098. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45099. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45100. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45101. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45102. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45103. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45104. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45105. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45106. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45107. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45108. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45109. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45110. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45111. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45112. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45113. bindBuffers(vertexBuffers: {
  45114. [key: string]: VertexBuffer;
  45115. }, indexBuffer: DataBuffer, effect: Effect): void;
  45116. wipeCaches(bruteForce?: boolean): void;
  45117. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45118. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45119. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45120. /** @hidden */
  45121. _createTexture(): WebGLTexture;
  45122. /** @hidden */
  45123. _releaseTexture(texture: InternalTexture): void;
  45124. 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;
  45125. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45126. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45127. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45128. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45129. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45130. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45131. areAllEffectsReady(): boolean;
  45132. /**
  45133. * @hidden
  45134. * Get the current error code of the webGL context
  45135. * @returns the error code
  45136. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45137. */
  45138. getError(): number;
  45139. /** @hidden */
  45140. _getUnpackAlignement(): number;
  45141. /** @hidden */
  45142. _unpackFlipY(value: boolean): void;
  45143. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45144. /**
  45145. * Updates a dynamic vertex buffer.
  45146. * @param vertexBuffer the vertex buffer to update
  45147. * @param data the data used to update the vertex buffer
  45148. * @param byteOffset the byte offset of the data (optional)
  45149. * @param byteLength the byte length of the data (optional)
  45150. */
  45151. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45152. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45153. /** @hidden */
  45154. _bindTexture(channel: number, texture: InternalTexture): void;
  45155. /** @hidden */
  45156. _releaseBuffer(buffer: DataBuffer): boolean;
  45157. releaseEffects(): void;
  45158. displayLoadingUI(): void;
  45159. hideLoadingUI(): void;
  45160. /** @hidden */
  45161. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45162. /** @hidden */
  45163. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45164. /** @hidden */
  45165. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45166. /** @hidden */
  45167. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45168. }
  45169. }
  45170. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45171. import { Nullable, int } from "babylonjs/types";
  45172. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45173. /** @hidden */
  45174. export class _OcclusionDataStorage {
  45175. /** @hidden */
  45176. occlusionInternalRetryCounter: number;
  45177. /** @hidden */
  45178. isOcclusionQueryInProgress: boolean;
  45179. /** @hidden */
  45180. isOccluded: boolean;
  45181. /** @hidden */
  45182. occlusionRetryCount: number;
  45183. /** @hidden */
  45184. occlusionType: number;
  45185. /** @hidden */
  45186. occlusionQueryAlgorithmType: number;
  45187. }
  45188. module "babylonjs/Engines/engine" {
  45189. interface Engine {
  45190. /**
  45191. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45192. * @return the new query
  45193. */
  45194. createQuery(): WebGLQuery;
  45195. /**
  45196. * Delete and release a webGL query
  45197. * @param query defines the query to delete
  45198. * @return the current engine
  45199. */
  45200. deleteQuery(query: WebGLQuery): Engine;
  45201. /**
  45202. * Check if a given query has resolved and got its value
  45203. * @param query defines the query to check
  45204. * @returns true if the query got its value
  45205. */
  45206. isQueryResultAvailable(query: WebGLQuery): boolean;
  45207. /**
  45208. * Gets the value of a given query
  45209. * @param query defines the query to check
  45210. * @returns the value of the query
  45211. */
  45212. getQueryResult(query: WebGLQuery): number;
  45213. /**
  45214. * Initiates an occlusion query
  45215. * @param algorithmType defines the algorithm to use
  45216. * @param query defines the query to use
  45217. * @returns the current engine
  45218. * @see http://doc.babylonjs.com/features/occlusionquery
  45219. */
  45220. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45221. /**
  45222. * Ends an occlusion query
  45223. * @see http://doc.babylonjs.com/features/occlusionquery
  45224. * @param algorithmType defines the algorithm to use
  45225. * @returns the current engine
  45226. */
  45227. endOcclusionQuery(algorithmType: number): Engine;
  45228. /**
  45229. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45230. * Please note that only one query can be issued at a time
  45231. * @returns a time token used to track the time span
  45232. */
  45233. startTimeQuery(): Nullable<_TimeToken>;
  45234. /**
  45235. * Ends a time query
  45236. * @param token defines the token used to measure the time span
  45237. * @returns the time spent (in ns)
  45238. */
  45239. endTimeQuery(token: _TimeToken): int;
  45240. /** @hidden */
  45241. _currentNonTimestampToken: Nullable<_TimeToken>;
  45242. /** @hidden */
  45243. _createTimeQuery(): WebGLQuery;
  45244. /** @hidden */
  45245. _deleteTimeQuery(query: WebGLQuery): void;
  45246. /** @hidden */
  45247. _getGlAlgorithmType(algorithmType: number): number;
  45248. /** @hidden */
  45249. _getTimeQueryResult(query: WebGLQuery): any;
  45250. /** @hidden */
  45251. _getTimeQueryAvailability(query: WebGLQuery): any;
  45252. }
  45253. }
  45254. module "babylonjs/Meshes/abstractMesh" {
  45255. interface AbstractMesh {
  45256. /**
  45257. * Backing filed
  45258. * @hidden
  45259. */
  45260. __occlusionDataStorage: _OcclusionDataStorage;
  45261. /**
  45262. * Access property
  45263. * @hidden
  45264. */
  45265. _occlusionDataStorage: _OcclusionDataStorage;
  45266. /**
  45267. * 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.
  45268. * The default value is -1 which means don't break the query and wait till the result
  45269. * @see http://doc.babylonjs.com/features/occlusionquery
  45270. */
  45271. occlusionRetryCount: number;
  45272. /**
  45273. * 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:
  45274. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45275. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45276. * * 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.
  45277. * @see http://doc.babylonjs.com/features/occlusionquery
  45278. */
  45279. occlusionType: number;
  45280. /**
  45281. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45282. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45283. * * 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.
  45284. * @see http://doc.babylonjs.com/features/occlusionquery
  45285. */
  45286. occlusionQueryAlgorithmType: number;
  45287. /**
  45288. * 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
  45289. * @see http://doc.babylonjs.com/features/occlusionquery
  45290. */
  45291. isOccluded: boolean;
  45292. /**
  45293. * Flag to check the progress status of the query
  45294. * @see http://doc.babylonjs.com/features/occlusionquery
  45295. */
  45296. isOcclusionQueryInProgress: boolean;
  45297. }
  45298. }
  45299. }
  45300. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45301. import { Nullable } from "babylonjs/types";
  45302. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45303. /** @hidden */
  45304. export var _forceTransformFeedbackToBundle: boolean;
  45305. module "babylonjs/Engines/engine" {
  45306. interface Engine {
  45307. /**
  45308. * Creates a webGL transform feedback object
  45309. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45310. * @returns the webGL transform feedback object
  45311. */
  45312. createTransformFeedback(): WebGLTransformFeedback;
  45313. /**
  45314. * Delete a webGL transform feedback object
  45315. * @param value defines the webGL transform feedback object to delete
  45316. */
  45317. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45318. /**
  45319. * Bind a webGL transform feedback object to the webgl context
  45320. * @param value defines the webGL transform feedback object to bind
  45321. */
  45322. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45323. /**
  45324. * Begins a transform feedback operation
  45325. * @param usePoints defines if points or triangles must be used
  45326. */
  45327. beginTransformFeedback(usePoints: boolean): void;
  45328. /**
  45329. * Ends a transform feedback operation
  45330. */
  45331. endTransformFeedback(): void;
  45332. /**
  45333. * Specify the varyings to use with transform feedback
  45334. * @param program defines the associated webGL program
  45335. * @param value defines the list of strings representing the varying names
  45336. */
  45337. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45338. /**
  45339. * Bind a webGL buffer for a transform feedback operation
  45340. * @param value defines the webGL buffer to bind
  45341. */
  45342. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45343. }
  45344. }
  45345. }
  45346. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45347. import { Scene } from "babylonjs/scene";
  45348. import { Engine } from "babylonjs/Engines/engine";
  45349. import { Texture } from "babylonjs/Materials/Textures/texture";
  45350. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45351. import "babylonjs/Engines/Extensions/engine.multiRender";
  45352. /**
  45353. * Creation options of the multi render target texture.
  45354. */
  45355. export interface IMultiRenderTargetOptions {
  45356. /**
  45357. * Define if the texture needs to create mip maps after render.
  45358. */
  45359. generateMipMaps?: boolean;
  45360. /**
  45361. * Define the types of all the draw buffers we want to create
  45362. */
  45363. types?: number[];
  45364. /**
  45365. * Define the sampling modes of all the draw buffers we want to create
  45366. */
  45367. samplingModes?: number[];
  45368. /**
  45369. * Define if a depth buffer is required
  45370. */
  45371. generateDepthBuffer?: boolean;
  45372. /**
  45373. * Define if a stencil buffer is required
  45374. */
  45375. generateStencilBuffer?: boolean;
  45376. /**
  45377. * Define if a depth texture is required instead of a depth buffer
  45378. */
  45379. generateDepthTexture?: boolean;
  45380. /**
  45381. * Define the number of desired draw buffers
  45382. */
  45383. textureCount?: number;
  45384. /**
  45385. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45386. */
  45387. doNotChangeAspectRatio?: boolean;
  45388. /**
  45389. * Define the default type of the buffers we are creating
  45390. */
  45391. defaultType?: number;
  45392. }
  45393. /**
  45394. * A multi render target, like a render target provides the ability to render to a texture.
  45395. * Unlike the render target, it can render to several draw buffers in one draw.
  45396. * This is specially interesting in deferred rendering or for any effects requiring more than
  45397. * just one color from a single pass.
  45398. */
  45399. export class MultiRenderTarget extends RenderTargetTexture {
  45400. private _internalTextures;
  45401. private _textures;
  45402. private _multiRenderTargetOptions;
  45403. /**
  45404. * Get if draw buffers are currently supported by the used hardware and browser.
  45405. */
  45406. readonly isSupported: boolean;
  45407. /**
  45408. * Get the list of textures generated by the multi render target.
  45409. */
  45410. readonly textures: Texture[];
  45411. /**
  45412. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45413. */
  45414. readonly depthTexture: Texture;
  45415. /**
  45416. * Set the wrapping mode on U of all the textures we are rendering to.
  45417. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45418. */
  45419. wrapU: number;
  45420. /**
  45421. * Set the wrapping mode on V of all the textures we are rendering to.
  45422. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45423. */
  45424. wrapV: number;
  45425. /**
  45426. * Instantiate a new multi render target texture.
  45427. * A multi render target, like a render target provides the ability to render to a texture.
  45428. * Unlike the render target, it can render to several draw buffers in one draw.
  45429. * This is specially interesting in deferred rendering or for any effects requiring more than
  45430. * just one color from a single pass.
  45431. * @param name Define the name of the texture
  45432. * @param size Define the size of the buffers to render to
  45433. * @param count Define the number of target we are rendering into
  45434. * @param scene Define the scene the texture belongs to
  45435. * @param options Define the options used to create the multi render target
  45436. */
  45437. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45438. /** @hidden */
  45439. _rebuild(): void;
  45440. private _createInternalTextures;
  45441. private _createTextures;
  45442. /**
  45443. * Define the number of samples used if MSAA is enabled.
  45444. */
  45445. samples: number;
  45446. /**
  45447. * Resize all the textures in the multi render target.
  45448. * Be carrefull as it will recreate all the data in the new texture.
  45449. * @param size Define the new size
  45450. */
  45451. resize(size: any): void;
  45452. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45453. /**
  45454. * Dispose the render targets and their associated resources
  45455. */
  45456. dispose(): void;
  45457. /**
  45458. * Release all the underlying texture used as draw buffers.
  45459. */
  45460. releaseInternalTextures(): void;
  45461. }
  45462. }
  45463. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45464. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45465. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45466. import { Nullable } from "babylonjs/types";
  45467. module "babylonjs/Engines/engine" {
  45468. interface Engine {
  45469. /**
  45470. * Unbind a list of render target textures from the webGL context
  45471. * This is used only when drawBuffer extension or webGL2 are active
  45472. * @param textures defines the render target textures to unbind
  45473. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45474. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45475. */
  45476. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45477. /**
  45478. * Create a multi render target texture
  45479. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45480. * @param size defines the size of the texture
  45481. * @param options defines the creation options
  45482. * @returns the cube texture as an InternalTexture
  45483. */
  45484. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45485. /**
  45486. * Update the sample count for a given multiple render target texture
  45487. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45488. * @param textures defines the textures to update
  45489. * @param samples defines the sample count to set
  45490. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45491. */
  45492. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45493. }
  45494. }
  45495. }
  45496. declare module "babylonjs/Engines/Extensions/index" {
  45497. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45498. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45499. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45500. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45501. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45502. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45503. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45504. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45505. }
  45506. declare module "babylonjs/Engines/index" {
  45507. export * from "babylonjs/Engines/constants";
  45508. export * from "babylonjs/Engines/engine";
  45509. export * from "babylonjs/Engines/engineStore";
  45510. export * from "babylonjs/Engines/nullEngine";
  45511. export * from "babylonjs/Engines/Extensions/index";
  45512. export * from "babylonjs/Engines/IPipelineContext";
  45513. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45514. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45515. }
  45516. declare module "babylonjs/Events/clipboardEvents" {
  45517. /**
  45518. * Gather the list of clipboard event types as constants.
  45519. */
  45520. export class ClipboardEventTypes {
  45521. /**
  45522. * The clipboard event is fired when a copy command is active (pressed).
  45523. */
  45524. static readonly COPY: number;
  45525. /**
  45526. * The clipboard event is fired when a cut command is active (pressed).
  45527. */
  45528. static readonly CUT: number;
  45529. /**
  45530. * The clipboard event is fired when a paste command is active (pressed).
  45531. */
  45532. static readonly PASTE: number;
  45533. }
  45534. /**
  45535. * This class is used to store clipboard related info for the onClipboardObservable event.
  45536. */
  45537. export class ClipboardInfo {
  45538. /**
  45539. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45540. */
  45541. type: number;
  45542. /**
  45543. * Defines the related dom event
  45544. */
  45545. event: ClipboardEvent;
  45546. /**
  45547. *Creates an instance of ClipboardInfo.
  45548. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45549. * @param event Defines the related dom event
  45550. */
  45551. constructor(
  45552. /**
  45553. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45554. */
  45555. type: number,
  45556. /**
  45557. * Defines the related dom event
  45558. */
  45559. event: ClipboardEvent);
  45560. /**
  45561. * Get the clipboard event's type from the keycode.
  45562. * @param keyCode Defines the keyCode for the current keyboard event.
  45563. * @return {number}
  45564. */
  45565. static GetTypeFromCharacter(keyCode: number): number;
  45566. }
  45567. }
  45568. declare module "babylonjs/Events/index" {
  45569. export * from "babylonjs/Events/keyboardEvents";
  45570. export * from "babylonjs/Events/pointerEvents";
  45571. export * from "babylonjs/Events/clipboardEvents";
  45572. }
  45573. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45574. import { Scene } from "babylonjs/scene";
  45575. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45576. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45577. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45578. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45579. /**
  45580. * Google Daydream controller
  45581. */
  45582. export class DaydreamController extends WebVRController {
  45583. /**
  45584. * Base Url for the controller model.
  45585. */
  45586. static MODEL_BASE_URL: string;
  45587. /**
  45588. * File name for the controller model.
  45589. */
  45590. static MODEL_FILENAME: string;
  45591. /**
  45592. * Gamepad Id prefix used to identify Daydream Controller.
  45593. */
  45594. static readonly GAMEPAD_ID_PREFIX: string;
  45595. /**
  45596. * Creates a new DaydreamController from a gamepad
  45597. * @param vrGamepad the gamepad that the controller should be created from
  45598. */
  45599. constructor(vrGamepad: any);
  45600. /**
  45601. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45602. * @param scene scene in which to add meshes
  45603. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45604. */
  45605. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45606. /**
  45607. * Called once for each button that changed state since the last frame
  45608. * @param buttonIdx Which button index changed
  45609. * @param state New state of the button
  45610. * @param changes Which properties on the state changed since last frame
  45611. */
  45612. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45613. }
  45614. }
  45615. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45616. import { Scene } from "babylonjs/scene";
  45617. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45618. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45619. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45620. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45621. /**
  45622. * Gear VR Controller
  45623. */
  45624. export class GearVRController extends WebVRController {
  45625. /**
  45626. * Base Url for the controller model.
  45627. */
  45628. static MODEL_BASE_URL: string;
  45629. /**
  45630. * File name for the controller model.
  45631. */
  45632. static MODEL_FILENAME: string;
  45633. /**
  45634. * Gamepad Id prefix used to identify this controller.
  45635. */
  45636. static readonly GAMEPAD_ID_PREFIX: string;
  45637. private readonly _buttonIndexToObservableNameMap;
  45638. /**
  45639. * Creates a new GearVRController from a gamepad
  45640. * @param vrGamepad the gamepad that the controller should be created from
  45641. */
  45642. constructor(vrGamepad: any);
  45643. /**
  45644. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45645. * @param scene scene in which to add meshes
  45646. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45647. */
  45648. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45649. /**
  45650. * Called once for each button that changed state since the last frame
  45651. * @param buttonIdx Which button index changed
  45652. * @param state New state of the button
  45653. * @param changes Which properties on the state changed since last frame
  45654. */
  45655. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45656. }
  45657. }
  45658. declare module "babylonjs/Gamepads/Controllers/index" {
  45659. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45660. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45661. export * from "babylonjs/Gamepads/Controllers/genericController";
  45662. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45663. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45664. export * from "babylonjs/Gamepads/Controllers/viveController";
  45665. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45666. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45667. }
  45668. declare module "babylonjs/Gamepads/index" {
  45669. export * from "babylonjs/Gamepads/Controllers/index";
  45670. export * from "babylonjs/Gamepads/gamepad";
  45671. export * from "babylonjs/Gamepads/gamepadManager";
  45672. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45673. export * from "babylonjs/Gamepads/xboxGamepad";
  45674. export * from "babylonjs/Gamepads/dualShockGamepad";
  45675. }
  45676. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45677. import { Scene } from "babylonjs/scene";
  45678. import { Vector4 } from "babylonjs/Maths/math.vector";
  45679. import { Color4 } from "babylonjs/Maths/math.color";
  45680. import { Mesh } from "babylonjs/Meshes/mesh";
  45681. import { Nullable } from "babylonjs/types";
  45682. /**
  45683. * Class containing static functions to help procedurally build meshes
  45684. */
  45685. export class PolyhedronBuilder {
  45686. /**
  45687. * Creates a polyhedron mesh
  45688. * * 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
  45689. * * The parameter `size` (positive float, default 1) sets the polygon size
  45690. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45691. * * 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`
  45692. * * 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
  45693. * * 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)`)
  45694. * * 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
  45695. * * 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
  45696. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45697. * * If you create a double-sided mesh, you can choose what parts of 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
  45698. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45699. * @param name defines the name of the mesh
  45700. * @param options defines the options used to create the mesh
  45701. * @param scene defines the hosting scene
  45702. * @returns the polyhedron mesh
  45703. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45704. */
  45705. static CreatePolyhedron(name: string, options: {
  45706. type?: number;
  45707. size?: number;
  45708. sizeX?: number;
  45709. sizeY?: number;
  45710. sizeZ?: number;
  45711. custom?: any;
  45712. faceUV?: Vector4[];
  45713. faceColors?: Color4[];
  45714. flat?: boolean;
  45715. updatable?: boolean;
  45716. sideOrientation?: number;
  45717. frontUVs?: Vector4;
  45718. backUVs?: Vector4;
  45719. }, scene?: Nullable<Scene>): Mesh;
  45720. }
  45721. }
  45722. declare module "babylonjs/Gizmos/scaleGizmo" {
  45723. import { Observable } from "babylonjs/Misc/observable";
  45724. import { Nullable } from "babylonjs/types";
  45725. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45726. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45727. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45728. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45729. /**
  45730. * Gizmo that enables scaling a mesh along 3 axis
  45731. */
  45732. export class ScaleGizmo extends Gizmo {
  45733. /**
  45734. * Internal gizmo used for interactions on the x axis
  45735. */
  45736. xGizmo: AxisScaleGizmo;
  45737. /**
  45738. * Internal gizmo used for interactions on the y axis
  45739. */
  45740. yGizmo: AxisScaleGizmo;
  45741. /**
  45742. * Internal gizmo used for interactions on the z axis
  45743. */
  45744. zGizmo: AxisScaleGizmo;
  45745. /**
  45746. * Internal gizmo used to scale all axis equally
  45747. */
  45748. uniformScaleGizmo: AxisScaleGizmo;
  45749. private _meshAttached;
  45750. private _updateGizmoRotationToMatchAttachedMesh;
  45751. private _snapDistance;
  45752. private _scaleRatio;
  45753. private _uniformScalingMesh;
  45754. private _octahedron;
  45755. /** Fires an event when any of it's sub gizmos are dragged */
  45756. onDragStartObservable: Observable<unknown>;
  45757. /** Fires an event when any of it's sub gizmos are released from dragging */
  45758. onDragEndObservable: Observable<unknown>;
  45759. attachedMesh: Nullable<AbstractMesh>;
  45760. /**
  45761. * Creates a ScaleGizmo
  45762. * @param gizmoLayer The utility layer the gizmo will be added to
  45763. */
  45764. constructor(gizmoLayer?: UtilityLayerRenderer);
  45765. updateGizmoRotationToMatchAttachedMesh: boolean;
  45766. /**
  45767. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45768. */
  45769. snapDistance: number;
  45770. /**
  45771. * Ratio for the scale of the gizmo (Default: 1)
  45772. */
  45773. scaleRatio: number;
  45774. /**
  45775. * Disposes of the gizmo
  45776. */
  45777. dispose(): void;
  45778. }
  45779. }
  45780. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45781. import { Observable } from "babylonjs/Misc/observable";
  45782. import { Nullable } from "babylonjs/types";
  45783. import { Vector3 } from "babylonjs/Maths/math.vector";
  45784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45785. import { Mesh } from "babylonjs/Meshes/mesh";
  45786. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45787. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45788. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45789. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45790. import { Color3 } from "babylonjs/Maths/math.color";
  45791. /**
  45792. * Single axis scale gizmo
  45793. */
  45794. export class AxisScaleGizmo extends Gizmo {
  45795. /**
  45796. * Drag behavior responsible for the gizmos dragging interactions
  45797. */
  45798. dragBehavior: PointerDragBehavior;
  45799. private _pointerObserver;
  45800. /**
  45801. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45802. */
  45803. snapDistance: number;
  45804. /**
  45805. * Event that fires each time the gizmo snaps to a new location.
  45806. * * snapDistance is the the change in distance
  45807. */
  45808. onSnapObservable: Observable<{
  45809. snapDistance: number;
  45810. }>;
  45811. /**
  45812. * If the scaling operation should be done on all axis (default: false)
  45813. */
  45814. uniformScaling: boolean;
  45815. private _isEnabled;
  45816. private _parent;
  45817. private _arrow;
  45818. private _coloredMaterial;
  45819. private _hoverMaterial;
  45820. /**
  45821. * Creates an AxisScaleGizmo
  45822. * @param gizmoLayer The utility layer the gizmo will be added to
  45823. * @param dragAxis The axis which the gizmo will be able to scale on
  45824. * @param color The color of the gizmo
  45825. */
  45826. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45827. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45828. /**
  45829. * If the gizmo is enabled
  45830. */
  45831. isEnabled: boolean;
  45832. /**
  45833. * Disposes of the gizmo
  45834. */
  45835. dispose(): void;
  45836. /**
  45837. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45838. * @param mesh The mesh to replace the default mesh of the gizmo
  45839. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45840. */
  45841. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45842. }
  45843. }
  45844. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45845. import { Observable } from "babylonjs/Misc/observable";
  45846. import { Nullable } from "babylonjs/types";
  45847. import { Vector3 } from "babylonjs/Maths/math.vector";
  45848. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45849. import { Mesh } from "babylonjs/Meshes/mesh";
  45850. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45851. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45852. import { Color3 } from "babylonjs/Maths/math.color";
  45853. import "babylonjs/Meshes/Builders/boxBuilder";
  45854. /**
  45855. * Bounding box gizmo
  45856. */
  45857. export class BoundingBoxGizmo extends Gizmo {
  45858. private _lineBoundingBox;
  45859. private _rotateSpheresParent;
  45860. private _scaleBoxesParent;
  45861. private _boundingDimensions;
  45862. private _renderObserver;
  45863. private _pointerObserver;
  45864. private _scaleDragSpeed;
  45865. private _tmpQuaternion;
  45866. private _tmpVector;
  45867. private _tmpRotationMatrix;
  45868. /**
  45869. * 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)
  45870. */
  45871. ignoreChildren: boolean;
  45872. /**
  45873. * 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)
  45874. */
  45875. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45876. /**
  45877. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45878. */
  45879. rotationSphereSize: number;
  45880. /**
  45881. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45882. */
  45883. scaleBoxSize: number;
  45884. /**
  45885. * 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)
  45886. */
  45887. fixedDragMeshScreenSize: boolean;
  45888. /**
  45889. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45890. */
  45891. fixedDragMeshScreenSizeDistanceFactor: number;
  45892. /**
  45893. * Fired when a rotation sphere or scale box is dragged
  45894. */
  45895. onDragStartObservable: Observable<{}>;
  45896. /**
  45897. * Fired when a scale box is dragged
  45898. */
  45899. onScaleBoxDragObservable: Observable<{}>;
  45900. /**
  45901. * Fired when a scale box drag is ended
  45902. */
  45903. onScaleBoxDragEndObservable: Observable<{}>;
  45904. /**
  45905. * Fired when a rotation sphere is dragged
  45906. */
  45907. onRotationSphereDragObservable: Observable<{}>;
  45908. /**
  45909. * Fired when a rotation sphere drag is ended
  45910. */
  45911. onRotationSphereDragEndObservable: Observable<{}>;
  45912. /**
  45913. * 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)
  45914. */
  45915. scalePivot: Nullable<Vector3>;
  45916. /**
  45917. * Mesh used as a pivot to rotate the attached mesh
  45918. */
  45919. private _anchorMesh;
  45920. private _existingMeshScale;
  45921. private _dragMesh;
  45922. private pointerDragBehavior;
  45923. private coloredMaterial;
  45924. private hoverColoredMaterial;
  45925. /**
  45926. * Sets the color of the bounding box gizmo
  45927. * @param color the color to set
  45928. */
  45929. setColor(color: Color3): void;
  45930. /**
  45931. * Creates an BoundingBoxGizmo
  45932. * @param gizmoLayer The utility layer the gizmo will be added to
  45933. * @param color The color of the gizmo
  45934. */
  45935. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45936. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45937. private _selectNode;
  45938. /**
  45939. * Updates the bounding box information for the Gizmo
  45940. */
  45941. updateBoundingBox(): void;
  45942. private _updateRotationSpheres;
  45943. private _updateScaleBoxes;
  45944. /**
  45945. * Enables rotation on the specified axis and disables rotation on the others
  45946. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45947. */
  45948. setEnabledRotationAxis(axis: string): void;
  45949. /**
  45950. * Enables/disables scaling
  45951. * @param enable if scaling should be enabled
  45952. */
  45953. setEnabledScaling(enable: boolean): void;
  45954. private _updateDummy;
  45955. /**
  45956. * Enables a pointer drag behavior on the bounding box of the gizmo
  45957. */
  45958. enableDragBehavior(): void;
  45959. /**
  45960. * Disposes of the gizmo
  45961. */
  45962. dispose(): void;
  45963. /**
  45964. * 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)
  45965. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45966. * @returns the bounding box mesh with the passed in mesh as a child
  45967. */
  45968. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45969. /**
  45970. * CustomMeshes are not supported by this gizmo
  45971. * @param mesh The mesh to replace the default mesh of the gizmo
  45972. */
  45973. setCustomMesh(mesh: Mesh): void;
  45974. }
  45975. }
  45976. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45977. import { Observable } from "babylonjs/Misc/observable";
  45978. import { Nullable } from "babylonjs/types";
  45979. import { Vector3 } from "babylonjs/Maths/math.vector";
  45980. import { Color3 } from "babylonjs/Maths/math.color";
  45981. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45982. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45983. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45984. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45985. import "babylonjs/Meshes/Builders/linesBuilder";
  45986. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45987. /**
  45988. * Single plane rotation gizmo
  45989. */
  45990. export class PlaneRotationGizmo extends Gizmo {
  45991. /**
  45992. * Drag behavior responsible for the gizmos dragging interactions
  45993. */
  45994. dragBehavior: PointerDragBehavior;
  45995. private _pointerObserver;
  45996. /**
  45997. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45998. */
  45999. snapDistance: number;
  46000. /**
  46001. * Event that fires each time the gizmo snaps to a new location.
  46002. * * snapDistance is the the change in distance
  46003. */
  46004. onSnapObservable: Observable<{
  46005. snapDistance: number;
  46006. }>;
  46007. private _isEnabled;
  46008. private _parent;
  46009. /**
  46010. * Creates a PlaneRotationGizmo
  46011. * @param gizmoLayer The utility layer the gizmo will be added to
  46012. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46013. * @param color The color of the gizmo
  46014. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46015. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46016. */
  46017. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46018. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46019. /**
  46020. * If the gizmo is enabled
  46021. */
  46022. isEnabled: boolean;
  46023. /**
  46024. * Disposes of the gizmo
  46025. */
  46026. dispose(): void;
  46027. }
  46028. }
  46029. declare module "babylonjs/Gizmos/rotationGizmo" {
  46030. import { Observable } from "babylonjs/Misc/observable";
  46031. import { Nullable } from "babylonjs/types";
  46032. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46033. import { Mesh } from "babylonjs/Meshes/mesh";
  46034. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46035. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46036. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46037. /**
  46038. * Gizmo that enables rotating a mesh along 3 axis
  46039. */
  46040. export class RotationGizmo extends Gizmo {
  46041. /**
  46042. * Internal gizmo used for interactions on the x axis
  46043. */
  46044. xGizmo: PlaneRotationGizmo;
  46045. /**
  46046. * Internal gizmo used for interactions on the y axis
  46047. */
  46048. yGizmo: PlaneRotationGizmo;
  46049. /**
  46050. * Internal gizmo used for interactions on the z axis
  46051. */
  46052. zGizmo: PlaneRotationGizmo;
  46053. /** Fires an event when any of it's sub gizmos are dragged */
  46054. onDragStartObservable: Observable<unknown>;
  46055. /** Fires an event when any of it's sub gizmos are released from dragging */
  46056. onDragEndObservable: Observable<unknown>;
  46057. private _meshAttached;
  46058. attachedMesh: Nullable<AbstractMesh>;
  46059. /**
  46060. * Creates a RotationGizmo
  46061. * @param gizmoLayer The utility layer the gizmo will be added to
  46062. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46063. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46064. */
  46065. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46066. updateGizmoRotationToMatchAttachedMesh: boolean;
  46067. /**
  46068. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46069. */
  46070. snapDistance: number;
  46071. /**
  46072. * Ratio for the scale of the gizmo (Default: 1)
  46073. */
  46074. scaleRatio: number;
  46075. /**
  46076. * Disposes of the gizmo
  46077. */
  46078. dispose(): void;
  46079. /**
  46080. * CustomMeshes are not supported by this gizmo
  46081. * @param mesh The mesh to replace the default mesh of the gizmo
  46082. */
  46083. setCustomMesh(mesh: Mesh): void;
  46084. }
  46085. }
  46086. declare module "babylonjs/Gizmos/gizmoManager" {
  46087. import { Observable } from "babylonjs/Misc/observable";
  46088. import { Nullable } from "babylonjs/types";
  46089. import { Scene, IDisposable } from "babylonjs/scene";
  46090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46091. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46092. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46093. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46094. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46095. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46096. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46097. /**
  46098. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46099. */
  46100. export class GizmoManager implements IDisposable {
  46101. private scene;
  46102. /**
  46103. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46104. */
  46105. gizmos: {
  46106. positionGizmo: Nullable<PositionGizmo>;
  46107. rotationGizmo: Nullable<RotationGizmo>;
  46108. scaleGizmo: Nullable<ScaleGizmo>;
  46109. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46110. };
  46111. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46112. clearGizmoOnEmptyPointerEvent: boolean;
  46113. /** Fires an event when the manager is attached to a mesh */
  46114. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46115. private _gizmosEnabled;
  46116. private _pointerObserver;
  46117. private _attachedMesh;
  46118. private _boundingBoxColor;
  46119. private _defaultUtilityLayer;
  46120. private _defaultKeepDepthUtilityLayer;
  46121. /**
  46122. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46123. */
  46124. boundingBoxDragBehavior: SixDofDragBehavior;
  46125. /**
  46126. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46127. */
  46128. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46129. /**
  46130. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46131. */
  46132. usePointerToAttachGizmos: boolean;
  46133. /**
  46134. * Utility layer that the bounding box gizmo belongs to
  46135. */
  46136. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46137. /**
  46138. * Utility layer that all gizmos besides bounding box belong to
  46139. */
  46140. readonly utilityLayer: UtilityLayerRenderer;
  46141. /**
  46142. * Instatiates a gizmo manager
  46143. * @param scene the scene to overlay the gizmos on top of
  46144. */
  46145. constructor(scene: Scene);
  46146. /**
  46147. * Attaches a set of gizmos to the specified mesh
  46148. * @param mesh The mesh the gizmo's should be attached to
  46149. */
  46150. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46151. /**
  46152. * If the position gizmo is enabled
  46153. */
  46154. positionGizmoEnabled: boolean;
  46155. /**
  46156. * If the rotation gizmo is enabled
  46157. */
  46158. rotationGizmoEnabled: boolean;
  46159. /**
  46160. * If the scale gizmo is enabled
  46161. */
  46162. scaleGizmoEnabled: boolean;
  46163. /**
  46164. * If the boundingBox gizmo is enabled
  46165. */
  46166. boundingBoxGizmoEnabled: boolean;
  46167. /**
  46168. * Disposes of the gizmo manager
  46169. */
  46170. dispose(): void;
  46171. }
  46172. }
  46173. declare module "babylonjs/Lights/directionalLight" {
  46174. import { Camera } from "babylonjs/Cameras/camera";
  46175. import { Scene } from "babylonjs/scene";
  46176. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46178. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46179. import { Effect } from "babylonjs/Materials/effect";
  46180. /**
  46181. * A directional light is defined by a direction (what a surprise!).
  46182. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46183. * 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.
  46184. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46185. */
  46186. export class DirectionalLight extends ShadowLight {
  46187. private _shadowFrustumSize;
  46188. /**
  46189. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46190. */
  46191. /**
  46192. * Specifies a fix frustum size for the shadow generation.
  46193. */
  46194. shadowFrustumSize: number;
  46195. private _shadowOrthoScale;
  46196. /**
  46197. * Gets the shadow projection scale against the optimal computed one.
  46198. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46199. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46200. */
  46201. /**
  46202. * Sets the shadow projection scale against the optimal computed one.
  46203. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46204. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46205. */
  46206. shadowOrthoScale: number;
  46207. /**
  46208. * Automatically compute the projection matrix to best fit (including all the casters)
  46209. * on each frame.
  46210. */
  46211. autoUpdateExtends: boolean;
  46212. private _orthoLeft;
  46213. private _orthoRight;
  46214. private _orthoTop;
  46215. private _orthoBottom;
  46216. /**
  46217. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46218. * The directional light is emitted from everywhere in the given direction.
  46219. * It can cast shadows.
  46220. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46221. * @param name The friendly name of the light
  46222. * @param direction The direction of the light
  46223. * @param scene The scene the light belongs to
  46224. */
  46225. constructor(name: string, direction: Vector3, scene: Scene);
  46226. /**
  46227. * Returns the string "DirectionalLight".
  46228. * @return The class name
  46229. */
  46230. getClassName(): string;
  46231. /**
  46232. * Returns the integer 1.
  46233. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46234. */
  46235. getTypeID(): number;
  46236. /**
  46237. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46238. * Returns the DirectionalLight Shadow projection matrix.
  46239. */
  46240. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46241. /**
  46242. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46243. * Returns the DirectionalLight Shadow projection matrix.
  46244. */
  46245. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46246. /**
  46247. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46248. * Returns the DirectionalLight Shadow projection matrix.
  46249. */
  46250. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46251. protected _buildUniformLayout(): void;
  46252. /**
  46253. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46254. * @param effect The effect to update
  46255. * @param lightIndex The index of the light in the effect to update
  46256. * @returns The directional light
  46257. */
  46258. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46259. /**
  46260. * Gets the minZ used for shadow according to both the scene and the light.
  46261. *
  46262. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46263. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46264. * @param activeCamera The camera we are returning the min for
  46265. * @returns the depth min z
  46266. */
  46267. getDepthMinZ(activeCamera: Camera): number;
  46268. /**
  46269. * Gets the maxZ used for shadow according to both the scene and the light.
  46270. *
  46271. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46272. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46273. * @param activeCamera The camera we are returning the max for
  46274. * @returns the depth max z
  46275. */
  46276. getDepthMaxZ(activeCamera: Camera): number;
  46277. /**
  46278. * Prepares the list of defines specific to the light type.
  46279. * @param defines the list of defines
  46280. * @param lightIndex defines the index of the light for the effect
  46281. */
  46282. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46283. }
  46284. }
  46285. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46286. import { Mesh } from "babylonjs/Meshes/mesh";
  46287. /**
  46288. * Class containing static functions to help procedurally build meshes
  46289. */
  46290. export class HemisphereBuilder {
  46291. /**
  46292. * Creates a hemisphere mesh
  46293. * @param name defines the name of the mesh
  46294. * @param options defines the options used to create the mesh
  46295. * @param scene defines the hosting scene
  46296. * @returns the hemisphere mesh
  46297. */
  46298. static CreateHemisphere(name: string, options: {
  46299. segments?: number;
  46300. diameter?: number;
  46301. sideOrientation?: number;
  46302. }, scene: any): Mesh;
  46303. }
  46304. }
  46305. declare module "babylonjs/Lights/spotLight" {
  46306. import { Nullable } from "babylonjs/types";
  46307. import { Scene } from "babylonjs/scene";
  46308. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46310. import { Effect } from "babylonjs/Materials/effect";
  46311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46312. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46313. /**
  46314. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46315. * These values define a cone of light starting from the position, emitting toward the direction.
  46316. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46317. * and the exponent defines the speed of the decay of the light with distance (reach).
  46318. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46319. */
  46320. export class SpotLight extends ShadowLight {
  46321. private _angle;
  46322. private _innerAngle;
  46323. private _cosHalfAngle;
  46324. private _lightAngleScale;
  46325. private _lightAngleOffset;
  46326. /**
  46327. * Gets the cone angle of the spot light in Radians.
  46328. */
  46329. /**
  46330. * Sets the cone angle of the spot light in Radians.
  46331. */
  46332. angle: number;
  46333. /**
  46334. * Only used in gltf falloff mode, this defines the angle where
  46335. * the directional falloff will start before cutting at angle which could be seen
  46336. * as outer angle.
  46337. */
  46338. /**
  46339. * Only used in gltf falloff mode, this defines the angle where
  46340. * the directional falloff will start before cutting at angle which could be seen
  46341. * as outer angle.
  46342. */
  46343. innerAngle: number;
  46344. private _shadowAngleScale;
  46345. /**
  46346. * Allows scaling the angle of the light for shadow generation only.
  46347. */
  46348. /**
  46349. * Allows scaling the angle of the light for shadow generation only.
  46350. */
  46351. shadowAngleScale: number;
  46352. /**
  46353. * The light decay speed with the distance from the emission spot.
  46354. */
  46355. exponent: number;
  46356. private _projectionTextureMatrix;
  46357. /**
  46358. * Allows reading the projecton texture
  46359. */
  46360. readonly projectionTextureMatrix: Matrix;
  46361. protected _projectionTextureLightNear: number;
  46362. /**
  46363. * Gets the near clip of the Spotlight for texture projection.
  46364. */
  46365. /**
  46366. * Sets the near clip of the Spotlight for texture projection.
  46367. */
  46368. projectionTextureLightNear: number;
  46369. protected _projectionTextureLightFar: number;
  46370. /**
  46371. * Gets the far clip of the Spotlight for texture projection.
  46372. */
  46373. /**
  46374. * Sets the far clip of the Spotlight for texture projection.
  46375. */
  46376. projectionTextureLightFar: number;
  46377. protected _projectionTextureUpDirection: Vector3;
  46378. /**
  46379. * Gets the Up vector of the Spotlight for texture projection.
  46380. */
  46381. /**
  46382. * Sets the Up vector of the Spotlight for texture projection.
  46383. */
  46384. projectionTextureUpDirection: Vector3;
  46385. private _projectionTexture;
  46386. /**
  46387. * Gets the projection texture of the light.
  46388. */
  46389. /**
  46390. * Sets the projection texture of the light.
  46391. */
  46392. projectionTexture: Nullable<BaseTexture>;
  46393. private _projectionTextureViewLightDirty;
  46394. private _projectionTextureProjectionLightDirty;
  46395. private _projectionTextureDirty;
  46396. private _projectionTextureViewTargetVector;
  46397. private _projectionTextureViewLightMatrix;
  46398. private _projectionTextureProjectionLightMatrix;
  46399. private _projectionTextureScalingMatrix;
  46400. /**
  46401. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46402. * It can cast shadows.
  46403. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46404. * @param name The light friendly name
  46405. * @param position The position of the spot light in the scene
  46406. * @param direction The direction of the light in the scene
  46407. * @param angle The cone angle of the light in Radians
  46408. * @param exponent The light decay speed with the distance from the emission spot
  46409. * @param scene The scene the lights belongs to
  46410. */
  46411. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46412. /**
  46413. * Returns the string "SpotLight".
  46414. * @returns the class name
  46415. */
  46416. getClassName(): string;
  46417. /**
  46418. * Returns the integer 2.
  46419. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46420. */
  46421. getTypeID(): number;
  46422. /**
  46423. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46424. */
  46425. protected _setDirection(value: Vector3): void;
  46426. /**
  46427. * Overrides the position setter to recompute the projection texture view light Matrix.
  46428. */
  46429. protected _setPosition(value: Vector3): void;
  46430. /**
  46431. * 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.
  46432. * Returns the SpotLight.
  46433. */
  46434. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46435. protected _computeProjectionTextureViewLightMatrix(): void;
  46436. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46437. /**
  46438. * Main function for light texture projection matrix computing.
  46439. */
  46440. protected _computeProjectionTextureMatrix(): void;
  46441. protected _buildUniformLayout(): void;
  46442. private _computeAngleValues;
  46443. /**
  46444. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46445. * @param effect The effect to update
  46446. * @param lightIndex The index of the light in the effect to update
  46447. * @returns The spot light
  46448. */
  46449. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46450. /**
  46451. * Disposes the light and the associated resources.
  46452. */
  46453. dispose(): void;
  46454. /**
  46455. * Prepares the list of defines specific to the light type.
  46456. * @param defines the list of defines
  46457. * @param lightIndex defines the index of the light for the effect
  46458. */
  46459. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46460. }
  46461. }
  46462. declare module "babylonjs/Gizmos/lightGizmo" {
  46463. import { Nullable } from "babylonjs/types";
  46464. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46465. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46466. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46467. import { Light } from "babylonjs/Lights/light";
  46468. /**
  46469. * Gizmo that enables viewing a light
  46470. */
  46471. export class LightGizmo extends Gizmo {
  46472. private _lightMesh;
  46473. private _material;
  46474. private cachedPosition;
  46475. private cachedForward;
  46476. /**
  46477. * Creates a LightGizmo
  46478. * @param gizmoLayer The utility layer the gizmo will be added to
  46479. */
  46480. constructor(gizmoLayer?: UtilityLayerRenderer);
  46481. private _light;
  46482. /**
  46483. * The light that the gizmo is attached to
  46484. */
  46485. light: Nullable<Light>;
  46486. /**
  46487. * Gets the material used to render the light gizmo
  46488. */
  46489. readonly material: StandardMaterial;
  46490. /**
  46491. * @hidden
  46492. * Updates the gizmo to match the attached mesh's position/rotation
  46493. */
  46494. protected _update(): void;
  46495. private static _Scale;
  46496. /**
  46497. * Creates the lines for a light mesh
  46498. */
  46499. private static _createLightLines;
  46500. /**
  46501. * Disposes of the light gizmo
  46502. */
  46503. dispose(): void;
  46504. private static _CreateHemisphericLightMesh;
  46505. private static _CreatePointLightMesh;
  46506. private static _CreateSpotLightMesh;
  46507. private static _CreateDirectionalLightMesh;
  46508. }
  46509. }
  46510. declare module "babylonjs/Gizmos/index" {
  46511. export * from "babylonjs/Gizmos/axisDragGizmo";
  46512. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46513. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46514. export * from "babylonjs/Gizmos/gizmo";
  46515. export * from "babylonjs/Gizmos/gizmoManager";
  46516. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46517. export * from "babylonjs/Gizmos/positionGizmo";
  46518. export * from "babylonjs/Gizmos/rotationGizmo";
  46519. export * from "babylonjs/Gizmos/scaleGizmo";
  46520. export * from "babylonjs/Gizmos/lightGizmo";
  46521. export * from "babylonjs/Gizmos/planeDragGizmo";
  46522. }
  46523. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46524. /** @hidden */
  46525. export var backgroundFragmentDeclaration: {
  46526. name: string;
  46527. shader: string;
  46528. };
  46529. }
  46530. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46531. /** @hidden */
  46532. export var backgroundUboDeclaration: {
  46533. name: string;
  46534. shader: string;
  46535. };
  46536. }
  46537. declare module "babylonjs/Shaders/background.fragment" {
  46538. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46539. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46540. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46541. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46542. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46543. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46544. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46545. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46546. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46547. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46548. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46549. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46550. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46551. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46552. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46553. /** @hidden */
  46554. export var backgroundPixelShader: {
  46555. name: string;
  46556. shader: string;
  46557. };
  46558. }
  46559. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46560. /** @hidden */
  46561. export var backgroundVertexDeclaration: {
  46562. name: string;
  46563. shader: string;
  46564. };
  46565. }
  46566. declare module "babylonjs/Shaders/background.vertex" {
  46567. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46568. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46569. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46570. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46571. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46572. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46573. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46574. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46575. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46576. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46577. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46578. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46579. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46580. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46581. /** @hidden */
  46582. export var backgroundVertexShader: {
  46583. name: string;
  46584. shader: string;
  46585. };
  46586. }
  46587. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46588. import { Nullable, int, float } from "babylonjs/types";
  46589. import { Scene } from "babylonjs/scene";
  46590. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46592. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46593. import { Mesh } from "babylonjs/Meshes/mesh";
  46594. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46595. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46596. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46597. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46598. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46599. import { Color3 } from "babylonjs/Maths/math.color";
  46600. import "babylonjs/Shaders/background.fragment";
  46601. import "babylonjs/Shaders/background.vertex";
  46602. /**
  46603. * Background material used to create an efficient environement around your scene.
  46604. */
  46605. export class BackgroundMaterial extends PushMaterial {
  46606. /**
  46607. * Standard reflectance value at parallel view angle.
  46608. */
  46609. static StandardReflectance0: number;
  46610. /**
  46611. * Standard reflectance value at grazing angle.
  46612. */
  46613. static StandardReflectance90: number;
  46614. protected _primaryColor: Color3;
  46615. /**
  46616. * Key light Color (multiply against the environement texture)
  46617. */
  46618. primaryColor: Color3;
  46619. protected __perceptualColor: Nullable<Color3>;
  46620. /**
  46621. * Experimental Internal Use Only.
  46622. *
  46623. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46624. * This acts as a helper to set the primary color to a more "human friendly" value.
  46625. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46626. * output color as close as possible from the chosen value.
  46627. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46628. * part of lighting setup.)
  46629. */
  46630. _perceptualColor: Nullable<Color3>;
  46631. protected _primaryColorShadowLevel: float;
  46632. /**
  46633. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46634. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46635. */
  46636. primaryColorShadowLevel: float;
  46637. protected _primaryColorHighlightLevel: float;
  46638. /**
  46639. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46640. * The primary color is used at the level chosen to define what the white area would look.
  46641. */
  46642. primaryColorHighlightLevel: float;
  46643. protected _reflectionTexture: Nullable<BaseTexture>;
  46644. /**
  46645. * Reflection Texture used in the material.
  46646. * Should be author in a specific way for the best result (refer to the documentation).
  46647. */
  46648. reflectionTexture: Nullable<BaseTexture>;
  46649. protected _reflectionBlur: float;
  46650. /**
  46651. * Reflection Texture level of blur.
  46652. *
  46653. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46654. * texture twice.
  46655. */
  46656. reflectionBlur: float;
  46657. protected _diffuseTexture: Nullable<BaseTexture>;
  46658. /**
  46659. * Diffuse Texture used in the material.
  46660. * Should be author in a specific way for the best result (refer to the documentation).
  46661. */
  46662. diffuseTexture: Nullable<BaseTexture>;
  46663. protected _shadowLights: Nullable<IShadowLight[]>;
  46664. /**
  46665. * Specify the list of lights casting shadow on the material.
  46666. * All scene shadow lights will be included if null.
  46667. */
  46668. shadowLights: Nullable<IShadowLight[]>;
  46669. protected _shadowLevel: float;
  46670. /**
  46671. * Helps adjusting the shadow to a softer level if required.
  46672. * 0 means black shadows and 1 means no shadows.
  46673. */
  46674. shadowLevel: float;
  46675. protected _sceneCenter: Vector3;
  46676. /**
  46677. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46678. * It is usually zero but might be interesting to modify according to your setup.
  46679. */
  46680. sceneCenter: Vector3;
  46681. protected _opacityFresnel: boolean;
  46682. /**
  46683. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46684. * This helps ensuring a nice transition when the camera goes under the ground.
  46685. */
  46686. opacityFresnel: boolean;
  46687. protected _reflectionFresnel: boolean;
  46688. /**
  46689. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46690. * This helps adding a mirror texture on the ground.
  46691. */
  46692. reflectionFresnel: boolean;
  46693. protected _reflectionFalloffDistance: number;
  46694. /**
  46695. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46696. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46697. */
  46698. reflectionFalloffDistance: number;
  46699. protected _reflectionAmount: number;
  46700. /**
  46701. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46702. */
  46703. reflectionAmount: number;
  46704. protected _reflectionReflectance0: number;
  46705. /**
  46706. * This specifies the weight of the reflection at grazing angle.
  46707. */
  46708. reflectionReflectance0: number;
  46709. protected _reflectionReflectance90: number;
  46710. /**
  46711. * This specifies the weight of the reflection at a perpendicular point of view.
  46712. */
  46713. reflectionReflectance90: number;
  46714. /**
  46715. * Sets the reflection reflectance fresnel values according to the default standard
  46716. * empirically know to work well :-)
  46717. */
  46718. reflectionStandardFresnelWeight: number;
  46719. protected _useRGBColor: boolean;
  46720. /**
  46721. * Helps to directly use the maps channels instead of their level.
  46722. */
  46723. useRGBColor: boolean;
  46724. protected _enableNoise: boolean;
  46725. /**
  46726. * This helps reducing the banding effect that could occur on the background.
  46727. */
  46728. enableNoise: boolean;
  46729. /**
  46730. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46731. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46732. * Recommended to be keep at 1.0 except for special cases.
  46733. */
  46734. fovMultiplier: number;
  46735. private _fovMultiplier;
  46736. /**
  46737. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46738. */
  46739. useEquirectangularFOV: boolean;
  46740. private _maxSimultaneousLights;
  46741. /**
  46742. * Number of Simultaneous lights allowed on the material.
  46743. */
  46744. maxSimultaneousLights: int;
  46745. /**
  46746. * Default configuration related to image processing available in the Background Material.
  46747. */
  46748. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46749. /**
  46750. * Keep track of the image processing observer to allow dispose and replace.
  46751. */
  46752. private _imageProcessingObserver;
  46753. /**
  46754. * Attaches a new image processing configuration to the PBR Material.
  46755. * @param configuration (if null the scene configuration will be use)
  46756. */
  46757. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46758. /**
  46759. * Gets the image processing configuration used either in this material.
  46760. */
  46761. /**
  46762. * Sets the Default image processing configuration used either in the this material.
  46763. *
  46764. * If sets to null, the scene one is in use.
  46765. */
  46766. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46767. /**
  46768. * Gets wether the color curves effect is enabled.
  46769. */
  46770. /**
  46771. * Sets wether the color curves effect is enabled.
  46772. */
  46773. cameraColorCurvesEnabled: boolean;
  46774. /**
  46775. * Gets wether the color grading effect is enabled.
  46776. */
  46777. /**
  46778. * Gets wether the color grading effect is enabled.
  46779. */
  46780. cameraColorGradingEnabled: boolean;
  46781. /**
  46782. * Gets wether tonemapping is enabled or not.
  46783. */
  46784. /**
  46785. * Sets wether tonemapping is enabled or not
  46786. */
  46787. cameraToneMappingEnabled: boolean;
  46788. /**
  46789. * The camera exposure used on this material.
  46790. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46791. * This corresponds to a photographic exposure.
  46792. */
  46793. /**
  46794. * The camera exposure used on this material.
  46795. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46796. * This corresponds to a photographic exposure.
  46797. */
  46798. cameraExposure: float;
  46799. /**
  46800. * Gets The camera contrast used on this material.
  46801. */
  46802. /**
  46803. * Sets The camera contrast used on this material.
  46804. */
  46805. cameraContrast: float;
  46806. /**
  46807. * Gets the Color Grading 2D Lookup Texture.
  46808. */
  46809. /**
  46810. * Sets the Color Grading 2D Lookup Texture.
  46811. */
  46812. cameraColorGradingTexture: Nullable<BaseTexture>;
  46813. /**
  46814. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46815. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46816. * 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;
  46817. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46818. */
  46819. /**
  46820. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46821. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46822. * 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;
  46823. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46824. */
  46825. cameraColorCurves: Nullable<ColorCurves>;
  46826. /**
  46827. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46828. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46829. */
  46830. switchToBGR: boolean;
  46831. private _renderTargets;
  46832. private _reflectionControls;
  46833. private _white;
  46834. private _primaryShadowColor;
  46835. private _primaryHighlightColor;
  46836. /**
  46837. * Instantiates a Background Material in the given scene
  46838. * @param name The friendly name of the material
  46839. * @param scene The scene to add the material to
  46840. */
  46841. constructor(name: string, scene: Scene);
  46842. /**
  46843. * Gets a boolean indicating that current material needs to register RTT
  46844. */
  46845. readonly hasRenderTargetTextures: boolean;
  46846. /**
  46847. * The entire material has been created in order to prevent overdraw.
  46848. * @returns false
  46849. */
  46850. needAlphaTesting(): boolean;
  46851. /**
  46852. * The entire material has been created in order to prevent overdraw.
  46853. * @returns true if blending is enable
  46854. */
  46855. needAlphaBlending(): boolean;
  46856. /**
  46857. * Checks wether the material is ready to be rendered for a given mesh.
  46858. * @param mesh The mesh to render
  46859. * @param subMesh The submesh to check against
  46860. * @param useInstances Specify wether or not the material is used with instances
  46861. * @returns true if all the dependencies are ready (Textures, Effects...)
  46862. */
  46863. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46864. /**
  46865. * Compute the primary color according to the chosen perceptual color.
  46866. */
  46867. private _computePrimaryColorFromPerceptualColor;
  46868. /**
  46869. * Compute the highlights and shadow colors according to their chosen levels.
  46870. */
  46871. private _computePrimaryColors;
  46872. /**
  46873. * Build the uniform buffer used in the material.
  46874. */
  46875. buildUniformLayout(): void;
  46876. /**
  46877. * Unbind the material.
  46878. */
  46879. unbind(): void;
  46880. /**
  46881. * Bind only the world matrix to the material.
  46882. * @param world The world matrix to bind.
  46883. */
  46884. bindOnlyWorldMatrix(world: Matrix): void;
  46885. /**
  46886. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46887. * @param world The world matrix to bind.
  46888. * @param subMesh The submesh to bind for.
  46889. */
  46890. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46891. /**
  46892. * Dispose the material.
  46893. * @param forceDisposeEffect Force disposal of the associated effect.
  46894. * @param forceDisposeTextures Force disposal of the associated textures.
  46895. */
  46896. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46897. /**
  46898. * Clones the material.
  46899. * @param name The cloned name.
  46900. * @returns The cloned material.
  46901. */
  46902. clone(name: string): BackgroundMaterial;
  46903. /**
  46904. * Serializes the current material to its JSON representation.
  46905. * @returns The JSON representation.
  46906. */
  46907. serialize(): any;
  46908. /**
  46909. * Gets the class name of the material
  46910. * @returns "BackgroundMaterial"
  46911. */
  46912. getClassName(): string;
  46913. /**
  46914. * Parse a JSON input to create back a background material.
  46915. * @param source The JSON data to parse
  46916. * @param scene The scene to create the parsed material in
  46917. * @param rootUrl The root url of the assets the material depends upon
  46918. * @returns the instantiated BackgroundMaterial.
  46919. */
  46920. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46921. }
  46922. }
  46923. declare module "babylonjs/Helpers/environmentHelper" {
  46924. import { Observable } from "babylonjs/Misc/observable";
  46925. import { Nullable } from "babylonjs/types";
  46926. import { Scene } from "babylonjs/scene";
  46927. import { Vector3 } from "babylonjs/Maths/math.vector";
  46928. import { Color3 } from "babylonjs/Maths/math.color";
  46929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46930. import { Mesh } from "babylonjs/Meshes/mesh";
  46931. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46932. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46933. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46934. import "babylonjs/Meshes/Builders/planeBuilder";
  46935. import "babylonjs/Meshes/Builders/boxBuilder";
  46936. /**
  46937. * Represents the different options available during the creation of
  46938. * a Environment helper.
  46939. *
  46940. * This can control the default ground, skybox and image processing setup of your scene.
  46941. */
  46942. export interface IEnvironmentHelperOptions {
  46943. /**
  46944. * Specifies wether or not to create a ground.
  46945. * True by default.
  46946. */
  46947. createGround: boolean;
  46948. /**
  46949. * Specifies the ground size.
  46950. * 15 by default.
  46951. */
  46952. groundSize: number;
  46953. /**
  46954. * The texture used on the ground for the main color.
  46955. * Comes from the BabylonJS CDN by default.
  46956. *
  46957. * Remarks: Can be either a texture or a url.
  46958. */
  46959. groundTexture: string | BaseTexture;
  46960. /**
  46961. * The color mixed in the ground texture by default.
  46962. * BabylonJS clearColor by default.
  46963. */
  46964. groundColor: Color3;
  46965. /**
  46966. * Specifies the ground opacity.
  46967. * 1 by default.
  46968. */
  46969. groundOpacity: number;
  46970. /**
  46971. * Enables the ground to receive shadows.
  46972. * True by default.
  46973. */
  46974. enableGroundShadow: boolean;
  46975. /**
  46976. * Helps preventing the shadow to be fully black on the ground.
  46977. * 0.5 by default.
  46978. */
  46979. groundShadowLevel: number;
  46980. /**
  46981. * Creates a mirror texture attach to the ground.
  46982. * false by default.
  46983. */
  46984. enableGroundMirror: boolean;
  46985. /**
  46986. * Specifies the ground mirror size ratio.
  46987. * 0.3 by default as the default kernel is 64.
  46988. */
  46989. groundMirrorSizeRatio: number;
  46990. /**
  46991. * Specifies the ground mirror blur kernel size.
  46992. * 64 by default.
  46993. */
  46994. groundMirrorBlurKernel: number;
  46995. /**
  46996. * Specifies the ground mirror visibility amount.
  46997. * 1 by default
  46998. */
  46999. groundMirrorAmount: number;
  47000. /**
  47001. * Specifies the ground mirror reflectance weight.
  47002. * This uses the standard weight of the background material to setup the fresnel effect
  47003. * of the mirror.
  47004. * 1 by default.
  47005. */
  47006. groundMirrorFresnelWeight: number;
  47007. /**
  47008. * Specifies the ground mirror Falloff distance.
  47009. * This can helps reducing the size of the reflection.
  47010. * 0 by Default.
  47011. */
  47012. groundMirrorFallOffDistance: number;
  47013. /**
  47014. * Specifies the ground mirror texture type.
  47015. * Unsigned Int by Default.
  47016. */
  47017. groundMirrorTextureType: number;
  47018. /**
  47019. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47020. * the shown objects.
  47021. */
  47022. groundYBias: number;
  47023. /**
  47024. * Specifies wether or not to create a skybox.
  47025. * True by default.
  47026. */
  47027. createSkybox: boolean;
  47028. /**
  47029. * Specifies the skybox size.
  47030. * 20 by default.
  47031. */
  47032. skyboxSize: number;
  47033. /**
  47034. * The texture used on the skybox for the main color.
  47035. * Comes from the BabylonJS CDN by default.
  47036. *
  47037. * Remarks: Can be either a texture or a url.
  47038. */
  47039. skyboxTexture: string | BaseTexture;
  47040. /**
  47041. * The color mixed in the skybox texture by default.
  47042. * BabylonJS clearColor by default.
  47043. */
  47044. skyboxColor: Color3;
  47045. /**
  47046. * The background rotation around the Y axis of the scene.
  47047. * This helps aligning the key lights of your scene with the background.
  47048. * 0 by default.
  47049. */
  47050. backgroundYRotation: number;
  47051. /**
  47052. * Compute automatically the size of the elements to best fit with the scene.
  47053. */
  47054. sizeAuto: boolean;
  47055. /**
  47056. * Default position of the rootMesh if autoSize is not true.
  47057. */
  47058. rootPosition: Vector3;
  47059. /**
  47060. * Sets up the image processing in the scene.
  47061. * true by default.
  47062. */
  47063. setupImageProcessing: boolean;
  47064. /**
  47065. * The texture used as your environment texture in the scene.
  47066. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47067. *
  47068. * Remarks: Can be either a texture or a url.
  47069. */
  47070. environmentTexture: string | BaseTexture;
  47071. /**
  47072. * The value of the exposure to apply to the scene.
  47073. * 0.6 by default if setupImageProcessing is true.
  47074. */
  47075. cameraExposure: number;
  47076. /**
  47077. * The value of the contrast to apply to the scene.
  47078. * 1.6 by default if setupImageProcessing is true.
  47079. */
  47080. cameraContrast: number;
  47081. /**
  47082. * Specifies wether or not tonemapping should be enabled in the scene.
  47083. * true by default if setupImageProcessing is true.
  47084. */
  47085. toneMappingEnabled: boolean;
  47086. }
  47087. /**
  47088. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47089. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47090. * It also helps with the default setup of your imageProcessing configuration.
  47091. */
  47092. export class EnvironmentHelper {
  47093. /**
  47094. * Default ground texture URL.
  47095. */
  47096. private static _groundTextureCDNUrl;
  47097. /**
  47098. * Default skybox texture URL.
  47099. */
  47100. private static _skyboxTextureCDNUrl;
  47101. /**
  47102. * Default environment texture URL.
  47103. */
  47104. private static _environmentTextureCDNUrl;
  47105. /**
  47106. * Creates the default options for the helper.
  47107. */
  47108. private static _getDefaultOptions;
  47109. private _rootMesh;
  47110. /**
  47111. * Gets the root mesh created by the helper.
  47112. */
  47113. readonly rootMesh: Mesh;
  47114. private _skybox;
  47115. /**
  47116. * Gets the skybox created by the helper.
  47117. */
  47118. readonly skybox: Nullable<Mesh>;
  47119. private _skyboxTexture;
  47120. /**
  47121. * Gets the skybox texture created by the helper.
  47122. */
  47123. readonly skyboxTexture: Nullable<BaseTexture>;
  47124. private _skyboxMaterial;
  47125. /**
  47126. * Gets the skybox material created by the helper.
  47127. */
  47128. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47129. private _ground;
  47130. /**
  47131. * Gets the ground mesh created by the helper.
  47132. */
  47133. readonly ground: Nullable<Mesh>;
  47134. private _groundTexture;
  47135. /**
  47136. * Gets the ground texture created by the helper.
  47137. */
  47138. readonly groundTexture: Nullable<BaseTexture>;
  47139. private _groundMirror;
  47140. /**
  47141. * Gets the ground mirror created by the helper.
  47142. */
  47143. readonly groundMirror: Nullable<MirrorTexture>;
  47144. /**
  47145. * Gets the ground mirror render list to helps pushing the meshes
  47146. * you wish in the ground reflection.
  47147. */
  47148. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47149. private _groundMaterial;
  47150. /**
  47151. * Gets the ground material created by the helper.
  47152. */
  47153. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47154. /**
  47155. * Stores the creation options.
  47156. */
  47157. private readonly _scene;
  47158. private _options;
  47159. /**
  47160. * This observable will be notified with any error during the creation of the environment,
  47161. * mainly texture creation errors.
  47162. */
  47163. onErrorObservable: Observable<{
  47164. message?: string;
  47165. exception?: any;
  47166. }>;
  47167. /**
  47168. * constructor
  47169. * @param options Defines the options we want to customize the helper
  47170. * @param scene The scene to add the material to
  47171. */
  47172. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47173. /**
  47174. * Updates the background according to the new options
  47175. * @param options
  47176. */
  47177. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47178. /**
  47179. * Sets the primary color of all the available elements.
  47180. * @param color the main color to affect to the ground and the background
  47181. */
  47182. setMainColor(color: Color3): void;
  47183. /**
  47184. * Setup the image processing according to the specified options.
  47185. */
  47186. private _setupImageProcessing;
  47187. /**
  47188. * Setup the environment texture according to the specified options.
  47189. */
  47190. private _setupEnvironmentTexture;
  47191. /**
  47192. * Setup the background according to the specified options.
  47193. */
  47194. private _setupBackground;
  47195. /**
  47196. * Get the scene sizes according to the setup.
  47197. */
  47198. private _getSceneSize;
  47199. /**
  47200. * Setup the ground according to the specified options.
  47201. */
  47202. private _setupGround;
  47203. /**
  47204. * Setup the ground material according to the specified options.
  47205. */
  47206. private _setupGroundMaterial;
  47207. /**
  47208. * Setup the ground diffuse texture according to the specified options.
  47209. */
  47210. private _setupGroundDiffuseTexture;
  47211. /**
  47212. * Setup the ground mirror texture according to the specified options.
  47213. */
  47214. private _setupGroundMirrorTexture;
  47215. /**
  47216. * Setup the ground to receive the mirror texture.
  47217. */
  47218. private _setupMirrorInGroundMaterial;
  47219. /**
  47220. * Setup the skybox according to the specified options.
  47221. */
  47222. private _setupSkybox;
  47223. /**
  47224. * Setup the skybox material according to the specified options.
  47225. */
  47226. private _setupSkyboxMaterial;
  47227. /**
  47228. * Setup the skybox reflection texture according to the specified options.
  47229. */
  47230. private _setupSkyboxReflectionTexture;
  47231. private _errorHandler;
  47232. /**
  47233. * Dispose all the elements created by the Helper.
  47234. */
  47235. dispose(): void;
  47236. }
  47237. }
  47238. declare module "babylonjs/Helpers/photoDome" {
  47239. import { Observable } from "babylonjs/Misc/observable";
  47240. import { Nullable } from "babylonjs/types";
  47241. import { Scene } from "babylonjs/scene";
  47242. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47243. import { Mesh } from "babylonjs/Meshes/mesh";
  47244. import { Texture } from "babylonjs/Materials/Textures/texture";
  47245. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47246. import "babylonjs/Meshes/Builders/sphereBuilder";
  47247. /**
  47248. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47249. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47250. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47251. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47252. */
  47253. export class PhotoDome extends TransformNode {
  47254. /**
  47255. * Define the image as a Monoscopic panoramic 360 image.
  47256. */
  47257. static readonly MODE_MONOSCOPIC: number;
  47258. /**
  47259. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47260. */
  47261. static readonly MODE_TOPBOTTOM: number;
  47262. /**
  47263. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47264. */
  47265. static readonly MODE_SIDEBYSIDE: number;
  47266. private _useDirectMapping;
  47267. /**
  47268. * The texture being displayed on the sphere
  47269. */
  47270. protected _photoTexture: Texture;
  47271. /**
  47272. * Gets or sets the texture being displayed on the sphere
  47273. */
  47274. photoTexture: Texture;
  47275. /**
  47276. * Observable raised when an error occured while loading the 360 image
  47277. */
  47278. onLoadErrorObservable: Observable<string>;
  47279. /**
  47280. * The skybox material
  47281. */
  47282. protected _material: BackgroundMaterial;
  47283. /**
  47284. * The surface used for the skybox
  47285. */
  47286. protected _mesh: Mesh;
  47287. /**
  47288. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47289. * Also see the options.resolution property.
  47290. */
  47291. fovMultiplier: number;
  47292. private _imageMode;
  47293. /**
  47294. * Gets or set the current video mode for the video. It can be:
  47295. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47296. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47297. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47298. */
  47299. imageMode: number;
  47300. /**
  47301. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47302. * @param name Element's name, child elements will append suffixes for their own names.
  47303. * @param urlsOfPhoto defines the url of the photo to display
  47304. * @param options defines an object containing optional or exposed sub element properties
  47305. * @param onError defines a callback called when an error occured while loading the texture
  47306. */
  47307. constructor(name: string, urlOfPhoto: string, options: {
  47308. resolution?: number;
  47309. size?: number;
  47310. useDirectMapping?: boolean;
  47311. faceForward?: boolean;
  47312. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47313. private _onBeforeCameraRenderObserver;
  47314. private _changeImageMode;
  47315. /**
  47316. * Releases resources associated with this node.
  47317. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47318. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47319. */
  47320. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47321. }
  47322. }
  47323. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47324. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47325. /** @hidden */
  47326. export var rgbdDecodePixelShader: {
  47327. name: string;
  47328. shader: string;
  47329. };
  47330. }
  47331. declare module "babylonjs/Misc/brdfTextureTools" {
  47332. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47333. import { Scene } from "babylonjs/scene";
  47334. import "babylonjs/Shaders/rgbdDecode.fragment";
  47335. /**
  47336. * Class used to host texture specific utilities
  47337. */
  47338. export class BRDFTextureTools {
  47339. /**
  47340. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47341. * @param texture the texture to expand.
  47342. */
  47343. private static _ExpandDefaultBRDFTexture;
  47344. /**
  47345. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47346. * @param scene defines the hosting scene
  47347. * @returns the environment BRDF texture
  47348. */
  47349. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47350. private static _environmentBRDFBase64Texture;
  47351. }
  47352. }
  47353. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47354. import { Nullable } from "babylonjs/types";
  47355. import { Color3 } from "babylonjs/Maths/math.color";
  47356. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47357. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47358. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47359. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47360. import { Engine } from "babylonjs/Engines/engine";
  47361. import { Scene } from "babylonjs/scene";
  47362. /**
  47363. * @hidden
  47364. */
  47365. export interface IMaterialClearCoatDefines {
  47366. CLEARCOAT: boolean;
  47367. CLEARCOAT_DEFAULTIOR: boolean;
  47368. CLEARCOAT_TEXTURE: boolean;
  47369. CLEARCOAT_TEXTUREDIRECTUV: number;
  47370. CLEARCOAT_BUMP: boolean;
  47371. CLEARCOAT_BUMPDIRECTUV: number;
  47372. CLEARCOAT_TINT: boolean;
  47373. CLEARCOAT_TINT_TEXTURE: boolean;
  47374. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47375. /** @hidden */
  47376. _areTexturesDirty: boolean;
  47377. }
  47378. /**
  47379. * Define the code related to the clear coat parameters of the pbr material.
  47380. */
  47381. export class PBRClearCoatConfiguration {
  47382. /**
  47383. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47384. * The default fits with a polyurethane material.
  47385. */
  47386. private static readonly _DefaultIndexOfRefraction;
  47387. private _isEnabled;
  47388. /**
  47389. * Defines if the clear coat is enabled in the material.
  47390. */
  47391. isEnabled: boolean;
  47392. /**
  47393. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47394. */
  47395. intensity: number;
  47396. /**
  47397. * Defines the clear coat layer roughness.
  47398. */
  47399. roughness: number;
  47400. private _indexOfRefraction;
  47401. /**
  47402. * Defines the index of refraction of the clear coat.
  47403. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47404. * The default fits with a polyurethane material.
  47405. * Changing the default value is more performance intensive.
  47406. */
  47407. indexOfRefraction: number;
  47408. private _texture;
  47409. /**
  47410. * Stores the clear coat values in a texture.
  47411. */
  47412. texture: Nullable<BaseTexture>;
  47413. private _bumpTexture;
  47414. /**
  47415. * Define the clear coat specific bump texture.
  47416. */
  47417. bumpTexture: Nullable<BaseTexture>;
  47418. private _isTintEnabled;
  47419. /**
  47420. * Defines if the clear coat tint is enabled in the material.
  47421. */
  47422. isTintEnabled: boolean;
  47423. /**
  47424. * Defines the clear coat tint of the material.
  47425. * This is only use if tint is enabled
  47426. */
  47427. tintColor: Color3;
  47428. /**
  47429. * Defines the distance at which the tint color should be found in the
  47430. * clear coat media.
  47431. * This is only use if tint is enabled
  47432. */
  47433. tintColorAtDistance: number;
  47434. /**
  47435. * Defines the clear coat layer thickness.
  47436. * This is only use if tint is enabled
  47437. */
  47438. tintThickness: number;
  47439. private _tintTexture;
  47440. /**
  47441. * Stores the clear tint values in a texture.
  47442. * rgb is tint
  47443. * a is a thickness factor
  47444. */
  47445. tintTexture: Nullable<BaseTexture>;
  47446. /** @hidden */
  47447. private _internalMarkAllSubMeshesAsTexturesDirty;
  47448. /** @hidden */
  47449. _markAllSubMeshesAsTexturesDirty(): void;
  47450. /**
  47451. * Instantiate a new istance of clear coat configuration.
  47452. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47453. */
  47454. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47455. /**
  47456. * Gets wehter the submesh is ready to be used or not.
  47457. * @param defines the list of "defines" to update.
  47458. * @param scene defines the scene the material belongs to.
  47459. * @param engine defines the engine the material belongs to.
  47460. * @param disableBumpMap defines wether the material disables bump or not.
  47461. * @returns - boolean indicating that the submesh is ready or not.
  47462. */
  47463. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47464. /**
  47465. * Checks to see if a texture is used in the material.
  47466. * @param defines the list of "defines" to update.
  47467. * @param scene defines the scene to the material belongs to.
  47468. */
  47469. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47470. /**
  47471. * Binds the material data.
  47472. * @param uniformBuffer defines the Uniform buffer to fill in.
  47473. * @param scene defines the scene the material belongs to.
  47474. * @param engine defines the engine the material belongs to.
  47475. * @param disableBumpMap defines wether the material disables bump or not.
  47476. * @param isFrozen defines wether the material is frozen or not.
  47477. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47478. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47479. */
  47480. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47481. /**
  47482. * Checks to see if a texture is used in the material.
  47483. * @param texture - Base texture to use.
  47484. * @returns - Boolean specifying if a texture is used in the material.
  47485. */
  47486. hasTexture(texture: BaseTexture): boolean;
  47487. /**
  47488. * Returns an array of the actively used textures.
  47489. * @param activeTextures Array of BaseTextures
  47490. */
  47491. getActiveTextures(activeTextures: BaseTexture[]): void;
  47492. /**
  47493. * Returns the animatable textures.
  47494. * @param animatables Array of animatable textures.
  47495. */
  47496. getAnimatables(animatables: IAnimatable[]): void;
  47497. /**
  47498. * Disposes the resources of the material.
  47499. * @param forceDisposeTextures - Forces the disposal of all textures.
  47500. */
  47501. dispose(forceDisposeTextures?: boolean): void;
  47502. /**
  47503. * Get the current class name of the texture useful for serialization or dynamic coding.
  47504. * @returns "PBRClearCoatConfiguration"
  47505. */
  47506. getClassName(): string;
  47507. /**
  47508. * Add fallbacks to the effect fallbacks list.
  47509. * @param defines defines the Base texture to use.
  47510. * @param fallbacks defines the current fallback list.
  47511. * @param currentRank defines the current fallback rank.
  47512. * @returns the new fallback rank.
  47513. */
  47514. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47515. /**
  47516. * Add the required uniforms to the current list.
  47517. * @param uniforms defines the current uniform list.
  47518. */
  47519. static AddUniforms(uniforms: string[]): void;
  47520. /**
  47521. * Add the required samplers to the current list.
  47522. * @param samplers defines the current sampler list.
  47523. */
  47524. static AddSamplers(samplers: string[]): void;
  47525. /**
  47526. * Add the required uniforms to the current buffer.
  47527. * @param uniformBuffer defines the current uniform buffer.
  47528. */
  47529. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47530. /**
  47531. * Makes a duplicate of the current configuration into another one.
  47532. * @param clearCoatConfiguration define the config where to copy the info
  47533. */
  47534. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47535. /**
  47536. * Serializes this clear coat configuration.
  47537. * @returns - An object with the serialized config.
  47538. */
  47539. serialize(): any;
  47540. /**
  47541. * Parses a anisotropy Configuration from a serialized object.
  47542. * @param source - Serialized object.
  47543. * @param scene Defines the scene we are parsing for
  47544. * @param rootUrl Defines the rootUrl to load from
  47545. */
  47546. parse(source: any, scene: Scene, rootUrl: string): void;
  47547. }
  47548. }
  47549. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47550. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47551. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47552. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47553. import { Vector2 } from "babylonjs/Maths/math.vector";
  47554. import { Scene } from "babylonjs/scene";
  47555. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47556. import { Nullable } from "babylonjs/types";
  47557. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47558. /**
  47559. * @hidden
  47560. */
  47561. export interface IMaterialAnisotropicDefines {
  47562. ANISOTROPIC: boolean;
  47563. ANISOTROPIC_TEXTURE: boolean;
  47564. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47565. MAINUV1: boolean;
  47566. _areTexturesDirty: boolean;
  47567. _needUVs: boolean;
  47568. }
  47569. /**
  47570. * Define the code related to the anisotropic parameters of the pbr material.
  47571. */
  47572. export class PBRAnisotropicConfiguration {
  47573. private _isEnabled;
  47574. /**
  47575. * Defines if the anisotropy is enabled in the material.
  47576. */
  47577. isEnabled: boolean;
  47578. /**
  47579. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47580. */
  47581. intensity: number;
  47582. /**
  47583. * Defines if the effect is along the tangents, bitangents or in between.
  47584. * By default, the effect is "strectching" the highlights along the tangents.
  47585. */
  47586. direction: Vector2;
  47587. private _texture;
  47588. /**
  47589. * Stores the anisotropy values in a texture.
  47590. * rg is direction (like normal from -1 to 1)
  47591. * b is a intensity
  47592. */
  47593. texture: Nullable<BaseTexture>;
  47594. /** @hidden */
  47595. private _internalMarkAllSubMeshesAsTexturesDirty;
  47596. /** @hidden */
  47597. _markAllSubMeshesAsTexturesDirty(): void;
  47598. /**
  47599. * Instantiate a new istance of anisotropy configuration.
  47600. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47601. */
  47602. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47603. /**
  47604. * Specifies that the submesh is ready to be used.
  47605. * @param defines the list of "defines" to update.
  47606. * @param scene defines the scene the material belongs to.
  47607. * @returns - boolean indicating that the submesh is ready or not.
  47608. */
  47609. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47610. /**
  47611. * Checks to see if a texture is used in the material.
  47612. * @param defines the list of "defines" to update.
  47613. * @param mesh the mesh we are preparing the defines for.
  47614. * @param scene defines the scene the material belongs to.
  47615. */
  47616. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47617. /**
  47618. * Binds the material data.
  47619. * @param uniformBuffer defines the Uniform buffer to fill in.
  47620. * @param scene defines the scene the material belongs to.
  47621. * @param isFrozen defines wether the material is frozen or not.
  47622. */
  47623. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47624. /**
  47625. * Checks to see if a texture is used in the material.
  47626. * @param texture - Base texture to use.
  47627. * @returns - Boolean specifying if a texture is used in the material.
  47628. */
  47629. hasTexture(texture: BaseTexture): boolean;
  47630. /**
  47631. * Returns an array of the actively used textures.
  47632. * @param activeTextures Array of BaseTextures
  47633. */
  47634. getActiveTextures(activeTextures: BaseTexture[]): void;
  47635. /**
  47636. * Returns the animatable textures.
  47637. * @param animatables Array of animatable textures.
  47638. */
  47639. getAnimatables(animatables: IAnimatable[]): void;
  47640. /**
  47641. * Disposes the resources of the material.
  47642. * @param forceDisposeTextures - Forces the disposal of all textures.
  47643. */
  47644. dispose(forceDisposeTextures?: boolean): void;
  47645. /**
  47646. * Get the current class name of the texture useful for serialization or dynamic coding.
  47647. * @returns "PBRAnisotropicConfiguration"
  47648. */
  47649. getClassName(): string;
  47650. /**
  47651. * Add fallbacks to the effect fallbacks list.
  47652. * @param defines defines the Base texture to use.
  47653. * @param fallbacks defines the current fallback list.
  47654. * @param currentRank defines the current fallback rank.
  47655. * @returns the new fallback rank.
  47656. */
  47657. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47658. /**
  47659. * Add the required uniforms to the current list.
  47660. * @param uniforms defines the current uniform list.
  47661. */
  47662. static AddUniforms(uniforms: string[]): void;
  47663. /**
  47664. * Add the required uniforms to the current buffer.
  47665. * @param uniformBuffer defines the current uniform buffer.
  47666. */
  47667. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47668. /**
  47669. * Add the required samplers to the current list.
  47670. * @param samplers defines the current sampler list.
  47671. */
  47672. static AddSamplers(samplers: string[]): void;
  47673. /**
  47674. * Makes a duplicate of the current configuration into another one.
  47675. * @param anisotropicConfiguration define the config where to copy the info
  47676. */
  47677. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47678. /**
  47679. * Serializes this anisotropy configuration.
  47680. * @returns - An object with the serialized config.
  47681. */
  47682. serialize(): any;
  47683. /**
  47684. * Parses a anisotropy Configuration from a serialized object.
  47685. * @param source - Serialized object.
  47686. * @param scene Defines the scene we are parsing for
  47687. * @param rootUrl Defines the rootUrl to load from
  47688. */
  47689. parse(source: any, scene: Scene, rootUrl: string): void;
  47690. }
  47691. }
  47692. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47693. import { Scene } from "babylonjs/scene";
  47694. /**
  47695. * @hidden
  47696. */
  47697. export interface IMaterialBRDFDefines {
  47698. BRDF_V_HEIGHT_CORRELATED: boolean;
  47699. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47700. SPHERICAL_HARMONICS: boolean;
  47701. /** @hidden */
  47702. _areMiscDirty: boolean;
  47703. }
  47704. /**
  47705. * Define the code related to the BRDF parameters of the pbr material.
  47706. */
  47707. export class PBRBRDFConfiguration {
  47708. /**
  47709. * Default value used for the energy conservation.
  47710. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47711. */
  47712. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47713. /**
  47714. * Default value used for the Smith Visibility Height Correlated mode.
  47715. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47716. */
  47717. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47718. /**
  47719. * Default value used for the IBL diffuse part.
  47720. * This can help switching back to the polynomials mode globally which is a tiny bit
  47721. * less GPU intensive at the drawback of a lower quality.
  47722. */
  47723. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47724. private _useEnergyConservation;
  47725. /**
  47726. * Defines if the material uses energy conservation.
  47727. */
  47728. useEnergyConservation: boolean;
  47729. private _useSmithVisibilityHeightCorrelated;
  47730. /**
  47731. * LEGACY Mode set to false
  47732. * Defines if the material uses height smith correlated visibility term.
  47733. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47734. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47735. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47736. * Not relying on height correlated will also disable energy conservation.
  47737. */
  47738. useSmithVisibilityHeightCorrelated: boolean;
  47739. private _useSphericalHarmonics;
  47740. /**
  47741. * LEGACY Mode set to false
  47742. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47743. * diffuse part of the IBL.
  47744. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47745. * to the ground truth.
  47746. */
  47747. useSphericalHarmonics: boolean;
  47748. /** @hidden */
  47749. private _internalMarkAllSubMeshesAsMiscDirty;
  47750. /** @hidden */
  47751. _markAllSubMeshesAsMiscDirty(): void;
  47752. /**
  47753. * Instantiate a new istance of clear coat configuration.
  47754. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47755. */
  47756. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47757. /**
  47758. * Checks to see if a texture is used in the material.
  47759. * @param defines the list of "defines" to update.
  47760. */
  47761. prepareDefines(defines: IMaterialBRDFDefines): void;
  47762. /**
  47763. * Get the current class name of the texture useful for serialization or dynamic coding.
  47764. * @returns "PBRClearCoatConfiguration"
  47765. */
  47766. getClassName(): string;
  47767. /**
  47768. * Makes a duplicate of the current configuration into another one.
  47769. * @param brdfConfiguration define the config where to copy the info
  47770. */
  47771. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47772. /**
  47773. * Serializes this BRDF configuration.
  47774. * @returns - An object with the serialized config.
  47775. */
  47776. serialize(): any;
  47777. /**
  47778. * Parses a anisotropy Configuration from a serialized object.
  47779. * @param source - Serialized object.
  47780. * @param scene Defines the scene we are parsing for
  47781. * @param rootUrl Defines the rootUrl to load from
  47782. */
  47783. parse(source: any, scene: Scene, rootUrl: string): void;
  47784. }
  47785. }
  47786. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47787. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47788. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47789. import { Color3 } from "babylonjs/Maths/math.color";
  47790. import { Scene } from "babylonjs/scene";
  47791. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47792. import { Nullable } from "babylonjs/types";
  47793. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47794. /**
  47795. * @hidden
  47796. */
  47797. export interface IMaterialSheenDefines {
  47798. SHEEN: boolean;
  47799. SHEEN_TEXTURE: boolean;
  47800. SHEEN_TEXTUREDIRECTUV: number;
  47801. SHEEN_LINKWITHALBEDO: boolean;
  47802. /** @hidden */
  47803. _areTexturesDirty: boolean;
  47804. }
  47805. /**
  47806. * Define the code related to the Sheen parameters of the pbr material.
  47807. */
  47808. export class PBRSheenConfiguration {
  47809. private _isEnabled;
  47810. /**
  47811. * Defines if the material uses sheen.
  47812. */
  47813. isEnabled: boolean;
  47814. private _linkSheenWithAlbedo;
  47815. /**
  47816. * Defines if the sheen is linked to the sheen color.
  47817. */
  47818. linkSheenWithAlbedo: boolean;
  47819. /**
  47820. * Defines the sheen intensity.
  47821. */
  47822. intensity: number;
  47823. /**
  47824. * Defines the sheen color.
  47825. */
  47826. color: Color3;
  47827. private _texture;
  47828. /**
  47829. * Stores the sheen tint values in a texture.
  47830. * rgb is tint
  47831. * a is a intensity
  47832. */
  47833. texture: Nullable<BaseTexture>;
  47834. /** @hidden */
  47835. private _internalMarkAllSubMeshesAsTexturesDirty;
  47836. /** @hidden */
  47837. _markAllSubMeshesAsTexturesDirty(): void;
  47838. /**
  47839. * Instantiate a new istance of clear coat configuration.
  47840. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47841. */
  47842. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47843. /**
  47844. * Specifies that the submesh is ready to be used.
  47845. * @param defines the list of "defines" to update.
  47846. * @param scene defines the scene the material belongs to.
  47847. * @returns - boolean indicating that the submesh is ready or not.
  47848. */
  47849. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47850. /**
  47851. * Checks to see if a texture is used in the material.
  47852. * @param defines the list of "defines" to update.
  47853. * @param scene defines the scene the material belongs to.
  47854. */
  47855. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47856. /**
  47857. * Binds the material data.
  47858. * @param uniformBuffer defines the Uniform buffer to fill in.
  47859. * @param scene defines the scene the material belongs to.
  47860. * @param isFrozen defines wether the material is frozen or not.
  47861. */
  47862. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47863. /**
  47864. * Checks to see if a texture is used in the material.
  47865. * @param texture - Base texture to use.
  47866. * @returns - Boolean specifying if a texture is used in the material.
  47867. */
  47868. hasTexture(texture: BaseTexture): boolean;
  47869. /**
  47870. * Returns an array of the actively used textures.
  47871. * @param activeTextures Array of BaseTextures
  47872. */
  47873. getActiveTextures(activeTextures: BaseTexture[]): void;
  47874. /**
  47875. * Returns the animatable textures.
  47876. * @param animatables Array of animatable textures.
  47877. */
  47878. getAnimatables(animatables: IAnimatable[]): void;
  47879. /**
  47880. * Disposes the resources of the material.
  47881. * @param forceDisposeTextures - Forces the disposal of all textures.
  47882. */
  47883. dispose(forceDisposeTextures?: boolean): void;
  47884. /**
  47885. * Get the current class name of the texture useful for serialization or dynamic coding.
  47886. * @returns "PBRSheenConfiguration"
  47887. */
  47888. getClassName(): string;
  47889. /**
  47890. * Add fallbacks to the effect fallbacks list.
  47891. * @param defines defines the Base texture to use.
  47892. * @param fallbacks defines the current fallback list.
  47893. * @param currentRank defines the current fallback rank.
  47894. * @returns the new fallback rank.
  47895. */
  47896. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47897. /**
  47898. * Add the required uniforms to the current list.
  47899. * @param uniforms defines the current uniform list.
  47900. */
  47901. static AddUniforms(uniforms: string[]): void;
  47902. /**
  47903. * Add the required uniforms to the current buffer.
  47904. * @param uniformBuffer defines the current uniform buffer.
  47905. */
  47906. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47907. /**
  47908. * Add the required samplers to the current list.
  47909. * @param samplers defines the current sampler list.
  47910. */
  47911. static AddSamplers(samplers: string[]): void;
  47912. /**
  47913. * Makes a duplicate of the current configuration into another one.
  47914. * @param sheenConfiguration define the config where to copy the info
  47915. */
  47916. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47917. /**
  47918. * Serializes this BRDF configuration.
  47919. * @returns - An object with the serialized config.
  47920. */
  47921. serialize(): any;
  47922. /**
  47923. * Parses a anisotropy Configuration from a serialized object.
  47924. * @param source - Serialized object.
  47925. * @param scene Defines the scene we are parsing for
  47926. * @param rootUrl Defines the rootUrl to load from
  47927. */
  47928. parse(source: any, scene: Scene, rootUrl: string): void;
  47929. }
  47930. }
  47931. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47932. import { Nullable } from "babylonjs/types";
  47933. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47934. import { Color3 } from "babylonjs/Maths/math.color";
  47935. import { SmartArray } from "babylonjs/Misc/smartArray";
  47936. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47937. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47938. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47939. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47940. import { Engine } from "babylonjs/Engines/engine";
  47941. import { Scene } from "babylonjs/scene";
  47942. /**
  47943. * @hidden
  47944. */
  47945. export interface IMaterialSubSurfaceDefines {
  47946. SUBSURFACE: boolean;
  47947. SS_REFRACTION: boolean;
  47948. SS_TRANSLUCENCY: boolean;
  47949. SS_SCATERRING: boolean;
  47950. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47951. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47952. SS_REFRACTIONMAP_3D: boolean;
  47953. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47954. SS_LODINREFRACTIONALPHA: boolean;
  47955. SS_GAMMAREFRACTION: boolean;
  47956. SS_RGBDREFRACTION: boolean;
  47957. SS_LINEARSPECULARREFRACTION: boolean;
  47958. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47959. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47960. /** @hidden */
  47961. _areTexturesDirty: boolean;
  47962. }
  47963. /**
  47964. * Define the code related to the sub surface parameters of the pbr material.
  47965. */
  47966. export class PBRSubSurfaceConfiguration {
  47967. private _isRefractionEnabled;
  47968. /**
  47969. * Defines if the refraction is enabled in the material.
  47970. */
  47971. isRefractionEnabled: boolean;
  47972. private _isTranslucencyEnabled;
  47973. /**
  47974. * Defines if the translucency is enabled in the material.
  47975. */
  47976. isTranslucencyEnabled: boolean;
  47977. private _isScatteringEnabled;
  47978. /**
  47979. * Defines the refraction intensity of the material.
  47980. * The refraction when enabled replaces the Diffuse part of the material.
  47981. * The intensity helps transitionning between diffuse and refraction.
  47982. */
  47983. refractionIntensity: number;
  47984. /**
  47985. * Defines the translucency intensity of the material.
  47986. * When translucency has been enabled, this defines how much of the "translucency"
  47987. * is addded to the diffuse part of the material.
  47988. */
  47989. translucencyIntensity: number;
  47990. /**
  47991. * Defines the scattering intensity of the material.
  47992. * When scattering has been enabled, this defines how much of the "scattered light"
  47993. * is addded to the diffuse part of the material.
  47994. */
  47995. scatteringIntensity: number;
  47996. private _thicknessTexture;
  47997. /**
  47998. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47999. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48000. * 0 would mean minimumThickness
  48001. * 1 would mean maximumThickness
  48002. * The other channels might be use as a mask to vary the different effects intensity.
  48003. */
  48004. thicknessTexture: Nullable<BaseTexture>;
  48005. private _refractionTexture;
  48006. /**
  48007. * Defines the texture to use for refraction.
  48008. */
  48009. refractionTexture: Nullable<BaseTexture>;
  48010. private _indexOfRefraction;
  48011. /**
  48012. * Defines the index of refraction used in the material.
  48013. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48014. */
  48015. indexOfRefraction: number;
  48016. private _invertRefractionY;
  48017. /**
  48018. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48019. */
  48020. invertRefractionY: boolean;
  48021. private _linkRefractionWithTransparency;
  48022. /**
  48023. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48024. * Materials half opaque for instance using refraction could benefit from this control.
  48025. */
  48026. linkRefractionWithTransparency: boolean;
  48027. /**
  48028. * Defines the minimum thickness stored in the thickness map.
  48029. * If no thickness map is defined, this value will be used to simulate thickness.
  48030. */
  48031. minimumThickness: number;
  48032. /**
  48033. * Defines the maximum thickness stored in the thickness map.
  48034. */
  48035. maximumThickness: number;
  48036. /**
  48037. * Defines the volume tint of the material.
  48038. * This is used for both translucency and scattering.
  48039. */
  48040. tintColor: Color3;
  48041. /**
  48042. * Defines the distance at which the tint color should be found in the media.
  48043. * This is used for refraction only.
  48044. */
  48045. tintColorAtDistance: number;
  48046. /**
  48047. * Defines how far each channel transmit through the media.
  48048. * It is defined as a color to simplify it selection.
  48049. */
  48050. diffusionDistance: Color3;
  48051. private _useMaskFromThicknessTexture;
  48052. /**
  48053. * Stores the intensity of the different subsurface effects in the thickness texture.
  48054. * * the green channel is the translucency intensity.
  48055. * * the blue channel is the scattering intensity.
  48056. * * the alpha channel is the refraction intensity.
  48057. */
  48058. useMaskFromThicknessTexture: boolean;
  48059. /** @hidden */
  48060. private _internalMarkAllSubMeshesAsTexturesDirty;
  48061. /** @hidden */
  48062. _markAllSubMeshesAsTexturesDirty(): void;
  48063. /**
  48064. * Instantiate a new istance of sub surface configuration.
  48065. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48066. */
  48067. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48068. /**
  48069. * Gets wehter the submesh is ready to be used or not.
  48070. * @param defines the list of "defines" to update.
  48071. * @param scene defines the scene the material belongs to.
  48072. * @returns - boolean indicating that the submesh is ready or not.
  48073. */
  48074. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48075. /**
  48076. * Checks to see if a texture is used in the material.
  48077. * @param defines the list of "defines" to update.
  48078. * @param scene defines the scene to the material belongs to.
  48079. */
  48080. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48081. /**
  48082. * Binds the material data.
  48083. * @param uniformBuffer defines the Uniform buffer to fill in.
  48084. * @param scene defines the scene the material belongs to.
  48085. * @param engine defines the engine the material belongs to.
  48086. * @param isFrozen defines wether the material is frozen or not.
  48087. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48088. */
  48089. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48090. /**
  48091. * Unbinds the material from the mesh.
  48092. * @param activeEffect defines the effect that should be unbound from.
  48093. * @returns true if unbound, otherwise false
  48094. */
  48095. unbind(activeEffect: Effect): boolean;
  48096. /**
  48097. * Returns the texture used for refraction or null if none is used.
  48098. * @param scene defines the scene the material belongs to.
  48099. * @returns - Refraction texture if present. If no refraction texture and refraction
  48100. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48101. */
  48102. private _getRefractionTexture;
  48103. /**
  48104. * Returns true if alpha blending should be disabled.
  48105. */
  48106. readonly disableAlphaBlending: boolean;
  48107. /**
  48108. * Fills the list of render target textures.
  48109. * @param renderTargets the list of render targets to update
  48110. */
  48111. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48112. /**
  48113. * Checks to see if a texture is used in the material.
  48114. * @param texture - Base texture to use.
  48115. * @returns - Boolean specifying if a texture is used in the material.
  48116. */
  48117. hasTexture(texture: BaseTexture): boolean;
  48118. /**
  48119. * Gets a boolean indicating that current material needs to register RTT
  48120. * @returns true if this uses a render target otherwise false.
  48121. */
  48122. hasRenderTargetTextures(): boolean;
  48123. /**
  48124. * Returns an array of the actively used textures.
  48125. * @param activeTextures Array of BaseTextures
  48126. */
  48127. getActiveTextures(activeTextures: BaseTexture[]): void;
  48128. /**
  48129. * Returns the animatable textures.
  48130. * @param animatables Array of animatable textures.
  48131. */
  48132. getAnimatables(animatables: IAnimatable[]): void;
  48133. /**
  48134. * Disposes the resources of the material.
  48135. * @param forceDisposeTextures - Forces the disposal of all textures.
  48136. */
  48137. dispose(forceDisposeTextures?: boolean): void;
  48138. /**
  48139. * Get the current class name of the texture useful for serialization or dynamic coding.
  48140. * @returns "PBRSubSurfaceConfiguration"
  48141. */
  48142. getClassName(): string;
  48143. /**
  48144. * Add fallbacks to the effect fallbacks list.
  48145. * @param defines defines the Base texture to use.
  48146. * @param fallbacks defines the current fallback list.
  48147. * @param currentRank defines the current fallback rank.
  48148. * @returns the new fallback rank.
  48149. */
  48150. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48151. /**
  48152. * Add the required uniforms to the current list.
  48153. * @param uniforms defines the current uniform list.
  48154. */
  48155. static AddUniforms(uniforms: string[]): void;
  48156. /**
  48157. * Add the required samplers to the current list.
  48158. * @param samplers defines the current sampler list.
  48159. */
  48160. static AddSamplers(samplers: string[]): void;
  48161. /**
  48162. * Add the required uniforms to the current buffer.
  48163. * @param uniformBuffer defines the current uniform buffer.
  48164. */
  48165. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48166. /**
  48167. * Makes a duplicate of the current configuration into another one.
  48168. * @param configuration define the config where to copy the info
  48169. */
  48170. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48171. /**
  48172. * Serializes this Sub Surface configuration.
  48173. * @returns - An object with the serialized config.
  48174. */
  48175. serialize(): any;
  48176. /**
  48177. * Parses a anisotropy Configuration from a serialized object.
  48178. * @param source - Serialized object.
  48179. * @param scene Defines the scene we are parsing for
  48180. * @param rootUrl Defines the rootUrl to load from
  48181. */
  48182. parse(source: any, scene: Scene, rootUrl: string): void;
  48183. }
  48184. }
  48185. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48186. /** @hidden */
  48187. export var pbrFragmentDeclaration: {
  48188. name: string;
  48189. shader: string;
  48190. };
  48191. }
  48192. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48193. /** @hidden */
  48194. export var pbrUboDeclaration: {
  48195. name: string;
  48196. shader: string;
  48197. };
  48198. }
  48199. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48200. /** @hidden */
  48201. export var pbrFragmentExtraDeclaration: {
  48202. name: string;
  48203. shader: string;
  48204. };
  48205. }
  48206. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48207. /** @hidden */
  48208. export var pbrFragmentSamplersDeclaration: {
  48209. name: string;
  48210. shader: string;
  48211. };
  48212. }
  48213. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48214. /** @hidden */
  48215. export var pbrHelperFunctions: {
  48216. name: string;
  48217. shader: string;
  48218. };
  48219. }
  48220. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48221. /** @hidden */
  48222. export var harmonicsFunctions: {
  48223. name: string;
  48224. shader: string;
  48225. };
  48226. }
  48227. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48228. /** @hidden */
  48229. export var pbrDirectLightingSetupFunctions: {
  48230. name: string;
  48231. shader: string;
  48232. };
  48233. }
  48234. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48235. /** @hidden */
  48236. export var pbrDirectLightingFalloffFunctions: {
  48237. name: string;
  48238. shader: string;
  48239. };
  48240. }
  48241. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48242. /** @hidden */
  48243. export var pbrBRDFFunctions: {
  48244. name: string;
  48245. shader: string;
  48246. };
  48247. }
  48248. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48249. /** @hidden */
  48250. export var pbrDirectLightingFunctions: {
  48251. name: string;
  48252. shader: string;
  48253. };
  48254. }
  48255. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48256. /** @hidden */
  48257. export var pbrIBLFunctions: {
  48258. name: string;
  48259. shader: string;
  48260. };
  48261. }
  48262. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48263. /** @hidden */
  48264. export var pbrDebug: {
  48265. name: string;
  48266. shader: string;
  48267. };
  48268. }
  48269. declare module "babylonjs/Shaders/pbr.fragment" {
  48270. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48271. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48272. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48273. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48274. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48275. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48276. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48277. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48278. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48279. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48280. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48281. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48282. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48283. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48284. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48285. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48286. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48287. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48288. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48289. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48290. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48291. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48292. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48293. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48294. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48295. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48296. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48297. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48298. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48299. /** @hidden */
  48300. export var pbrPixelShader: {
  48301. name: string;
  48302. shader: string;
  48303. };
  48304. }
  48305. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48306. /** @hidden */
  48307. export var pbrVertexDeclaration: {
  48308. name: string;
  48309. shader: string;
  48310. };
  48311. }
  48312. declare module "babylonjs/Shaders/pbr.vertex" {
  48313. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48314. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48315. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48316. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48317. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48318. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48319. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48320. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48321. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48322. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48323. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48324. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48325. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48326. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48327. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48328. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48329. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48330. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48331. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48332. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48333. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48334. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48335. /** @hidden */
  48336. export var pbrVertexShader: {
  48337. name: string;
  48338. shader: string;
  48339. };
  48340. }
  48341. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48342. import { Nullable } from "babylonjs/types";
  48343. import { Scene } from "babylonjs/scene";
  48344. import { Matrix } from "babylonjs/Maths/math.vector";
  48345. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48346. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48347. import { Mesh } from "babylonjs/Meshes/mesh";
  48348. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48349. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48350. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48351. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48352. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48353. import { Color3 } from "babylonjs/Maths/math.color";
  48354. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48355. import { Material } from "babylonjs/Materials/material";
  48356. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48357. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48358. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48359. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48360. import "babylonjs/Shaders/pbr.fragment";
  48361. import "babylonjs/Shaders/pbr.vertex";
  48362. /**
  48363. * Manages the defines for the PBR Material.
  48364. * @hidden
  48365. */
  48366. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48367. PBR: boolean;
  48368. MAINUV1: boolean;
  48369. MAINUV2: boolean;
  48370. UV1: boolean;
  48371. UV2: boolean;
  48372. ALBEDO: boolean;
  48373. ALBEDODIRECTUV: number;
  48374. VERTEXCOLOR: boolean;
  48375. AMBIENT: boolean;
  48376. AMBIENTDIRECTUV: number;
  48377. AMBIENTINGRAYSCALE: boolean;
  48378. OPACITY: boolean;
  48379. VERTEXALPHA: boolean;
  48380. OPACITYDIRECTUV: number;
  48381. OPACITYRGB: boolean;
  48382. ALPHATEST: boolean;
  48383. DEPTHPREPASS: boolean;
  48384. ALPHABLEND: boolean;
  48385. ALPHAFROMALBEDO: boolean;
  48386. ALPHATESTVALUE: string;
  48387. SPECULAROVERALPHA: boolean;
  48388. RADIANCEOVERALPHA: boolean;
  48389. ALPHAFRESNEL: boolean;
  48390. LINEARALPHAFRESNEL: boolean;
  48391. PREMULTIPLYALPHA: boolean;
  48392. EMISSIVE: boolean;
  48393. EMISSIVEDIRECTUV: number;
  48394. REFLECTIVITY: boolean;
  48395. REFLECTIVITYDIRECTUV: number;
  48396. SPECULARTERM: boolean;
  48397. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48398. MICROSURFACEAUTOMATIC: boolean;
  48399. LODBASEDMICROSFURACE: boolean;
  48400. MICROSURFACEMAP: boolean;
  48401. MICROSURFACEMAPDIRECTUV: number;
  48402. METALLICWORKFLOW: boolean;
  48403. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48404. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48405. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48406. AOSTOREINMETALMAPRED: boolean;
  48407. ENVIRONMENTBRDF: boolean;
  48408. ENVIRONMENTBRDF_RGBD: boolean;
  48409. NORMAL: boolean;
  48410. TANGENT: boolean;
  48411. BUMP: boolean;
  48412. BUMPDIRECTUV: number;
  48413. OBJECTSPACE_NORMALMAP: boolean;
  48414. PARALLAX: boolean;
  48415. PARALLAXOCCLUSION: boolean;
  48416. NORMALXYSCALE: boolean;
  48417. LIGHTMAP: boolean;
  48418. LIGHTMAPDIRECTUV: number;
  48419. USELIGHTMAPASSHADOWMAP: boolean;
  48420. GAMMALIGHTMAP: boolean;
  48421. REFLECTION: boolean;
  48422. REFLECTIONMAP_3D: boolean;
  48423. REFLECTIONMAP_SPHERICAL: boolean;
  48424. REFLECTIONMAP_PLANAR: boolean;
  48425. REFLECTIONMAP_CUBIC: boolean;
  48426. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48427. REFLECTIONMAP_PROJECTION: boolean;
  48428. REFLECTIONMAP_SKYBOX: boolean;
  48429. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48430. REFLECTIONMAP_EXPLICIT: boolean;
  48431. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48432. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48433. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48434. INVERTCUBICMAP: boolean;
  48435. USESPHERICALFROMREFLECTIONMAP: boolean;
  48436. USEIRRADIANCEMAP: boolean;
  48437. SPHERICAL_HARMONICS: boolean;
  48438. USESPHERICALINVERTEX: boolean;
  48439. REFLECTIONMAP_OPPOSITEZ: boolean;
  48440. LODINREFLECTIONALPHA: boolean;
  48441. GAMMAREFLECTION: boolean;
  48442. RGBDREFLECTION: boolean;
  48443. LINEARSPECULARREFLECTION: boolean;
  48444. RADIANCEOCCLUSION: boolean;
  48445. HORIZONOCCLUSION: boolean;
  48446. INSTANCES: boolean;
  48447. NUM_BONE_INFLUENCERS: number;
  48448. BonesPerMesh: number;
  48449. BONETEXTURE: boolean;
  48450. NONUNIFORMSCALING: boolean;
  48451. MORPHTARGETS: boolean;
  48452. MORPHTARGETS_NORMAL: boolean;
  48453. MORPHTARGETS_TANGENT: boolean;
  48454. MORPHTARGETS_UV: boolean;
  48455. NUM_MORPH_INFLUENCERS: number;
  48456. IMAGEPROCESSING: boolean;
  48457. VIGNETTE: boolean;
  48458. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48459. VIGNETTEBLENDMODEOPAQUE: boolean;
  48460. TONEMAPPING: boolean;
  48461. TONEMAPPING_ACES: boolean;
  48462. CONTRAST: boolean;
  48463. COLORCURVES: boolean;
  48464. COLORGRADING: boolean;
  48465. COLORGRADING3D: boolean;
  48466. SAMPLER3DGREENDEPTH: boolean;
  48467. SAMPLER3DBGRMAP: boolean;
  48468. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48469. EXPOSURE: boolean;
  48470. MULTIVIEW: boolean;
  48471. USEPHYSICALLIGHTFALLOFF: boolean;
  48472. USEGLTFLIGHTFALLOFF: boolean;
  48473. TWOSIDEDLIGHTING: boolean;
  48474. SHADOWFLOAT: boolean;
  48475. CLIPPLANE: boolean;
  48476. CLIPPLANE2: boolean;
  48477. CLIPPLANE3: boolean;
  48478. CLIPPLANE4: boolean;
  48479. POINTSIZE: boolean;
  48480. FOG: boolean;
  48481. LOGARITHMICDEPTH: boolean;
  48482. FORCENORMALFORWARD: boolean;
  48483. SPECULARAA: boolean;
  48484. CLEARCOAT: boolean;
  48485. CLEARCOAT_DEFAULTIOR: boolean;
  48486. CLEARCOAT_TEXTURE: boolean;
  48487. CLEARCOAT_TEXTUREDIRECTUV: number;
  48488. CLEARCOAT_BUMP: boolean;
  48489. CLEARCOAT_BUMPDIRECTUV: number;
  48490. CLEARCOAT_TINT: boolean;
  48491. CLEARCOAT_TINT_TEXTURE: boolean;
  48492. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48493. ANISOTROPIC: boolean;
  48494. ANISOTROPIC_TEXTURE: boolean;
  48495. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48496. BRDF_V_HEIGHT_CORRELATED: boolean;
  48497. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48498. SHEEN: boolean;
  48499. SHEEN_TEXTURE: boolean;
  48500. SHEEN_TEXTUREDIRECTUV: number;
  48501. SHEEN_LINKWITHALBEDO: boolean;
  48502. SUBSURFACE: boolean;
  48503. SS_REFRACTION: boolean;
  48504. SS_TRANSLUCENCY: boolean;
  48505. SS_SCATERRING: boolean;
  48506. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48507. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48508. SS_REFRACTIONMAP_3D: boolean;
  48509. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48510. SS_LODINREFRACTIONALPHA: boolean;
  48511. SS_GAMMAREFRACTION: boolean;
  48512. SS_RGBDREFRACTION: boolean;
  48513. SS_LINEARSPECULARREFRACTION: boolean;
  48514. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48515. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48516. UNLIT: boolean;
  48517. DEBUGMODE: number;
  48518. /**
  48519. * Initializes the PBR Material defines.
  48520. */
  48521. constructor();
  48522. /**
  48523. * Resets the PBR Material defines.
  48524. */
  48525. reset(): void;
  48526. }
  48527. /**
  48528. * The Physically based material base class of BJS.
  48529. *
  48530. * This offers the main features of a standard PBR material.
  48531. * For more information, please refer to the documentation :
  48532. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48533. */
  48534. export abstract class PBRBaseMaterial extends PushMaterial {
  48535. /**
  48536. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48537. */
  48538. static readonly PBRMATERIAL_OPAQUE: number;
  48539. /**
  48540. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48541. */
  48542. static readonly PBRMATERIAL_ALPHATEST: number;
  48543. /**
  48544. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48545. */
  48546. static readonly PBRMATERIAL_ALPHABLEND: number;
  48547. /**
  48548. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48549. * They are also discarded below the alpha cutoff threshold to improve performances.
  48550. */
  48551. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48552. /**
  48553. * Defines the default value of how much AO map is occluding the analytical lights
  48554. * (point spot...).
  48555. */
  48556. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48557. /**
  48558. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48559. */
  48560. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48561. /**
  48562. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48563. * to enhance interoperability with other engines.
  48564. */
  48565. static readonly LIGHTFALLOFF_GLTF: number;
  48566. /**
  48567. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48568. * to enhance interoperability with other materials.
  48569. */
  48570. static readonly LIGHTFALLOFF_STANDARD: number;
  48571. /**
  48572. * Intensity of the direct lights e.g. the four lights available in your scene.
  48573. * This impacts both the direct diffuse and specular highlights.
  48574. */
  48575. protected _directIntensity: number;
  48576. /**
  48577. * Intensity of the emissive part of the material.
  48578. * This helps controlling the emissive effect without modifying the emissive color.
  48579. */
  48580. protected _emissiveIntensity: number;
  48581. /**
  48582. * Intensity of the environment e.g. how much the environment will light the object
  48583. * either through harmonics for rough material or through the refelction for shiny ones.
  48584. */
  48585. protected _environmentIntensity: number;
  48586. /**
  48587. * This is a special control allowing the reduction of the specular highlights coming from the
  48588. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48589. */
  48590. protected _specularIntensity: number;
  48591. /**
  48592. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48593. */
  48594. private _lightingInfos;
  48595. /**
  48596. * Debug Control allowing disabling the bump map on this material.
  48597. */
  48598. protected _disableBumpMap: boolean;
  48599. /**
  48600. * AKA Diffuse Texture in standard nomenclature.
  48601. */
  48602. protected _albedoTexture: Nullable<BaseTexture>;
  48603. /**
  48604. * AKA Occlusion Texture in other nomenclature.
  48605. */
  48606. protected _ambientTexture: Nullable<BaseTexture>;
  48607. /**
  48608. * AKA Occlusion Texture Intensity in other nomenclature.
  48609. */
  48610. protected _ambientTextureStrength: number;
  48611. /**
  48612. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48613. * 1 means it completely occludes it
  48614. * 0 mean it has no impact
  48615. */
  48616. protected _ambientTextureImpactOnAnalyticalLights: number;
  48617. /**
  48618. * Stores the alpha values in a texture.
  48619. */
  48620. protected _opacityTexture: Nullable<BaseTexture>;
  48621. /**
  48622. * Stores the reflection values in a texture.
  48623. */
  48624. protected _reflectionTexture: Nullable<BaseTexture>;
  48625. /**
  48626. * Stores the emissive values in a texture.
  48627. */
  48628. protected _emissiveTexture: Nullable<BaseTexture>;
  48629. /**
  48630. * AKA Specular texture in other nomenclature.
  48631. */
  48632. protected _reflectivityTexture: Nullable<BaseTexture>;
  48633. /**
  48634. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48635. */
  48636. protected _metallicTexture: Nullable<BaseTexture>;
  48637. /**
  48638. * Specifies the metallic scalar of the metallic/roughness workflow.
  48639. * Can also be used to scale the metalness values of the metallic texture.
  48640. */
  48641. protected _metallic: Nullable<number>;
  48642. /**
  48643. * Specifies the roughness scalar of the metallic/roughness workflow.
  48644. * Can also be used to scale the roughness values of the metallic texture.
  48645. */
  48646. protected _roughness: Nullable<number>;
  48647. /**
  48648. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48649. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48650. */
  48651. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48652. /**
  48653. * Stores surface normal data used to displace a mesh in a texture.
  48654. */
  48655. protected _bumpTexture: Nullable<BaseTexture>;
  48656. /**
  48657. * Stores the pre-calculated light information of a mesh in a texture.
  48658. */
  48659. protected _lightmapTexture: Nullable<BaseTexture>;
  48660. /**
  48661. * The color of a material in ambient lighting.
  48662. */
  48663. protected _ambientColor: Color3;
  48664. /**
  48665. * AKA Diffuse Color in other nomenclature.
  48666. */
  48667. protected _albedoColor: Color3;
  48668. /**
  48669. * AKA Specular Color in other nomenclature.
  48670. */
  48671. protected _reflectivityColor: Color3;
  48672. /**
  48673. * The color applied when light is reflected from a material.
  48674. */
  48675. protected _reflectionColor: Color3;
  48676. /**
  48677. * The color applied when light is emitted from a material.
  48678. */
  48679. protected _emissiveColor: Color3;
  48680. /**
  48681. * AKA Glossiness in other nomenclature.
  48682. */
  48683. protected _microSurface: number;
  48684. /**
  48685. * Specifies that the material will use the light map as a show map.
  48686. */
  48687. protected _useLightmapAsShadowmap: boolean;
  48688. /**
  48689. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48690. * makes the reflect vector face the model (under horizon).
  48691. */
  48692. protected _useHorizonOcclusion: boolean;
  48693. /**
  48694. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48695. * too much the area relying on ambient texture to define their ambient occlusion.
  48696. */
  48697. protected _useRadianceOcclusion: boolean;
  48698. /**
  48699. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48700. */
  48701. protected _useAlphaFromAlbedoTexture: boolean;
  48702. /**
  48703. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48704. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48705. */
  48706. protected _useSpecularOverAlpha: boolean;
  48707. /**
  48708. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48709. */
  48710. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48711. /**
  48712. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48713. */
  48714. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48715. /**
  48716. * Specifies if the metallic texture contains the roughness information in its green channel.
  48717. */
  48718. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48719. /**
  48720. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48721. */
  48722. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48723. /**
  48724. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48725. */
  48726. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48727. /**
  48728. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48729. */
  48730. protected _useAmbientInGrayScale: boolean;
  48731. /**
  48732. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48733. * The material will try to infer what glossiness each pixel should be.
  48734. */
  48735. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48736. /**
  48737. * Defines the falloff type used in this material.
  48738. * It by default is Physical.
  48739. */
  48740. protected _lightFalloff: number;
  48741. /**
  48742. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48743. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48744. */
  48745. protected _useRadianceOverAlpha: boolean;
  48746. /**
  48747. * Allows using an object space normal map (instead of tangent space).
  48748. */
  48749. protected _useObjectSpaceNormalMap: boolean;
  48750. /**
  48751. * Allows using the bump map in parallax mode.
  48752. */
  48753. protected _useParallax: boolean;
  48754. /**
  48755. * Allows using the bump map in parallax occlusion mode.
  48756. */
  48757. protected _useParallaxOcclusion: boolean;
  48758. /**
  48759. * Controls the scale bias of the parallax mode.
  48760. */
  48761. protected _parallaxScaleBias: number;
  48762. /**
  48763. * If sets to true, disables all the lights affecting the material.
  48764. */
  48765. protected _disableLighting: boolean;
  48766. /**
  48767. * Number of Simultaneous lights allowed on the material.
  48768. */
  48769. protected _maxSimultaneousLights: number;
  48770. /**
  48771. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48772. */
  48773. protected _invertNormalMapX: boolean;
  48774. /**
  48775. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48776. */
  48777. protected _invertNormalMapY: boolean;
  48778. /**
  48779. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48780. */
  48781. protected _twoSidedLighting: boolean;
  48782. /**
  48783. * Defines the alpha limits in alpha test mode.
  48784. */
  48785. protected _alphaCutOff: number;
  48786. /**
  48787. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48788. */
  48789. protected _forceAlphaTest: boolean;
  48790. /**
  48791. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48792. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48793. */
  48794. protected _useAlphaFresnel: boolean;
  48795. /**
  48796. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48797. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48798. */
  48799. protected _useLinearAlphaFresnel: boolean;
  48800. /**
  48801. * The transparency mode of the material.
  48802. */
  48803. protected _transparencyMode: Nullable<number>;
  48804. /**
  48805. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48806. * from cos thetav and roughness:
  48807. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48808. */
  48809. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48810. /**
  48811. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48812. */
  48813. protected _forceIrradianceInFragment: boolean;
  48814. /**
  48815. * Force normal to face away from face.
  48816. */
  48817. protected _forceNormalForward: boolean;
  48818. /**
  48819. * Enables specular anti aliasing in the PBR shader.
  48820. * It will both interacts on the Geometry for analytical and IBL lighting.
  48821. * It also prefilter the roughness map based on the bump values.
  48822. */
  48823. protected _enableSpecularAntiAliasing: boolean;
  48824. /**
  48825. * Default configuration related to image processing available in the PBR Material.
  48826. */
  48827. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48828. /**
  48829. * Keep track of the image processing observer to allow dispose and replace.
  48830. */
  48831. private _imageProcessingObserver;
  48832. /**
  48833. * Attaches a new image processing configuration to the PBR Material.
  48834. * @param configuration
  48835. */
  48836. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48837. /**
  48838. * Stores the available render targets.
  48839. */
  48840. private _renderTargets;
  48841. /**
  48842. * Sets the global ambient color for the material used in lighting calculations.
  48843. */
  48844. private _globalAmbientColor;
  48845. /**
  48846. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48847. */
  48848. private _useLogarithmicDepth;
  48849. /**
  48850. * If set to true, no lighting calculations will be applied.
  48851. */
  48852. private _unlit;
  48853. private _debugMode;
  48854. /**
  48855. * @hidden
  48856. * This is reserved for the inspector.
  48857. * Defines the material debug mode.
  48858. * It helps seeing only some components of the material while troubleshooting.
  48859. */
  48860. debugMode: number;
  48861. /**
  48862. * @hidden
  48863. * This is reserved for the inspector.
  48864. * Specify from where on screen the debug mode should start.
  48865. * The value goes from -1 (full screen) to 1 (not visible)
  48866. * It helps with side by side comparison against the final render
  48867. * This defaults to -1
  48868. */
  48869. private debugLimit;
  48870. /**
  48871. * @hidden
  48872. * This is reserved for the inspector.
  48873. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48874. * You can use the factor to better multiply the final value.
  48875. */
  48876. private debugFactor;
  48877. /**
  48878. * Defines the clear coat layer parameters for the material.
  48879. */
  48880. readonly clearCoat: PBRClearCoatConfiguration;
  48881. /**
  48882. * Defines the anisotropic parameters for the material.
  48883. */
  48884. readonly anisotropy: PBRAnisotropicConfiguration;
  48885. /**
  48886. * Defines the BRDF parameters for the material.
  48887. */
  48888. readonly brdf: PBRBRDFConfiguration;
  48889. /**
  48890. * Defines the Sheen parameters for the material.
  48891. */
  48892. readonly sheen: PBRSheenConfiguration;
  48893. /**
  48894. * Defines the SubSurface parameters for the material.
  48895. */
  48896. readonly subSurface: PBRSubSurfaceConfiguration;
  48897. /**
  48898. * Custom callback helping to override the default shader used in the material.
  48899. */
  48900. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48901. /**
  48902. * Instantiates a new PBRMaterial instance.
  48903. *
  48904. * @param name The material name
  48905. * @param scene The scene the material will be use in.
  48906. */
  48907. constructor(name: string, scene: Scene);
  48908. /**
  48909. * Gets a boolean indicating that current material needs to register RTT
  48910. */
  48911. readonly hasRenderTargetTextures: boolean;
  48912. /**
  48913. * Gets the name of the material class.
  48914. */
  48915. getClassName(): string;
  48916. /**
  48917. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48918. */
  48919. /**
  48920. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48921. */
  48922. useLogarithmicDepth: boolean;
  48923. /**
  48924. * Gets the current transparency mode.
  48925. */
  48926. /**
  48927. * Sets the transparency mode of the material.
  48928. *
  48929. * | Value | Type | Description |
  48930. * | ----- | ----------------------------------- | ----------- |
  48931. * | 0 | OPAQUE | |
  48932. * | 1 | ALPHATEST | |
  48933. * | 2 | ALPHABLEND | |
  48934. * | 3 | ALPHATESTANDBLEND | |
  48935. *
  48936. */
  48937. transparencyMode: Nullable<number>;
  48938. /**
  48939. * Returns true if alpha blending should be disabled.
  48940. */
  48941. private readonly _disableAlphaBlending;
  48942. /**
  48943. * Specifies whether or not this material should be rendered in alpha blend mode.
  48944. */
  48945. needAlphaBlending(): boolean;
  48946. /**
  48947. * Specifies if the mesh will require alpha blending.
  48948. * @param mesh - BJS mesh.
  48949. */
  48950. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48951. /**
  48952. * Specifies whether or not this material should be rendered in alpha test mode.
  48953. */
  48954. needAlphaTesting(): boolean;
  48955. /**
  48956. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48957. */
  48958. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48959. /**
  48960. * Gets the texture used for the alpha test.
  48961. */
  48962. getAlphaTestTexture(): Nullable<BaseTexture>;
  48963. /**
  48964. * Specifies that the submesh is ready to be used.
  48965. * @param mesh - BJS mesh.
  48966. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48967. * @param useInstances - Specifies that instances should be used.
  48968. * @returns - boolean indicating that the submesh is ready or not.
  48969. */
  48970. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48971. /**
  48972. * Specifies if the material uses metallic roughness workflow.
  48973. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48974. */
  48975. isMetallicWorkflow(): boolean;
  48976. private _prepareEffect;
  48977. private _prepareDefines;
  48978. /**
  48979. * Force shader compilation
  48980. */
  48981. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48982. clipPlane: boolean;
  48983. }>): void;
  48984. /**
  48985. * Initializes the uniform buffer layout for the shader.
  48986. */
  48987. buildUniformLayout(): void;
  48988. /**
  48989. * Unbinds the material from the mesh
  48990. */
  48991. unbind(): void;
  48992. /**
  48993. * Binds the submesh data.
  48994. * @param world - The world matrix.
  48995. * @param mesh - The BJS mesh.
  48996. * @param subMesh - A submesh of the BJS mesh.
  48997. */
  48998. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48999. /**
  49000. * Returns the animatable textures.
  49001. * @returns - Array of animatable textures.
  49002. */
  49003. getAnimatables(): IAnimatable[];
  49004. /**
  49005. * Returns the texture used for reflections.
  49006. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49007. */
  49008. private _getReflectionTexture;
  49009. /**
  49010. * Returns an array of the actively used textures.
  49011. * @returns - Array of BaseTextures
  49012. */
  49013. getActiveTextures(): BaseTexture[];
  49014. /**
  49015. * Checks to see if a texture is used in the material.
  49016. * @param texture - Base texture to use.
  49017. * @returns - Boolean specifying if a texture is used in the material.
  49018. */
  49019. hasTexture(texture: BaseTexture): boolean;
  49020. /**
  49021. * Disposes the resources of the material.
  49022. * @param forceDisposeEffect - Forces the disposal of effects.
  49023. * @param forceDisposeTextures - Forces the disposal of all textures.
  49024. */
  49025. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49026. }
  49027. }
  49028. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49029. import { Nullable } from "babylonjs/types";
  49030. import { Scene } from "babylonjs/scene";
  49031. import { Color3 } from "babylonjs/Maths/math.color";
  49032. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49033. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49035. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49036. /**
  49037. * The Physically based material of BJS.
  49038. *
  49039. * This offers the main features of a standard PBR material.
  49040. * For more information, please refer to the documentation :
  49041. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49042. */
  49043. export class PBRMaterial extends PBRBaseMaterial {
  49044. /**
  49045. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49046. */
  49047. static readonly PBRMATERIAL_OPAQUE: number;
  49048. /**
  49049. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49050. */
  49051. static readonly PBRMATERIAL_ALPHATEST: number;
  49052. /**
  49053. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49054. */
  49055. static readonly PBRMATERIAL_ALPHABLEND: number;
  49056. /**
  49057. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49058. * They are also discarded below the alpha cutoff threshold to improve performances.
  49059. */
  49060. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49061. /**
  49062. * Defines the default value of how much AO map is occluding the analytical lights
  49063. * (point spot...).
  49064. */
  49065. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49066. /**
  49067. * Intensity of the direct lights e.g. the four lights available in your scene.
  49068. * This impacts both the direct diffuse and specular highlights.
  49069. */
  49070. directIntensity: number;
  49071. /**
  49072. * Intensity of the emissive part of the material.
  49073. * This helps controlling the emissive effect without modifying the emissive color.
  49074. */
  49075. emissiveIntensity: number;
  49076. /**
  49077. * Intensity of the environment e.g. how much the environment will light the object
  49078. * either through harmonics for rough material or through the refelction for shiny ones.
  49079. */
  49080. environmentIntensity: number;
  49081. /**
  49082. * This is a special control allowing the reduction of the specular highlights coming from the
  49083. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49084. */
  49085. specularIntensity: number;
  49086. /**
  49087. * Debug Control allowing disabling the bump map on this material.
  49088. */
  49089. disableBumpMap: boolean;
  49090. /**
  49091. * AKA Diffuse Texture in standard nomenclature.
  49092. */
  49093. albedoTexture: BaseTexture;
  49094. /**
  49095. * AKA Occlusion Texture in other nomenclature.
  49096. */
  49097. ambientTexture: BaseTexture;
  49098. /**
  49099. * AKA Occlusion Texture Intensity in other nomenclature.
  49100. */
  49101. ambientTextureStrength: number;
  49102. /**
  49103. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49104. * 1 means it completely occludes it
  49105. * 0 mean it has no impact
  49106. */
  49107. ambientTextureImpactOnAnalyticalLights: number;
  49108. /**
  49109. * Stores the alpha values in a texture.
  49110. */
  49111. opacityTexture: BaseTexture;
  49112. /**
  49113. * Stores the reflection values in a texture.
  49114. */
  49115. reflectionTexture: Nullable<BaseTexture>;
  49116. /**
  49117. * Stores the emissive values in a texture.
  49118. */
  49119. emissiveTexture: BaseTexture;
  49120. /**
  49121. * AKA Specular texture in other nomenclature.
  49122. */
  49123. reflectivityTexture: BaseTexture;
  49124. /**
  49125. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49126. */
  49127. metallicTexture: BaseTexture;
  49128. /**
  49129. * Specifies the metallic scalar of the metallic/roughness workflow.
  49130. * Can also be used to scale the metalness values of the metallic texture.
  49131. */
  49132. metallic: Nullable<number>;
  49133. /**
  49134. * Specifies the roughness scalar of the metallic/roughness workflow.
  49135. * Can also be used to scale the roughness values of the metallic texture.
  49136. */
  49137. roughness: Nullable<number>;
  49138. /**
  49139. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49140. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49141. */
  49142. microSurfaceTexture: BaseTexture;
  49143. /**
  49144. * Stores surface normal data used to displace a mesh in a texture.
  49145. */
  49146. bumpTexture: BaseTexture;
  49147. /**
  49148. * Stores the pre-calculated light information of a mesh in a texture.
  49149. */
  49150. lightmapTexture: BaseTexture;
  49151. /**
  49152. * Stores the refracted light information in a texture.
  49153. */
  49154. refractionTexture: Nullable<BaseTexture>;
  49155. /**
  49156. * The color of a material in ambient lighting.
  49157. */
  49158. ambientColor: Color3;
  49159. /**
  49160. * AKA Diffuse Color in other nomenclature.
  49161. */
  49162. albedoColor: Color3;
  49163. /**
  49164. * AKA Specular Color in other nomenclature.
  49165. */
  49166. reflectivityColor: Color3;
  49167. /**
  49168. * The color reflected from the material.
  49169. */
  49170. reflectionColor: Color3;
  49171. /**
  49172. * The color emitted from the material.
  49173. */
  49174. emissiveColor: Color3;
  49175. /**
  49176. * AKA Glossiness in other nomenclature.
  49177. */
  49178. microSurface: number;
  49179. /**
  49180. * source material index of refraction (IOR)' / 'destination material IOR.
  49181. */
  49182. indexOfRefraction: number;
  49183. /**
  49184. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49185. */
  49186. invertRefractionY: boolean;
  49187. /**
  49188. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49189. * Materials half opaque for instance using refraction could benefit from this control.
  49190. */
  49191. linkRefractionWithTransparency: boolean;
  49192. /**
  49193. * If true, the light map contains occlusion information instead of lighting info.
  49194. */
  49195. useLightmapAsShadowmap: boolean;
  49196. /**
  49197. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49198. */
  49199. useAlphaFromAlbedoTexture: boolean;
  49200. /**
  49201. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49202. */
  49203. forceAlphaTest: boolean;
  49204. /**
  49205. * Defines the alpha limits in alpha test mode.
  49206. */
  49207. alphaCutOff: number;
  49208. /**
  49209. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49210. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49211. */
  49212. useSpecularOverAlpha: boolean;
  49213. /**
  49214. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49215. */
  49216. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49217. /**
  49218. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49219. */
  49220. useRoughnessFromMetallicTextureAlpha: boolean;
  49221. /**
  49222. * Specifies if the metallic texture contains the roughness information in its green channel.
  49223. */
  49224. useRoughnessFromMetallicTextureGreen: boolean;
  49225. /**
  49226. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49227. */
  49228. useMetallnessFromMetallicTextureBlue: boolean;
  49229. /**
  49230. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49231. */
  49232. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49233. /**
  49234. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49235. */
  49236. useAmbientInGrayScale: boolean;
  49237. /**
  49238. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49239. * The material will try to infer what glossiness each pixel should be.
  49240. */
  49241. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49242. /**
  49243. * BJS is using an harcoded light falloff based on a manually sets up range.
  49244. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49245. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49246. */
  49247. /**
  49248. * BJS is using an harcoded light falloff based on a manually sets up range.
  49249. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49250. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49251. */
  49252. usePhysicalLightFalloff: boolean;
  49253. /**
  49254. * In order to support the falloff compatibility with gltf, a special mode has been added
  49255. * to reproduce the gltf light falloff.
  49256. */
  49257. /**
  49258. * In order to support the falloff compatibility with gltf, a special mode has been added
  49259. * to reproduce the gltf light falloff.
  49260. */
  49261. useGLTFLightFalloff: boolean;
  49262. /**
  49263. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49264. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49265. */
  49266. useRadianceOverAlpha: boolean;
  49267. /**
  49268. * Allows using an object space normal map (instead of tangent space).
  49269. */
  49270. useObjectSpaceNormalMap: boolean;
  49271. /**
  49272. * Allows using the bump map in parallax mode.
  49273. */
  49274. useParallax: boolean;
  49275. /**
  49276. * Allows using the bump map in parallax occlusion mode.
  49277. */
  49278. useParallaxOcclusion: boolean;
  49279. /**
  49280. * Controls the scale bias of the parallax mode.
  49281. */
  49282. parallaxScaleBias: number;
  49283. /**
  49284. * If sets to true, disables all the lights affecting the material.
  49285. */
  49286. disableLighting: boolean;
  49287. /**
  49288. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49289. */
  49290. forceIrradianceInFragment: boolean;
  49291. /**
  49292. * Number of Simultaneous lights allowed on the material.
  49293. */
  49294. maxSimultaneousLights: number;
  49295. /**
  49296. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49297. */
  49298. invertNormalMapX: boolean;
  49299. /**
  49300. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49301. */
  49302. invertNormalMapY: boolean;
  49303. /**
  49304. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49305. */
  49306. twoSidedLighting: boolean;
  49307. /**
  49308. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49309. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49310. */
  49311. useAlphaFresnel: boolean;
  49312. /**
  49313. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49314. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49315. */
  49316. useLinearAlphaFresnel: boolean;
  49317. /**
  49318. * Let user defines the brdf lookup texture used for IBL.
  49319. * A default 8bit version is embedded but you could point at :
  49320. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49321. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49322. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49323. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49324. */
  49325. environmentBRDFTexture: Nullable<BaseTexture>;
  49326. /**
  49327. * Force normal to face away from face.
  49328. */
  49329. forceNormalForward: boolean;
  49330. /**
  49331. * Enables specular anti aliasing in the PBR shader.
  49332. * It will both interacts on the Geometry for analytical and IBL lighting.
  49333. * It also prefilter the roughness map based on the bump values.
  49334. */
  49335. enableSpecularAntiAliasing: boolean;
  49336. /**
  49337. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49338. * makes the reflect vector face the model (under horizon).
  49339. */
  49340. useHorizonOcclusion: boolean;
  49341. /**
  49342. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49343. * too much the area relying on ambient texture to define their ambient occlusion.
  49344. */
  49345. useRadianceOcclusion: boolean;
  49346. /**
  49347. * If set to true, no lighting calculations will be applied.
  49348. */
  49349. unlit: boolean;
  49350. /**
  49351. * Gets the image processing configuration used either in this material.
  49352. */
  49353. /**
  49354. * Sets the Default image processing configuration used either in the this material.
  49355. *
  49356. * If sets to null, the scene one is in use.
  49357. */
  49358. imageProcessingConfiguration: ImageProcessingConfiguration;
  49359. /**
  49360. * Gets wether the color curves effect is enabled.
  49361. */
  49362. /**
  49363. * Sets wether the color curves effect is enabled.
  49364. */
  49365. cameraColorCurvesEnabled: boolean;
  49366. /**
  49367. * Gets wether the color grading effect is enabled.
  49368. */
  49369. /**
  49370. * Gets wether the color grading effect is enabled.
  49371. */
  49372. cameraColorGradingEnabled: boolean;
  49373. /**
  49374. * Gets wether tonemapping is enabled or not.
  49375. */
  49376. /**
  49377. * Sets wether tonemapping is enabled or not
  49378. */
  49379. cameraToneMappingEnabled: boolean;
  49380. /**
  49381. * The camera exposure used on this material.
  49382. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49383. * This corresponds to a photographic exposure.
  49384. */
  49385. /**
  49386. * The camera exposure used on this material.
  49387. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49388. * This corresponds to a photographic exposure.
  49389. */
  49390. cameraExposure: number;
  49391. /**
  49392. * Gets The camera contrast used on this material.
  49393. */
  49394. /**
  49395. * Sets The camera contrast used on this material.
  49396. */
  49397. cameraContrast: number;
  49398. /**
  49399. * Gets the Color Grading 2D Lookup Texture.
  49400. */
  49401. /**
  49402. * Sets the Color Grading 2D Lookup Texture.
  49403. */
  49404. cameraColorGradingTexture: Nullable<BaseTexture>;
  49405. /**
  49406. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49407. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49408. * 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;
  49409. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49410. */
  49411. /**
  49412. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49413. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49414. * 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;
  49415. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49416. */
  49417. cameraColorCurves: Nullable<ColorCurves>;
  49418. /**
  49419. * Instantiates a new PBRMaterial instance.
  49420. *
  49421. * @param name The material name
  49422. * @param scene The scene the material will be use in.
  49423. */
  49424. constructor(name: string, scene: Scene);
  49425. /**
  49426. * Returns the name of this material class.
  49427. */
  49428. getClassName(): string;
  49429. /**
  49430. * Makes a duplicate of the current material.
  49431. * @param name - name to use for the new material.
  49432. */
  49433. clone(name: string): PBRMaterial;
  49434. /**
  49435. * Serializes this PBR Material.
  49436. * @returns - An object with the serialized material.
  49437. */
  49438. serialize(): any;
  49439. /**
  49440. * Parses a PBR Material from a serialized object.
  49441. * @param source - Serialized object.
  49442. * @param scene - BJS scene instance.
  49443. * @param rootUrl - url for the scene object
  49444. * @returns - PBRMaterial
  49445. */
  49446. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49447. }
  49448. }
  49449. declare module "babylonjs/Misc/dds" {
  49450. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49451. import { Engine } from "babylonjs/Engines/engine";
  49452. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49453. import { Nullable } from "babylonjs/types";
  49454. import { Scene } from "babylonjs/scene";
  49455. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49456. /**
  49457. * Direct draw surface info
  49458. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49459. */
  49460. export interface DDSInfo {
  49461. /**
  49462. * Width of the texture
  49463. */
  49464. width: number;
  49465. /**
  49466. * Width of the texture
  49467. */
  49468. height: number;
  49469. /**
  49470. * Number of Mipmaps for the texture
  49471. * @see https://en.wikipedia.org/wiki/Mipmap
  49472. */
  49473. mipmapCount: number;
  49474. /**
  49475. * If the textures format is a known fourCC format
  49476. * @see https://www.fourcc.org/
  49477. */
  49478. isFourCC: boolean;
  49479. /**
  49480. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49481. */
  49482. isRGB: boolean;
  49483. /**
  49484. * If the texture is a lumincance format
  49485. */
  49486. isLuminance: boolean;
  49487. /**
  49488. * If this is a cube texture
  49489. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49490. */
  49491. isCube: boolean;
  49492. /**
  49493. * If the texture is a compressed format eg. FOURCC_DXT1
  49494. */
  49495. isCompressed: boolean;
  49496. /**
  49497. * The dxgiFormat of the texture
  49498. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49499. */
  49500. dxgiFormat: number;
  49501. /**
  49502. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49503. */
  49504. textureType: number;
  49505. /**
  49506. * Sphericle polynomial created for the dds texture
  49507. */
  49508. sphericalPolynomial?: SphericalPolynomial;
  49509. }
  49510. /**
  49511. * Class used to provide DDS decompression tools
  49512. */
  49513. export class DDSTools {
  49514. /**
  49515. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49516. */
  49517. static StoreLODInAlphaChannel: boolean;
  49518. /**
  49519. * Gets DDS information from an array buffer
  49520. * @param arrayBuffer defines the array buffer to read data from
  49521. * @returns the DDS information
  49522. */
  49523. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49524. private static _FloatView;
  49525. private static _Int32View;
  49526. private static _ToHalfFloat;
  49527. private static _FromHalfFloat;
  49528. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49529. private static _GetHalfFloatRGBAArrayBuffer;
  49530. private static _GetFloatRGBAArrayBuffer;
  49531. private static _GetFloatAsUIntRGBAArrayBuffer;
  49532. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49533. private static _GetRGBAArrayBuffer;
  49534. private static _ExtractLongWordOrder;
  49535. private static _GetRGBArrayBuffer;
  49536. private static _GetLuminanceArrayBuffer;
  49537. /**
  49538. * Uploads DDS Levels to a Babylon Texture
  49539. * @hidden
  49540. */
  49541. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49542. }
  49543. module "babylonjs/Engines/engine" {
  49544. interface Engine {
  49545. /**
  49546. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49547. * @param rootUrl defines the url where the file to load is located
  49548. * @param scene defines the current scene
  49549. * @param lodScale defines scale to apply to the mip map selection
  49550. * @param lodOffset defines offset to apply to the mip map selection
  49551. * @param onLoad defines an optional callback raised when the texture is loaded
  49552. * @param onError defines an optional callback raised if there is an issue to load the texture
  49553. * @param format defines the format of the data
  49554. * @param forcedExtension defines the extension to use to pick the right loader
  49555. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49556. * @returns the cube texture as an InternalTexture
  49557. */
  49558. 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;
  49559. }
  49560. }
  49561. }
  49562. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49563. import { Nullable } from "babylonjs/types";
  49564. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49565. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49566. /**
  49567. * Implementation of the DDS Texture Loader.
  49568. * @hidden
  49569. */
  49570. export class _DDSTextureLoader implements IInternalTextureLoader {
  49571. /**
  49572. * Defines wether the loader supports cascade loading the different faces.
  49573. */
  49574. readonly supportCascades: boolean;
  49575. /**
  49576. * This returns if the loader support the current file information.
  49577. * @param extension defines the file extension of the file being loaded
  49578. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49579. * @param fallback defines the fallback internal texture if any
  49580. * @param isBase64 defines whether the texture is encoded as a base64
  49581. * @param isBuffer defines whether the texture data are stored as a buffer
  49582. * @returns true if the loader can load the specified file
  49583. */
  49584. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49585. /**
  49586. * Transform the url before loading if required.
  49587. * @param rootUrl the url of the texture
  49588. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49589. * @returns the transformed texture
  49590. */
  49591. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49592. /**
  49593. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49594. * @param rootUrl the url of the texture
  49595. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49596. * @returns the fallback texture
  49597. */
  49598. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49599. /**
  49600. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49601. * @param data contains the texture data
  49602. * @param texture defines the BabylonJS internal texture
  49603. * @param createPolynomials will be true if polynomials have been requested
  49604. * @param onLoad defines the callback to trigger once the texture is ready
  49605. * @param onError defines the callback to trigger in case of error
  49606. */
  49607. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49608. /**
  49609. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49610. * @param data contains the texture data
  49611. * @param texture defines the BabylonJS internal texture
  49612. * @param callback defines the method to call once ready to upload
  49613. */
  49614. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49615. }
  49616. }
  49617. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49618. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49619. /** @hidden */
  49620. export var rgbdEncodePixelShader: {
  49621. name: string;
  49622. shader: string;
  49623. };
  49624. }
  49625. declare module "babylonjs/Misc/environmentTextureTools" {
  49626. import { Nullable } from "babylonjs/types";
  49627. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49628. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49629. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49630. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49631. import "babylonjs/Shaders/rgbdEncode.fragment";
  49632. import "babylonjs/Shaders/rgbdDecode.fragment";
  49633. /**
  49634. * Raw texture data and descriptor sufficient for WebGL texture upload
  49635. */
  49636. export interface EnvironmentTextureInfo {
  49637. /**
  49638. * Version of the environment map
  49639. */
  49640. version: number;
  49641. /**
  49642. * Width of image
  49643. */
  49644. width: number;
  49645. /**
  49646. * Irradiance information stored in the file.
  49647. */
  49648. irradiance: any;
  49649. /**
  49650. * Specular information stored in the file.
  49651. */
  49652. specular: any;
  49653. }
  49654. /**
  49655. * Sets of helpers addressing the serialization and deserialization of environment texture
  49656. * stored in a BabylonJS env file.
  49657. * Those files are usually stored as .env files.
  49658. */
  49659. export class EnvironmentTextureTools {
  49660. /**
  49661. * Magic number identifying the env file.
  49662. */
  49663. private static _MagicBytes;
  49664. /**
  49665. * Gets the environment info from an env file.
  49666. * @param data The array buffer containing the .env bytes.
  49667. * @returns the environment file info (the json header) if successfully parsed.
  49668. */
  49669. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49670. /**
  49671. * Creates an environment texture from a loaded cube texture.
  49672. * @param texture defines the cube texture to convert in env file
  49673. * @return a promise containing the environment data if succesfull.
  49674. */
  49675. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49676. /**
  49677. * Creates a JSON representation of the spherical data.
  49678. * @param texture defines the texture containing the polynomials
  49679. * @return the JSON representation of the spherical info
  49680. */
  49681. private static _CreateEnvTextureIrradiance;
  49682. /**
  49683. * Uploads the texture info contained in the env file to the GPU.
  49684. * @param texture defines the internal texture to upload to
  49685. * @param arrayBuffer defines the buffer cotaining the data to load
  49686. * @param info defines the texture info retrieved through the GetEnvInfo method
  49687. * @returns a promise
  49688. */
  49689. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49690. /**
  49691. * Uploads the levels of image data to the GPU.
  49692. * @param texture defines the internal texture to upload to
  49693. * @param imageData defines the array buffer views of image data [mipmap][face]
  49694. * @returns a promise
  49695. */
  49696. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49697. /**
  49698. * Uploads spherical polynomials information to the texture.
  49699. * @param texture defines the texture we are trying to upload the information to
  49700. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49701. */
  49702. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49703. /** @hidden */
  49704. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49705. }
  49706. }
  49707. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49708. import { Nullable } from "babylonjs/types";
  49709. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49710. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49711. /**
  49712. * Implementation of the ENV Texture Loader.
  49713. * @hidden
  49714. */
  49715. export class _ENVTextureLoader implements IInternalTextureLoader {
  49716. /**
  49717. * Defines wether the loader supports cascade loading the different faces.
  49718. */
  49719. readonly supportCascades: boolean;
  49720. /**
  49721. * This returns if the loader support the current file information.
  49722. * @param extension defines the file extension of the file being loaded
  49723. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49724. * @param fallback defines the fallback internal texture if any
  49725. * @param isBase64 defines whether the texture is encoded as a base64
  49726. * @param isBuffer defines whether the texture data are stored as a buffer
  49727. * @returns true if the loader can load the specified file
  49728. */
  49729. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49730. /**
  49731. * Transform the url before loading if required.
  49732. * @param rootUrl the url of the texture
  49733. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49734. * @returns the transformed texture
  49735. */
  49736. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49737. /**
  49738. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49739. * @param rootUrl the url of the texture
  49740. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49741. * @returns the fallback texture
  49742. */
  49743. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49744. /**
  49745. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49746. * @param data contains the texture data
  49747. * @param texture defines the BabylonJS internal texture
  49748. * @param createPolynomials will be true if polynomials have been requested
  49749. * @param onLoad defines the callback to trigger once the texture is ready
  49750. * @param onError defines the callback to trigger in case of error
  49751. */
  49752. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49753. /**
  49754. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49755. * @param data contains the texture data
  49756. * @param texture defines the BabylonJS internal texture
  49757. * @param callback defines the method to call once ready to upload
  49758. */
  49759. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49760. }
  49761. }
  49762. declare module "babylonjs/Misc/khronosTextureContainer" {
  49763. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49764. /**
  49765. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49766. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49767. */
  49768. export class KhronosTextureContainer {
  49769. /** contents of the KTX container file */
  49770. arrayBuffer: any;
  49771. private static HEADER_LEN;
  49772. private static COMPRESSED_2D;
  49773. private static COMPRESSED_3D;
  49774. private static TEX_2D;
  49775. private static TEX_3D;
  49776. /**
  49777. * Gets the openGL type
  49778. */
  49779. glType: number;
  49780. /**
  49781. * Gets the openGL type size
  49782. */
  49783. glTypeSize: number;
  49784. /**
  49785. * Gets the openGL format
  49786. */
  49787. glFormat: number;
  49788. /**
  49789. * Gets the openGL internal format
  49790. */
  49791. glInternalFormat: number;
  49792. /**
  49793. * Gets the base internal format
  49794. */
  49795. glBaseInternalFormat: number;
  49796. /**
  49797. * Gets image width in pixel
  49798. */
  49799. pixelWidth: number;
  49800. /**
  49801. * Gets image height in pixel
  49802. */
  49803. pixelHeight: number;
  49804. /**
  49805. * Gets image depth in pixels
  49806. */
  49807. pixelDepth: number;
  49808. /**
  49809. * Gets the number of array elements
  49810. */
  49811. numberOfArrayElements: number;
  49812. /**
  49813. * Gets the number of faces
  49814. */
  49815. numberOfFaces: number;
  49816. /**
  49817. * Gets the number of mipmap levels
  49818. */
  49819. numberOfMipmapLevels: number;
  49820. /**
  49821. * Gets the bytes of key value data
  49822. */
  49823. bytesOfKeyValueData: number;
  49824. /**
  49825. * Gets the load type
  49826. */
  49827. loadType: number;
  49828. /**
  49829. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49830. */
  49831. isInvalid: boolean;
  49832. /**
  49833. * Creates a new KhronosTextureContainer
  49834. * @param arrayBuffer contents of the KTX container file
  49835. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49836. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49837. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49838. */
  49839. constructor(
  49840. /** contents of the KTX container file */
  49841. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49842. /**
  49843. * Uploads KTX content to a Babylon Texture.
  49844. * It is assumed that the texture has already been created & is currently bound
  49845. * @hidden
  49846. */
  49847. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49848. private _upload2DCompressedLevels;
  49849. }
  49850. }
  49851. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49852. import { Nullable } from "babylonjs/types";
  49853. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49854. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49855. /**
  49856. * Implementation of the KTX Texture Loader.
  49857. * @hidden
  49858. */
  49859. export class _KTXTextureLoader implements IInternalTextureLoader {
  49860. /**
  49861. * Defines wether the loader supports cascade loading the different faces.
  49862. */
  49863. readonly supportCascades: boolean;
  49864. /**
  49865. * This returns if the loader support the current file information.
  49866. * @param extension defines the file extension of the file being loaded
  49867. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49868. * @param fallback defines the fallback internal texture if any
  49869. * @param isBase64 defines whether the texture is encoded as a base64
  49870. * @param isBuffer defines whether the texture data are stored as a buffer
  49871. * @returns true if the loader can load the specified file
  49872. */
  49873. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49874. /**
  49875. * Transform the url before loading if required.
  49876. * @param rootUrl the url of the texture
  49877. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49878. * @returns the transformed texture
  49879. */
  49880. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49881. /**
  49882. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49883. * @param rootUrl the url of the texture
  49884. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49885. * @returns the fallback texture
  49886. */
  49887. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49888. /**
  49889. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49890. * @param data contains the texture data
  49891. * @param texture defines the BabylonJS internal texture
  49892. * @param createPolynomials will be true if polynomials have been requested
  49893. * @param onLoad defines the callback to trigger once the texture is ready
  49894. * @param onError defines the callback to trigger in case of error
  49895. */
  49896. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49897. /**
  49898. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49899. * @param data contains the texture data
  49900. * @param texture defines the BabylonJS internal texture
  49901. * @param callback defines the method to call once ready to upload
  49902. */
  49903. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49904. }
  49905. }
  49906. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49907. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49908. import { Scene } from "babylonjs/scene";
  49909. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49910. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49911. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49912. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49913. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49914. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49915. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49916. /**
  49917. * Options for the default xr helper
  49918. */
  49919. export class WebXRDefaultExperienceOptions {
  49920. /**
  49921. * Floor meshes that should be used for teleporting
  49922. */
  49923. floorMeshes: Array<AbstractMesh>;
  49924. }
  49925. /**
  49926. * Default experience which provides a similar setup to the previous webVRExperience
  49927. */
  49928. export class WebXRDefaultExperience {
  49929. /**
  49930. * Base experience
  49931. */
  49932. baseExperience: WebXRExperienceHelper;
  49933. /**
  49934. * Input experience extension
  49935. */
  49936. input: WebXRInput;
  49937. /**
  49938. * Loads the controller models
  49939. */
  49940. controllerModelLoader: WebXRControllerModelLoader;
  49941. /**
  49942. * Enables laser pointer and selection
  49943. */
  49944. pointerSelection: WebXRControllerPointerSelection;
  49945. /**
  49946. * Enables teleportation
  49947. */
  49948. teleportation: WebXRControllerTeleportation;
  49949. /**
  49950. * Enables ui for enetering/exiting xr
  49951. */
  49952. enterExitUI: WebXREnterExitUI;
  49953. /**
  49954. * Default output canvas xr should render to
  49955. */
  49956. outputCanvas: WebXRManagedOutputCanvas;
  49957. /**
  49958. * Creates the default xr experience
  49959. * @param scene scene
  49960. * @param options options for basic configuration
  49961. * @returns resulting WebXRDefaultExperience
  49962. */
  49963. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49964. private constructor();
  49965. /**
  49966. * DIsposes of the experience helper
  49967. */
  49968. dispose(): void;
  49969. }
  49970. }
  49971. declare module "babylonjs/Helpers/sceneHelpers" {
  49972. import { Nullable } from "babylonjs/types";
  49973. import { Mesh } from "babylonjs/Meshes/mesh";
  49974. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49975. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49976. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49977. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49978. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49979. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49980. import "babylonjs/Meshes/Builders/boxBuilder";
  49981. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49982. /** @hidden */
  49983. export var _forceSceneHelpersToBundle: boolean;
  49984. module "babylonjs/scene" {
  49985. interface Scene {
  49986. /**
  49987. * Creates a default light for the scene.
  49988. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49989. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49990. */
  49991. createDefaultLight(replace?: boolean): void;
  49992. /**
  49993. * Creates a default camera for the scene.
  49994. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49995. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49996. * @param replace has default false, when true replaces the active camera in the scene
  49997. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49998. */
  49999. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50000. /**
  50001. * Creates a default camera and a default light.
  50002. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50003. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50004. * @param replace has the default false, when true replaces the active camera/light in the scene
  50005. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50006. */
  50007. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50008. /**
  50009. * Creates a new sky box
  50010. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50011. * @param environmentTexture defines the texture to use as environment texture
  50012. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50013. * @param scale defines the overall scale of the skybox
  50014. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50015. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50016. * @returns a new mesh holding the sky box
  50017. */
  50018. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50019. /**
  50020. * Creates a new environment
  50021. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50022. * @param options defines the options you can use to configure the environment
  50023. * @returns the new EnvironmentHelper
  50024. */
  50025. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50026. /**
  50027. * Creates a new VREXperienceHelper
  50028. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50029. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50030. * @returns a new VREXperienceHelper
  50031. */
  50032. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50033. /**
  50034. * Creates a new WebXRDefaultExperience
  50035. * @see http://doc.babylonjs.com/how_to/webxr
  50036. * @param options experience options
  50037. * @returns a promise for a new WebXRDefaultExperience
  50038. */
  50039. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50040. }
  50041. }
  50042. }
  50043. declare module "babylonjs/Maths/math.vertexFormat" {
  50044. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  50045. /**
  50046. * Contains position and normal vectors for a vertex
  50047. */
  50048. export class PositionNormalVertex {
  50049. /** the position of the vertex (defaut: 0,0,0) */
  50050. position: Vector3;
  50051. /** the normal of the vertex (defaut: 0,1,0) */
  50052. normal: Vector3;
  50053. /**
  50054. * Creates a PositionNormalVertex
  50055. * @param position the position of the vertex (defaut: 0,0,0)
  50056. * @param normal the normal of the vertex (defaut: 0,1,0)
  50057. */
  50058. constructor(
  50059. /** the position of the vertex (defaut: 0,0,0) */
  50060. position?: Vector3,
  50061. /** the normal of the vertex (defaut: 0,1,0) */
  50062. normal?: Vector3);
  50063. /**
  50064. * Clones the PositionNormalVertex
  50065. * @returns the cloned PositionNormalVertex
  50066. */
  50067. clone(): PositionNormalVertex;
  50068. }
  50069. /**
  50070. * Contains position, normal and uv vectors for a vertex
  50071. */
  50072. export class PositionNormalTextureVertex {
  50073. /** the position of the vertex (defaut: 0,0,0) */
  50074. position: Vector3;
  50075. /** the normal of the vertex (defaut: 0,1,0) */
  50076. normal: Vector3;
  50077. /** the uv of the vertex (default: 0,0) */
  50078. uv: Vector2;
  50079. /**
  50080. * Creates a PositionNormalTextureVertex
  50081. * @param position the position of the vertex (defaut: 0,0,0)
  50082. * @param normal the normal of the vertex (defaut: 0,1,0)
  50083. * @param uv the uv of the vertex (default: 0,0)
  50084. */
  50085. constructor(
  50086. /** the position of the vertex (defaut: 0,0,0) */
  50087. position?: Vector3,
  50088. /** the normal of the vertex (defaut: 0,1,0) */
  50089. normal?: Vector3,
  50090. /** the uv of the vertex (default: 0,0) */
  50091. uv?: Vector2);
  50092. /**
  50093. * Clones the PositionNormalTextureVertex
  50094. * @returns the cloned PositionNormalTextureVertex
  50095. */
  50096. clone(): PositionNormalTextureVertex;
  50097. }
  50098. }
  50099. declare module "babylonjs/Maths/math" {
  50100. export * from "babylonjs/Maths/math.axis";
  50101. export * from "babylonjs/Maths/math.color";
  50102. export * from "babylonjs/Maths/math.constants";
  50103. export * from "babylonjs/Maths/math.frustum";
  50104. export * from "babylonjs/Maths/math.path";
  50105. export * from "babylonjs/Maths/math.plane";
  50106. export * from "babylonjs/Maths/math.size";
  50107. export * from "babylonjs/Maths/math.vector";
  50108. export * from "babylonjs/Maths/math.vertexFormat";
  50109. export * from "babylonjs/Maths/math.viewport";
  50110. }
  50111. declare module "babylonjs/Helpers/videoDome" {
  50112. import { Scene } from "babylonjs/scene";
  50113. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50114. import { Mesh } from "babylonjs/Meshes/mesh";
  50115. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50116. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50117. import "babylonjs/Meshes/Builders/sphereBuilder";
  50118. /**
  50119. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50120. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50121. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50122. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50123. */
  50124. export class VideoDome extends TransformNode {
  50125. /**
  50126. * Define the video source as a Monoscopic panoramic 360 video.
  50127. */
  50128. static readonly MODE_MONOSCOPIC: number;
  50129. /**
  50130. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50131. */
  50132. static readonly MODE_TOPBOTTOM: number;
  50133. /**
  50134. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50135. */
  50136. static readonly MODE_SIDEBYSIDE: number;
  50137. private _halfDome;
  50138. private _useDirectMapping;
  50139. /**
  50140. * The video texture being displayed on the sphere
  50141. */
  50142. protected _videoTexture: VideoTexture;
  50143. /**
  50144. * Gets the video texture being displayed on the sphere
  50145. */
  50146. readonly videoTexture: VideoTexture;
  50147. /**
  50148. * The skybox material
  50149. */
  50150. protected _material: BackgroundMaterial;
  50151. /**
  50152. * The surface used for the skybox
  50153. */
  50154. protected _mesh: Mesh;
  50155. /**
  50156. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50157. */
  50158. private _halfDomeMask;
  50159. /**
  50160. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50161. * Also see the options.resolution property.
  50162. */
  50163. fovMultiplier: number;
  50164. private _videoMode;
  50165. /**
  50166. * Gets or set the current video mode for the video. It can be:
  50167. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50168. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50169. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50170. */
  50171. videoMode: number;
  50172. /**
  50173. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50174. *
  50175. */
  50176. /**
  50177. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50178. */
  50179. halfDome: boolean;
  50180. /**
  50181. * Oberserver used in Stereoscopic VR Mode.
  50182. */
  50183. private _onBeforeCameraRenderObserver;
  50184. /**
  50185. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50186. * @param name Element's name, child elements will append suffixes for their own names.
  50187. * @param urlsOrVideo defines the url(s) or the video element to use
  50188. * @param options An object containing optional or exposed sub element properties
  50189. */
  50190. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50191. resolution?: number;
  50192. clickToPlay?: boolean;
  50193. autoPlay?: boolean;
  50194. loop?: boolean;
  50195. size?: number;
  50196. poster?: string;
  50197. faceForward?: boolean;
  50198. useDirectMapping?: boolean;
  50199. halfDomeMode?: boolean;
  50200. }, scene: Scene);
  50201. private _changeVideoMode;
  50202. /**
  50203. * Releases resources associated with this node.
  50204. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50205. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50206. */
  50207. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50208. }
  50209. }
  50210. declare module "babylonjs/Helpers/index" {
  50211. export * from "babylonjs/Helpers/environmentHelper";
  50212. export * from "babylonjs/Helpers/photoDome";
  50213. export * from "babylonjs/Helpers/sceneHelpers";
  50214. export * from "babylonjs/Helpers/videoDome";
  50215. }
  50216. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50217. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50218. import { IDisposable } from "babylonjs/scene";
  50219. import { Engine } from "babylonjs/Engines/engine";
  50220. /**
  50221. * This class can be used to get instrumentation data from a Babylon engine
  50222. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50223. */
  50224. export class EngineInstrumentation implements IDisposable {
  50225. /**
  50226. * Define the instrumented engine.
  50227. */
  50228. engine: Engine;
  50229. private _captureGPUFrameTime;
  50230. private _gpuFrameTimeToken;
  50231. private _gpuFrameTime;
  50232. private _captureShaderCompilationTime;
  50233. private _shaderCompilationTime;
  50234. private _onBeginFrameObserver;
  50235. private _onEndFrameObserver;
  50236. private _onBeforeShaderCompilationObserver;
  50237. private _onAfterShaderCompilationObserver;
  50238. /**
  50239. * Gets the perf counter used for GPU frame time
  50240. */
  50241. readonly gpuFrameTimeCounter: PerfCounter;
  50242. /**
  50243. * Gets the GPU frame time capture status
  50244. */
  50245. /**
  50246. * Enable or disable the GPU frame time capture
  50247. */
  50248. captureGPUFrameTime: boolean;
  50249. /**
  50250. * Gets the perf counter used for shader compilation time
  50251. */
  50252. readonly shaderCompilationTimeCounter: PerfCounter;
  50253. /**
  50254. * Gets the shader compilation time capture status
  50255. */
  50256. /**
  50257. * Enable or disable the shader compilation time capture
  50258. */
  50259. captureShaderCompilationTime: boolean;
  50260. /**
  50261. * Instantiates a new engine instrumentation.
  50262. * This class can be used to get instrumentation data from a Babylon engine
  50263. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50264. * @param engine Defines the engine to instrument
  50265. */
  50266. constructor(
  50267. /**
  50268. * Define the instrumented engine.
  50269. */
  50270. engine: Engine);
  50271. /**
  50272. * Dispose and release associated resources.
  50273. */
  50274. dispose(): void;
  50275. }
  50276. }
  50277. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50278. import { Scene, IDisposable } from "babylonjs/scene";
  50279. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50280. /**
  50281. * This class can be used to get instrumentation data from a Babylon engine
  50282. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50283. */
  50284. export class SceneInstrumentation implements IDisposable {
  50285. /**
  50286. * Defines the scene to instrument
  50287. */
  50288. scene: Scene;
  50289. private _captureActiveMeshesEvaluationTime;
  50290. private _activeMeshesEvaluationTime;
  50291. private _captureRenderTargetsRenderTime;
  50292. private _renderTargetsRenderTime;
  50293. private _captureFrameTime;
  50294. private _frameTime;
  50295. private _captureRenderTime;
  50296. private _renderTime;
  50297. private _captureInterFrameTime;
  50298. private _interFrameTime;
  50299. private _captureParticlesRenderTime;
  50300. private _particlesRenderTime;
  50301. private _captureSpritesRenderTime;
  50302. private _spritesRenderTime;
  50303. private _capturePhysicsTime;
  50304. private _physicsTime;
  50305. private _captureAnimationsTime;
  50306. private _animationsTime;
  50307. private _captureCameraRenderTime;
  50308. private _cameraRenderTime;
  50309. private _onBeforeActiveMeshesEvaluationObserver;
  50310. private _onAfterActiveMeshesEvaluationObserver;
  50311. private _onBeforeRenderTargetsRenderObserver;
  50312. private _onAfterRenderTargetsRenderObserver;
  50313. private _onAfterRenderObserver;
  50314. private _onBeforeDrawPhaseObserver;
  50315. private _onAfterDrawPhaseObserver;
  50316. private _onBeforeAnimationsObserver;
  50317. private _onBeforeParticlesRenderingObserver;
  50318. private _onAfterParticlesRenderingObserver;
  50319. private _onBeforeSpritesRenderingObserver;
  50320. private _onAfterSpritesRenderingObserver;
  50321. private _onBeforePhysicsObserver;
  50322. private _onAfterPhysicsObserver;
  50323. private _onAfterAnimationsObserver;
  50324. private _onBeforeCameraRenderObserver;
  50325. private _onAfterCameraRenderObserver;
  50326. /**
  50327. * Gets the perf counter used for active meshes evaluation time
  50328. */
  50329. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50330. /**
  50331. * Gets the active meshes evaluation time capture status
  50332. */
  50333. /**
  50334. * Enable or disable the active meshes evaluation time capture
  50335. */
  50336. captureActiveMeshesEvaluationTime: boolean;
  50337. /**
  50338. * Gets the perf counter used for render targets render time
  50339. */
  50340. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50341. /**
  50342. * Gets the render targets render time capture status
  50343. */
  50344. /**
  50345. * Enable or disable the render targets render time capture
  50346. */
  50347. captureRenderTargetsRenderTime: boolean;
  50348. /**
  50349. * Gets the perf counter used for particles render time
  50350. */
  50351. readonly particlesRenderTimeCounter: PerfCounter;
  50352. /**
  50353. * Gets the particles render time capture status
  50354. */
  50355. /**
  50356. * Enable or disable the particles render time capture
  50357. */
  50358. captureParticlesRenderTime: boolean;
  50359. /**
  50360. * Gets the perf counter used for sprites render time
  50361. */
  50362. readonly spritesRenderTimeCounter: PerfCounter;
  50363. /**
  50364. * Gets the sprites render time capture status
  50365. */
  50366. /**
  50367. * Enable or disable the sprites render time capture
  50368. */
  50369. captureSpritesRenderTime: boolean;
  50370. /**
  50371. * Gets the perf counter used for physics time
  50372. */
  50373. readonly physicsTimeCounter: PerfCounter;
  50374. /**
  50375. * Gets the physics time capture status
  50376. */
  50377. /**
  50378. * Enable or disable the physics time capture
  50379. */
  50380. capturePhysicsTime: boolean;
  50381. /**
  50382. * Gets the perf counter used for animations time
  50383. */
  50384. readonly animationsTimeCounter: PerfCounter;
  50385. /**
  50386. * Gets the animations time capture status
  50387. */
  50388. /**
  50389. * Enable or disable the animations time capture
  50390. */
  50391. captureAnimationsTime: boolean;
  50392. /**
  50393. * Gets the perf counter used for frame time capture
  50394. */
  50395. readonly frameTimeCounter: PerfCounter;
  50396. /**
  50397. * Gets the frame time capture status
  50398. */
  50399. /**
  50400. * Enable or disable the frame time capture
  50401. */
  50402. captureFrameTime: boolean;
  50403. /**
  50404. * Gets the perf counter used for inter-frames time capture
  50405. */
  50406. readonly interFrameTimeCounter: PerfCounter;
  50407. /**
  50408. * Gets the inter-frames time capture status
  50409. */
  50410. /**
  50411. * Enable or disable the inter-frames time capture
  50412. */
  50413. captureInterFrameTime: boolean;
  50414. /**
  50415. * Gets the perf counter used for render time capture
  50416. */
  50417. readonly renderTimeCounter: PerfCounter;
  50418. /**
  50419. * Gets the render time capture status
  50420. */
  50421. /**
  50422. * Enable or disable the render time capture
  50423. */
  50424. captureRenderTime: boolean;
  50425. /**
  50426. * Gets the perf counter used for camera render time capture
  50427. */
  50428. readonly cameraRenderTimeCounter: PerfCounter;
  50429. /**
  50430. * Gets the camera render time capture status
  50431. */
  50432. /**
  50433. * Enable or disable the camera render time capture
  50434. */
  50435. captureCameraRenderTime: boolean;
  50436. /**
  50437. * Gets the perf counter used for draw calls
  50438. */
  50439. readonly drawCallsCounter: PerfCounter;
  50440. /**
  50441. * Instantiates a new scene instrumentation.
  50442. * This class can be used to get instrumentation data from a Babylon engine
  50443. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50444. * @param scene Defines the scene to instrument
  50445. */
  50446. constructor(
  50447. /**
  50448. * Defines the scene to instrument
  50449. */
  50450. scene: Scene);
  50451. /**
  50452. * Dispose and release associated resources.
  50453. */
  50454. dispose(): void;
  50455. }
  50456. }
  50457. declare module "babylonjs/Instrumentation/index" {
  50458. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50459. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50460. export * from "babylonjs/Instrumentation/timeToken";
  50461. }
  50462. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50463. /** @hidden */
  50464. export var glowMapGenerationPixelShader: {
  50465. name: string;
  50466. shader: string;
  50467. };
  50468. }
  50469. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50470. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50471. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50472. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50473. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50474. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50475. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50476. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50477. /** @hidden */
  50478. export var glowMapGenerationVertexShader: {
  50479. name: string;
  50480. shader: string;
  50481. };
  50482. }
  50483. declare module "babylonjs/Layers/effectLayer" {
  50484. import { Observable } from "babylonjs/Misc/observable";
  50485. import { Nullable } from "babylonjs/types";
  50486. import { Camera } from "babylonjs/Cameras/camera";
  50487. import { Scene } from "babylonjs/scene";
  50488. import { ISize } from "babylonjs/Maths/math.size";
  50489. import { Color4 } from "babylonjs/Maths/math.color";
  50490. import { Engine } from "babylonjs/Engines/engine";
  50491. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50492. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50493. import { Mesh } from "babylonjs/Meshes/mesh";
  50494. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50495. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50496. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50497. import { Effect } from "babylonjs/Materials/effect";
  50498. import { Material } from "babylonjs/Materials/material";
  50499. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50500. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50501. /**
  50502. * Effect layer options. This helps customizing the behaviour
  50503. * of the effect layer.
  50504. */
  50505. export interface IEffectLayerOptions {
  50506. /**
  50507. * Multiplication factor apply to the canvas size to compute the render target size
  50508. * used to generated the objects (the smaller the faster).
  50509. */
  50510. mainTextureRatio: number;
  50511. /**
  50512. * Enforces a fixed size texture to ensure effect stability across devices.
  50513. */
  50514. mainTextureFixedSize?: number;
  50515. /**
  50516. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50517. */
  50518. alphaBlendingMode: number;
  50519. /**
  50520. * The camera attached to the layer.
  50521. */
  50522. camera: Nullable<Camera>;
  50523. /**
  50524. * The rendering group to draw the layer in.
  50525. */
  50526. renderingGroupId: number;
  50527. }
  50528. /**
  50529. * The effect layer Helps adding post process effect blended with the main pass.
  50530. *
  50531. * This can be for instance use to generate glow or higlight effects on the scene.
  50532. *
  50533. * The effect layer class can not be used directly and is intented to inherited from to be
  50534. * customized per effects.
  50535. */
  50536. export abstract class EffectLayer {
  50537. private _vertexBuffers;
  50538. private _indexBuffer;
  50539. private _cachedDefines;
  50540. private _effectLayerMapGenerationEffect;
  50541. private _effectLayerOptions;
  50542. private _mergeEffect;
  50543. protected _scene: Scene;
  50544. protected _engine: Engine;
  50545. protected _maxSize: number;
  50546. protected _mainTextureDesiredSize: ISize;
  50547. protected _mainTexture: RenderTargetTexture;
  50548. protected _shouldRender: boolean;
  50549. protected _postProcesses: PostProcess[];
  50550. protected _textures: BaseTexture[];
  50551. protected _emissiveTextureAndColor: {
  50552. texture: Nullable<BaseTexture>;
  50553. color: Color4;
  50554. };
  50555. /**
  50556. * The name of the layer
  50557. */
  50558. name: string;
  50559. /**
  50560. * The clear color of the texture used to generate the glow map.
  50561. */
  50562. neutralColor: Color4;
  50563. /**
  50564. * Specifies wether the highlight layer is enabled or not.
  50565. */
  50566. isEnabled: boolean;
  50567. /**
  50568. * Gets the camera attached to the layer.
  50569. */
  50570. readonly camera: Nullable<Camera>;
  50571. /**
  50572. * Gets the rendering group id the layer should render in.
  50573. */
  50574. renderingGroupId: number;
  50575. /**
  50576. * An event triggered when the effect layer has been disposed.
  50577. */
  50578. onDisposeObservable: Observable<EffectLayer>;
  50579. /**
  50580. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50581. */
  50582. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50583. /**
  50584. * An event triggered when the generated texture is being merged in the scene.
  50585. */
  50586. onBeforeComposeObservable: Observable<EffectLayer>;
  50587. /**
  50588. * An event triggered when the generated texture has been merged in the scene.
  50589. */
  50590. onAfterComposeObservable: Observable<EffectLayer>;
  50591. /**
  50592. * An event triggered when the efffect layer changes its size.
  50593. */
  50594. onSizeChangedObservable: Observable<EffectLayer>;
  50595. /** @hidden */
  50596. static _SceneComponentInitialization: (scene: Scene) => void;
  50597. /**
  50598. * Instantiates a new effect Layer and references it in the scene.
  50599. * @param name The name of the layer
  50600. * @param scene The scene to use the layer in
  50601. */
  50602. constructor(
  50603. /** The Friendly of the effect in the scene */
  50604. name: string, scene: Scene);
  50605. /**
  50606. * Get the effect name of the layer.
  50607. * @return The effect name
  50608. */
  50609. abstract getEffectName(): string;
  50610. /**
  50611. * Checks for the readiness of the element composing the layer.
  50612. * @param subMesh the mesh to check for
  50613. * @param useInstances specify wether or not to use instances to render the mesh
  50614. * @return true if ready otherwise, false
  50615. */
  50616. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50617. /**
  50618. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50619. * @returns true if the effect requires stencil during the main canvas render pass.
  50620. */
  50621. abstract needStencil(): boolean;
  50622. /**
  50623. * Create the merge effect. This is the shader use to blit the information back
  50624. * to the main canvas at the end of the scene rendering.
  50625. * @returns The effect containing the shader used to merge the effect on the main canvas
  50626. */
  50627. protected abstract _createMergeEffect(): Effect;
  50628. /**
  50629. * Creates the render target textures and post processes used in the effect layer.
  50630. */
  50631. protected abstract _createTextureAndPostProcesses(): void;
  50632. /**
  50633. * Implementation specific of rendering the generating effect on the main canvas.
  50634. * @param effect The effect used to render through
  50635. */
  50636. protected abstract _internalRender(effect: Effect): void;
  50637. /**
  50638. * Sets the required values for both the emissive texture and and the main color.
  50639. */
  50640. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50641. /**
  50642. * Free any resources and references associated to a mesh.
  50643. * Internal use
  50644. * @param mesh The mesh to free.
  50645. */
  50646. abstract _disposeMesh(mesh: Mesh): void;
  50647. /**
  50648. * Serializes this layer (Glow or Highlight for example)
  50649. * @returns a serialized layer object
  50650. */
  50651. abstract serialize?(): any;
  50652. /**
  50653. * Initializes the effect layer with the required options.
  50654. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50655. */
  50656. protected _init(options: Partial<IEffectLayerOptions>): void;
  50657. /**
  50658. * Generates the index buffer of the full screen quad blending to the main canvas.
  50659. */
  50660. private _generateIndexBuffer;
  50661. /**
  50662. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50663. */
  50664. private _generateVertexBuffer;
  50665. /**
  50666. * Sets the main texture desired size which is the closest power of two
  50667. * of the engine canvas size.
  50668. */
  50669. private _setMainTextureSize;
  50670. /**
  50671. * Creates the main texture for the effect layer.
  50672. */
  50673. protected _createMainTexture(): void;
  50674. /**
  50675. * Adds specific effects defines.
  50676. * @param defines The defines to add specifics to.
  50677. */
  50678. protected _addCustomEffectDefines(defines: string[]): void;
  50679. /**
  50680. * Checks for the readiness of the element composing the layer.
  50681. * @param subMesh the mesh to check for
  50682. * @param useInstances specify wether or not to use instances to render the mesh
  50683. * @param emissiveTexture the associated emissive texture used to generate the glow
  50684. * @return true if ready otherwise, false
  50685. */
  50686. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50687. /**
  50688. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50689. */
  50690. render(): void;
  50691. /**
  50692. * Determine if a given mesh will be used in the current effect.
  50693. * @param mesh mesh to test
  50694. * @returns true if the mesh will be used
  50695. */
  50696. hasMesh(mesh: AbstractMesh): boolean;
  50697. /**
  50698. * Returns true if the layer contains information to display, otherwise false.
  50699. * @returns true if the glow layer should be rendered
  50700. */
  50701. shouldRender(): boolean;
  50702. /**
  50703. * Returns true if the mesh should render, otherwise false.
  50704. * @param mesh The mesh to render
  50705. * @returns true if it should render otherwise false
  50706. */
  50707. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50708. /**
  50709. * Returns true if the mesh can be rendered, otherwise false.
  50710. * @param mesh The mesh to render
  50711. * @param material The material used on the mesh
  50712. * @returns true if it can be rendered otherwise false
  50713. */
  50714. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50715. /**
  50716. * Returns true if the mesh should render, otherwise false.
  50717. * @param mesh The mesh to render
  50718. * @returns true if it should render otherwise false
  50719. */
  50720. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50721. /**
  50722. * Renders the submesh passed in parameter to the generation map.
  50723. */
  50724. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50725. /**
  50726. * Rebuild the required buffers.
  50727. * @hidden Internal use only.
  50728. */
  50729. _rebuild(): void;
  50730. /**
  50731. * Dispose only the render target textures and post process.
  50732. */
  50733. private _disposeTextureAndPostProcesses;
  50734. /**
  50735. * Dispose the highlight layer and free resources.
  50736. */
  50737. dispose(): void;
  50738. /**
  50739. * Gets the class name of the effect layer
  50740. * @returns the string with the class name of the effect layer
  50741. */
  50742. getClassName(): string;
  50743. /**
  50744. * Creates an effect layer from parsed effect layer data
  50745. * @param parsedEffectLayer defines effect layer data
  50746. * @param scene defines the current scene
  50747. * @param rootUrl defines the root URL containing the effect layer information
  50748. * @returns a parsed effect Layer
  50749. */
  50750. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50751. }
  50752. }
  50753. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50754. import { Scene } from "babylonjs/scene";
  50755. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50756. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50757. import { AbstractScene } from "babylonjs/abstractScene";
  50758. module "babylonjs/abstractScene" {
  50759. interface AbstractScene {
  50760. /**
  50761. * The list of effect layers (highlights/glow) added to the scene
  50762. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50763. * @see http://doc.babylonjs.com/how_to/glow_layer
  50764. */
  50765. effectLayers: Array<EffectLayer>;
  50766. /**
  50767. * Removes the given effect layer from this scene.
  50768. * @param toRemove defines the effect layer to remove
  50769. * @returns the index of the removed effect layer
  50770. */
  50771. removeEffectLayer(toRemove: EffectLayer): number;
  50772. /**
  50773. * Adds the given effect layer to this scene
  50774. * @param newEffectLayer defines the effect layer to add
  50775. */
  50776. addEffectLayer(newEffectLayer: EffectLayer): void;
  50777. }
  50778. }
  50779. /**
  50780. * Defines the layer scene component responsible to manage any effect layers
  50781. * in a given scene.
  50782. */
  50783. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50784. /**
  50785. * The component name helpfull to identify the component in the list of scene components.
  50786. */
  50787. readonly name: string;
  50788. /**
  50789. * The scene the component belongs to.
  50790. */
  50791. scene: Scene;
  50792. private _engine;
  50793. private _renderEffects;
  50794. private _needStencil;
  50795. private _previousStencilState;
  50796. /**
  50797. * Creates a new instance of the component for the given scene
  50798. * @param scene Defines the scene to register the component in
  50799. */
  50800. constructor(scene: Scene);
  50801. /**
  50802. * Registers the component in a given scene
  50803. */
  50804. register(): void;
  50805. /**
  50806. * Rebuilds the elements related to this component in case of
  50807. * context lost for instance.
  50808. */
  50809. rebuild(): void;
  50810. /**
  50811. * Serializes the component data to the specified json object
  50812. * @param serializationObject The object to serialize to
  50813. */
  50814. serialize(serializationObject: any): void;
  50815. /**
  50816. * Adds all the elements from the container to the scene
  50817. * @param container the container holding the elements
  50818. */
  50819. addFromContainer(container: AbstractScene): void;
  50820. /**
  50821. * Removes all the elements in the container from the scene
  50822. * @param container contains the elements to remove
  50823. * @param dispose if the removed element should be disposed (default: false)
  50824. */
  50825. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50826. /**
  50827. * Disposes the component and the associated ressources.
  50828. */
  50829. dispose(): void;
  50830. private _isReadyForMesh;
  50831. private _renderMainTexture;
  50832. private _setStencil;
  50833. private _setStencilBack;
  50834. private _draw;
  50835. private _drawCamera;
  50836. private _drawRenderingGroup;
  50837. }
  50838. }
  50839. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50840. /** @hidden */
  50841. export var glowMapMergePixelShader: {
  50842. name: string;
  50843. shader: string;
  50844. };
  50845. }
  50846. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50847. /** @hidden */
  50848. export var glowMapMergeVertexShader: {
  50849. name: string;
  50850. shader: string;
  50851. };
  50852. }
  50853. declare module "babylonjs/Layers/glowLayer" {
  50854. import { Nullable } from "babylonjs/types";
  50855. import { Camera } from "babylonjs/Cameras/camera";
  50856. import { Scene } from "babylonjs/scene";
  50857. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50858. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50859. import { Mesh } from "babylonjs/Meshes/mesh";
  50860. import { Texture } from "babylonjs/Materials/Textures/texture";
  50861. import { Effect } from "babylonjs/Materials/effect";
  50862. import { Material } from "babylonjs/Materials/material";
  50863. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50864. import { Color4 } from "babylonjs/Maths/math.color";
  50865. import "babylonjs/Shaders/glowMapMerge.fragment";
  50866. import "babylonjs/Shaders/glowMapMerge.vertex";
  50867. import "babylonjs/Layers/effectLayerSceneComponent";
  50868. module "babylonjs/abstractScene" {
  50869. interface AbstractScene {
  50870. /**
  50871. * Return a the first highlight layer of the scene with a given name.
  50872. * @param name The name of the highlight layer to look for.
  50873. * @return The highlight layer if found otherwise null.
  50874. */
  50875. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50876. }
  50877. }
  50878. /**
  50879. * Glow layer options. This helps customizing the behaviour
  50880. * of the glow layer.
  50881. */
  50882. export interface IGlowLayerOptions {
  50883. /**
  50884. * Multiplication factor apply to the canvas size to compute the render target size
  50885. * used to generated the glowing objects (the smaller the faster).
  50886. */
  50887. mainTextureRatio: number;
  50888. /**
  50889. * Enforces a fixed size texture to ensure resize independant blur.
  50890. */
  50891. mainTextureFixedSize?: number;
  50892. /**
  50893. * How big is the kernel of the blur texture.
  50894. */
  50895. blurKernelSize: number;
  50896. /**
  50897. * The camera attached to the layer.
  50898. */
  50899. camera: Nullable<Camera>;
  50900. /**
  50901. * Enable MSAA by chosing the number of samples.
  50902. */
  50903. mainTextureSamples?: number;
  50904. /**
  50905. * The rendering group to draw the layer in.
  50906. */
  50907. renderingGroupId: number;
  50908. }
  50909. /**
  50910. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50911. *
  50912. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50913. * glowy meshes to your scene.
  50914. *
  50915. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50916. */
  50917. export class GlowLayer extends EffectLayer {
  50918. /**
  50919. * Effect Name of the layer.
  50920. */
  50921. static readonly EffectName: string;
  50922. /**
  50923. * The default blur kernel size used for the glow.
  50924. */
  50925. static DefaultBlurKernelSize: number;
  50926. /**
  50927. * The default texture size ratio used for the glow.
  50928. */
  50929. static DefaultTextureRatio: number;
  50930. /**
  50931. * Sets the kernel size of the blur.
  50932. */
  50933. /**
  50934. * Gets the kernel size of the blur.
  50935. */
  50936. blurKernelSize: number;
  50937. /**
  50938. * Sets the glow intensity.
  50939. */
  50940. /**
  50941. * Gets the glow intensity.
  50942. */
  50943. intensity: number;
  50944. private _options;
  50945. private _intensity;
  50946. private _horizontalBlurPostprocess1;
  50947. private _verticalBlurPostprocess1;
  50948. private _horizontalBlurPostprocess2;
  50949. private _verticalBlurPostprocess2;
  50950. private _blurTexture1;
  50951. private _blurTexture2;
  50952. private _postProcesses1;
  50953. private _postProcesses2;
  50954. private _includedOnlyMeshes;
  50955. private _excludedMeshes;
  50956. /**
  50957. * Callback used to let the user override the color selection on a per mesh basis
  50958. */
  50959. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50960. /**
  50961. * Callback used to let the user override the texture selection on a per mesh basis
  50962. */
  50963. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50964. /**
  50965. * Instantiates a new glow Layer and references it to the scene.
  50966. * @param name The name of the layer
  50967. * @param scene The scene to use the layer in
  50968. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50969. */
  50970. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50971. /**
  50972. * Get the effect name of the layer.
  50973. * @return The effect name
  50974. */
  50975. getEffectName(): string;
  50976. /**
  50977. * Create the merge effect. This is the shader use to blit the information back
  50978. * to the main canvas at the end of the scene rendering.
  50979. */
  50980. protected _createMergeEffect(): Effect;
  50981. /**
  50982. * Creates the render target textures and post processes used in the glow layer.
  50983. */
  50984. protected _createTextureAndPostProcesses(): void;
  50985. /**
  50986. * Checks for the readiness of the element composing the layer.
  50987. * @param subMesh the mesh to check for
  50988. * @param useInstances specify wether or not to use instances to render the mesh
  50989. * @param emissiveTexture the associated emissive texture used to generate the glow
  50990. * @return true if ready otherwise, false
  50991. */
  50992. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50993. /**
  50994. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50995. */
  50996. needStencil(): boolean;
  50997. /**
  50998. * Returns true if the mesh can be rendered, otherwise false.
  50999. * @param mesh The mesh to render
  51000. * @param material The material used on the mesh
  51001. * @returns true if it can be rendered otherwise false
  51002. */
  51003. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51004. /**
  51005. * Implementation specific of rendering the generating effect on the main canvas.
  51006. * @param effect The effect used to render through
  51007. */
  51008. protected _internalRender(effect: Effect): void;
  51009. /**
  51010. * Sets the required values for both the emissive texture and and the main color.
  51011. */
  51012. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51013. /**
  51014. * Returns true if the mesh should render, otherwise false.
  51015. * @param mesh The mesh to render
  51016. * @returns true if it should render otherwise false
  51017. */
  51018. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51019. /**
  51020. * Adds specific effects defines.
  51021. * @param defines The defines to add specifics to.
  51022. */
  51023. protected _addCustomEffectDefines(defines: string[]): void;
  51024. /**
  51025. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51026. * @param mesh The mesh to exclude from the glow layer
  51027. */
  51028. addExcludedMesh(mesh: Mesh): void;
  51029. /**
  51030. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51031. * @param mesh The mesh to remove
  51032. */
  51033. removeExcludedMesh(mesh: Mesh): void;
  51034. /**
  51035. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51036. * @param mesh The mesh to include in the glow layer
  51037. */
  51038. addIncludedOnlyMesh(mesh: Mesh): void;
  51039. /**
  51040. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51041. * @param mesh The mesh to remove
  51042. */
  51043. removeIncludedOnlyMesh(mesh: Mesh): void;
  51044. /**
  51045. * Determine if a given mesh will be used in the glow layer
  51046. * @param mesh The mesh to test
  51047. * @returns true if the mesh will be highlighted by the current glow layer
  51048. */
  51049. hasMesh(mesh: AbstractMesh): boolean;
  51050. /**
  51051. * Free any resources and references associated to a mesh.
  51052. * Internal use
  51053. * @param mesh The mesh to free.
  51054. * @hidden
  51055. */
  51056. _disposeMesh(mesh: Mesh): void;
  51057. /**
  51058. * Gets the class name of the effect layer
  51059. * @returns the string with the class name of the effect layer
  51060. */
  51061. getClassName(): string;
  51062. /**
  51063. * Serializes this glow layer
  51064. * @returns a serialized glow layer object
  51065. */
  51066. serialize(): any;
  51067. /**
  51068. * Creates a Glow Layer from parsed glow layer data
  51069. * @param parsedGlowLayer defines glow layer data
  51070. * @param scene defines the current scene
  51071. * @param rootUrl defines the root URL containing the glow layer information
  51072. * @returns a parsed Glow Layer
  51073. */
  51074. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51075. }
  51076. }
  51077. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51078. /** @hidden */
  51079. export var glowBlurPostProcessPixelShader: {
  51080. name: string;
  51081. shader: string;
  51082. };
  51083. }
  51084. declare module "babylonjs/Layers/highlightLayer" {
  51085. import { Observable } from "babylonjs/Misc/observable";
  51086. import { Nullable } from "babylonjs/types";
  51087. import { Camera } from "babylonjs/Cameras/camera";
  51088. import { Scene } from "babylonjs/scene";
  51089. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51091. import { Mesh } from "babylonjs/Meshes/mesh";
  51092. import { Effect } from "babylonjs/Materials/effect";
  51093. import { Material } from "babylonjs/Materials/material";
  51094. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51095. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51096. import "babylonjs/Shaders/glowMapMerge.fragment";
  51097. import "babylonjs/Shaders/glowMapMerge.vertex";
  51098. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51099. module "babylonjs/abstractScene" {
  51100. interface AbstractScene {
  51101. /**
  51102. * Return a the first highlight layer of the scene with a given name.
  51103. * @param name The name of the highlight layer to look for.
  51104. * @return The highlight layer if found otherwise null.
  51105. */
  51106. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51107. }
  51108. }
  51109. /**
  51110. * Highlight layer options. This helps customizing the behaviour
  51111. * of the highlight layer.
  51112. */
  51113. export interface IHighlightLayerOptions {
  51114. /**
  51115. * Multiplication factor apply to the canvas size to compute the render target size
  51116. * used to generated the glowing objects (the smaller the faster).
  51117. */
  51118. mainTextureRatio: number;
  51119. /**
  51120. * Enforces a fixed size texture to ensure resize independant blur.
  51121. */
  51122. mainTextureFixedSize?: number;
  51123. /**
  51124. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51125. * of the picture to blur (the smaller the faster).
  51126. */
  51127. blurTextureSizeRatio: number;
  51128. /**
  51129. * How big in texel of the blur texture is the vertical blur.
  51130. */
  51131. blurVerticalSize: number;
  51132. /**
  51133. * How big in texel of the blur texture is the horizontal blur.
  51134. */
  51135. blurHorizontalSize: number;
  51136. /**
  51137. * Alpha blending mode used to apply the blur. Default is combine.
  51138. */
  51139. alphaBlendingMode: number;
  51140. /**
  51141. * The camera attached to the layer.
  51142. */
  51143. camera: Nullable<Camera>;
  51144. /**
  51145. * Should we display highlight as a solid stroke?
  51146. */
  51147. isStroke?: boolean;
  51148. /**
  51149. * The rendering group to draw the layer in.
  51150. */
  51151. renderingGroupId: number;
  51152. }
  51153. /**
  51154. * The highlight layer Helps adding a glow effect around a mesh.
  51155. *
  51156. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51157. * glowy meshes to your scene.
  51158. *
  51159. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51160. */
  51161. export class HighlightLayer extends EffectLayer {
  51162. name: string;
  51163. /**
  51164. * Effect Name of the highlight layer.
  51165. */
  51166. static readonly EffectName: string;
  51167. /**
  51168. * The neutral color used during the preparation of the glow effect.
  51169. * This is black by default as the blend operation is a blend operation.
  51170. */
  51171. static NeutralColor: Color4;
  51172. /**
  51173. * Stencil value used for glowing meshes.
  51174. */
  51175. static GlowingMeshStencilReference: number;
  51176. /**
  51177. * Stencil value used for the other meshes in the scene.
  51178. */
  51179. static NormalMeshStencilReference: number;
  51180. /**
  51181. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51182. */
  51183. innerGlow: boolean;
  51184. /**
  51185. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51186. */
  51187. outerGlow: boolean;
  51188. /**
  51189. * Specifies the horizontal size of the blur.
  51190. */
  51191. /**
  51192. * Gets the horizontal size of the blur.
  51193. */
  51194. blurHorizontalSize: number;
  51195. /**
  51196. * Specifies the vertical size of the blur.
  51197. */
  51198. /**
  51199. * Gets the vertical size of the blur.
  51200. */
  51201. blurVerticalSize: number;
  51202. /**
  51203. * An event triggered when the highlight layer is being blurred.
  51204. */
  51205. onBeforeBlurObservable: Observable<HighlightLayer>;
  51206. /**
  51207. * An event triggered when the highlight layer has been blurred.
  51208. */
  51209. onAfterBlurObservable: Observable<HighlightLayer>;
  51210. private _instanceGlowingMeshStencilReference;
  51211. private _options;
  51212. private _downSamplePostprocess;
  51213. private _horizontalBlurPostprocess;
  51214. private _verticalBlurPostprocess;
  51215. private _blurTexture;
  51216. private _meshes;
  51217. private _excludedMeshes;
  51218. /**
  51219. * Instantiates a new highlight Layer and references it to the scene..
  51220. * @param name The name of the layer
  51221. * @param scene The scene to use the layer in
  51222. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51223. */
  51224. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51225. /**
  51226. * Get the effect name of the layer.
  51227. * @return The effect name
  51228. */
  51229. getEffectName(): string;
  51230. /**
  51231. * Create the merge effect. This is the shader use to blit the information back
  51232. * to the main canvas at the end of the scene rendering.
  51233. */
  51234. protected _createMergeEffect(): Effect;
  51235. /**
  51236. * Creates the render target textures and post processes used in the highlight layer.
  51237. */
  51238. protected _createTextureAndPostProcesses(): void;
  51239. /**
  51240. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51241. */
  51242. needStencil(): boolean;
  51243. /**
  51244. * Checks for the readiness of the element composing the layer.
  51245. * @param subMesh the mesh to check for
  51246. * @param useInstances specify wether or not to use instances to render the mesh
  51247. * @param emissiveTexture the associated emissive texture used to generate the glow
  51248. * @return true if ready otherwise, false
  51249. */
  51250. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51251. /**
  51252. * Implementation specific of rendering the generating effect on the main canvas.
  51253. * @param effect The effect used to render through
  51254. */
  51255. protected _internalRender(effect: Effect): void;
  51256. /**
  51257. * Returns true if the layer contains information to display, otherwise false.
  51258. */
  51259. shouldRender(): boolean;
  51260. /**
  51261. * Returns true if the mesh should render, otherwise false.
  51262. * @param mesh The mesh to render
  51263. * @returns true if it should render otherwise false
  51264. */
  51265. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51266. /**
  51267. * Sets the required values for both the emissive texture and and the main color.
  51268. */
  51269. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51270. /**
  51271. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51272. * @param mesh The mesh to exclude from the highlight layer
  51273. */
  51274. addExcludedMesh(mesh: Mesh): void;
  51275. /**
  51276. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51277. * @param mesh The mesh to highlight
  51278. */
  51279. removeExcludedMesh(mesh: Mesh): void;
  51280. /**
  51281. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51282. * @param mesh mesh to test
  51283. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51284. */
  51285. hasMesh(mesh: AbstractMesh): boolean;
  51286. /**
  51287. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51288. * @param mesh The mesh to highlight
  51289. * @param color The color of the highlight
  51290. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51291. */
  51292. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51293. /**
  51294. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51295. * @param mesh The mesh to highlight
  51296. */
  51297. removeMesh(mesh: Mesh): void;
  51298. /**
  51299. * Force the stencil to the normal expected value for none glowing parts
  51300. */
  51301. private _defaultStencilReference;
  51302. /**
  51303. * Free any resources and references associated to a mesh.
  51304. * Internal use
  51305. * @param mesh The mesh to free.
  51306. * @hidden
  51307. */
  51308. _disposeMesh(mesh: Mesh): void;
  51309. /**
  51310. * Dispose the highlight layer and free resources.
  51311. */
  51312. dispose(): void;
  51313. /**
  51314. * Gets the class name of the effect layer
  51315. * @returns the string with the class name of the effect layer
  51316. */
  51317. getClassName(): string;
  51318. /**
  51319. * Serializes this Highlight layer
  51320. * @returns a serialized Highlight layer object
  51321. */
  51322. serialize(): any;
  51323. /**
  51324. * Creates a Highlight layer from parsed Highlight layer data
  51325. * @param parsedHightlightLayer defines the Highlight layer data
  51326. * @param scene defines the current scene
  51327. * @param rootUrl defines the root URL containing the Highlight layer information
  51328. * @returns a parsed Highlight layer
  51329. */
  51330. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51331. }
  51332. }
  51333. declare module "babylonjs/Layers/layerSceneComponent" {
  51334. import { Scene } from "babylonjs/scene";
  51335. import { ISceneComponent } from "babylonjs/sceneComponent";
  51336. import { Layer } from "babylonjs/Layers/layer";
  51337. import { AbstractScene } from "babylonjs/abstractScene";
  51338. module "babylonjs/abstractScene" {
  51339. interface AbstractScene {
  51340. /**
  51341. * The list of layers (background and foreground) of the scene
  51342. */
  51343. layers: Array<Layer>;
  51344. }
  51345. }
  51346. /**
  51347. * Defines the layer scene component responsible to manage any layers
  51348. * in a given scene.
  51349. */
  51350. export class LayerSceneComponent implements ISceneComponent {
  51351. /**
  51352. * The component name helpfull to identify the component in the list of scene components.
  51353. */
  51354. readonly name: string;
  51355. /**
  51356. * The scene the component belongs to.
  51357. */
  51358. scene: Scene;
  51359. private _engine;
  51360. /**
  51361. * Creates a new instance of the component for the given scene
  51362. * @param scene Defines the scene to register the component in
  51363. */
  51364. constructor(scene: Scene);
  51365. /**
  51366. * Registers the component in a given scene
  51367. */
  51368. register(): void;
  51369. /**
  51370. * Rebuilds the elements related to this component in case of
  51371. * context lost for instance.
  51372. */
  51373. rebuild(): void;
  51374. /**
  51375. * Disposes the component and the associated ressources.
  51376. */
  51377. dispose(): void;
  51378. private _draw;
  51379. private _drawCameraPredicate;
  51380. private _drawCameraBackground;
  51381. private _drawCameraForeground;
  51382. private _drawRenderTargetPredicate;
  51383. private _drawRenderTargetBackground;
  51384. private _drawRenderTargetForeground;
  51385. /**
  51386. * Adds all the elements from the container to the scene
  51387. * @param container the container holding the elements
  51388. */
  51389. addFromContainer(container: AbstractScene): void;
  51390. /**
  51391. * Removes all the elements in the container from the scene
  51392. * @param container contains the elements to remove
  51393. * @param dispose if the removed element should be disposed (default: false)
  51394. */
  51395. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51396. }
  51397. }
  51398. declare module "babylonjs/Shaders/layer.fragment" {
  51399. /** @hidden */
  51400. export var layerPixelShader: {
  51401. name: string;
  51402. shader: string;
  51403. };
  51404. }
  51405. declare module "babylonjs/Shaders/layer.vertex" {
  51406. /** @hidden */
  51407. export var layerVertexShader: {
  51408. name: string;
  51409. shader: string;
  51410. };
  51411. }
  51412. declare module "babylonjs/Layers/layer" {
  51413. import { Observable } from "babylonjs/Misc/observable";
  51414. import { Nullable } from "babylonjs/types";
  51415. import { Scene } from "babylonjs/scene";
  51416. import { Vector2 } from "babylonjs/Maths/math.vector";
  51417. import { Color4 } from "babylonjs/Maths/math.color";
  51418. import { Texture } from "babylonjs/Materials/Textures/texture";
  51419. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51420. import "babylonjs/Shaders/layer.fragment";
  51421. import "babylonjs/Shaders/layer.vertex";
  51422. /**
  51423. * This represents a full screen 2d layer.
  51424. * This can be useful to display a picture in the background of your scene for instance.
  51425. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51426. */
  51427. export class Layer {
  51428. /**
  51429. * Define the name of the layer.
  51430. */
  51431. name: string;
  51432. /**
  51433. * Define the texture the layer should display.
  51434. */
  51435. texture: Nullable<Texture>;
  51436. /**
  51437. * Is the layer in background or foreground.
  51438. */
  51439. isBackground: boolean;
  51440. /**
  51441. * Define the color of the layer (instead of texture).
  51442. */
  51443. color: Color4;
  51444. /**
  51445. * Define the scale of the layer in order to zoom in out of the texture.
  51446. */
  51447. scale: Vector2;
  51448. /**
  51449. * Define an offset for the layer in order to shift the texture.
  51450. */
  51451. offset: Vector2;
  51452. /**
  51453. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51454. */
  51455. alphaBlendingMode: number;
  51456. /**
  51457. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51458. * Alpha test will not mix with the background color in case of transparency.
  51459. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51460. */
  51461. alphaTest: boolean;
  51462. /**
  51463. * Define a mask to restrict the layer to only some of the scene cameras.
  51464. */
  51465. layerMask: number;
  51466. /**
  51467. * Define the list of render target the layer is visible into.
  51468. */
  51469. renderTargetTextures: RenderTargetTexture[];
  51470. /**
  51471. * Define if the layer is only used in renderTarget or if it also
  51472. * renders in the main frame buffer of the canvas.
  51473. */
  51474. renderOnlyInRenderTargetTextures: boolean;
  51475. private _scene;
  51476. private _vertexBuffers;
  51477. private _indexBuffer;
  51478. private _effect;
  51479. private _alphaTestEffect;
  51480. /**
  51481. * An event triggered when the layer is disposed.
  51482. */
  51483. onDisposeObservable: Observable<Layer>;
  51484. private _onDisposeObserver;
  51485. /**
  51486. * Back compatibility with callback before the onDisposeObservable existed.
  51487. * The set callback will be triggered when the layer has been disposed.
  51488. */
  51489. onDispose: () => void;
  51490. /**
  51491. * An event triggered before rendering the scene
  51492. */
  51493. onBeforeRenderObservable: Observable<Layer>;
  51494. private _onBeforeRenderObserver;
  51495. /**
  51496. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51497. * The set callback will be triggered just before rendering the layer.
  51498. */
  51499. onBeforeRender: () => void;
  51500. /**
  51501. * An event triggered after rendering the scene
  51502. */
  51503. onAfterRenderObservable: Observable<Layer>;
  51504. private _onAfterRenderObserver;
  51505. /**
  51506. * Back compatibility with callback before the onAfterRenderObservable existed.
  51507. * The set callback will be triggered just after rendering the layer.
  51508. */
  51509. onAfterRender: () => void;
  51510. /**
  51511. * Instantiates a new layer.
  51512. * This represents a full screen 2d layer.
  51513. * This can be useful to display a picture in the background of your scene for instance.
  51514. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51515. * @param name Define the name of the layer in the scene
  51516. * @param imgUrl Define the url of the texture to display in the layer
  51517. * @param scene Define the scene the layer belongs to
  51518. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51519. * @param color Defines a color for the layer
  51520. */
  51521. constructor(
  51522. /**
  51523. * Define the name of the layer.
  51524. */
  51525. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51526. private _createIndexBuffer;
  51527. /** @hidden */
  51528. _rebuild(): void;
  51529. /**
  51530. * Renders the layer in the scene.
  51531. */
  51532. render(): void;
  51533. /**
  51534. * Disposes and releases the associated ressources.
  51535. */
  51536. dispose(): void;
  51537. }
  51538. }
  51539. declare module "babylonjs/Layers/index" {
  51540. export * from "babylonjs/Layers/effectLayer";
  51541. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51542. export * from "babylonjs/Layers/glowLayer";
  51543. export * from "babylonjs/Layers/highlightLayer";
  51544. export * from "babylonjs/Layers/layer";
  51545. export * from "babylonjs/Layers/layerSceneComponent";
  51546. }
  51547. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51548. /** @hidden */
  51549. export var lensFlarePixelShader: {
  51550. name: string;
  51551. shader: string;
  51552. };
  51553. }
  51554. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51555. /** @hidden */
  51556. export var lensFlareVertexShader: {
  51557. name: string;
  51558. shader: string;
  51559. };
  51560. }
  51561. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51562. import { Scene } from "babylonjs/scene";
  51563. import { Vector3 } from "babylonjs/Maths/math.vector";
  51564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51565. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51566. import "babylonjs/Shaders/lensFlare.fragment";
  51567. import "babylonjs/Shaders/lensFlare.vertex";
  51568. import { Viewport } from "babylonjs/Maths/math.viewport";
  51569. /**
  51570. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51571. * It is usually composed of several `lensFlare`.
  51572. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51573. */
  51574. export class LensFlareSystem {
  51575. /**
  51576. * Define the name of the lens flare system
  51577. */
  51578. name: string;
  51579. /**
  51580. * List of lens flares used in this system.
  51581. */
  51582. lensFlares: LensFlare[];
  51583. /**
  51584. * Define a limit from the border the lens flare can be visible.
  51585. */
  51586. borderLimit: number;
  51587. /**
  51588. * Define a viewport border we do not want to see the lens flare in.
  51589. */
  51590. viewportBorder: number;
  51591. /**
  51592. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51593. */
  51594. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51595. /**
  51596. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51597. */
  51598. layerMask: number;
  51599. /**
  51600. * Define the id of the lens flare system in the scene.
  51601. * (equal to name by default)
  51602. */
  51603. id: string;
  51604. private _scene;
  51605. private _emitter;
  51606. private _vertexBuffers;
  51607. private _indexBuffer;
  51608. private _effect;
  51609. private _positionX;
  51610. private _positionY;
  51611. private _isEnabled;
  51612. /** @hidden */
  51613. static _SceneComponentInitialization: (scene: Scene) => void;
  51614. /**
  51615. * Instantiates a lens flare system.
  51616. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51617. * It is usually composed of several `lensFlare`.
  51618. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51619. * @param name Define the name of the lens flare system in the scene
  51620. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51621. * @param scene Define the scene the lens flare system belongs to
  51622. */
  51623. constructor(
  51624. /**
  51625. * Define the name of the lens flare system
  51626. */
  51627. name: string, emitter: any, scene: Scene);
  51628. /**
  51629. * Define if the lens flare system is enabled.
  51630. */
  51631. isEnabled: boolean;
  51632. /**
  51633. * Get the scene the effects belongs to.
  51634. * @returns the scene holding the lens flare system
  51635. */
  51636. getScene(): Scene;
  51637. /**
  51638. * Get the emitter of the lens flare system.
  51639. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51640. * @returns the emitter of the lens flare system
  51641. */
  51642. getEmitter(): any;
  51643. /**
  51644. * Set the emitter of the lens flare system.
  51645. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51646. * @param newEmitter Define the new emitter of the system
  51647. */
  51648. setEmitter(newEmitter: any): void;
  51649. /**
  51650. * Get the lens flare system emitter position.
  51651. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51652. * @returns the position
  51653. */
  51654. getEmitterPosition(): Vector3;
  51655. /**
  51656. * @hidden
  51657. */
  51658. computeEffectivePosition(globalViewport: Viewport): boolean;
  51659. /** @hidden */
  51660. _isVisible(): boolean;
  51661. /**
  51662. * @hidden
  51663. */
  51664. render(): boolean;
  51665. /**
  51666. * Dispose and release the lens flare with its associated resources.
  51667. */
  51668. dispose(): void;
  51669. /**
  51670. * Parse a lens flare system from a JSON repressentation
  51671. * @param parsedLensFlareSystem Define the JSON to parse
  51672. * @param scene Define the scene the parsed system should be instantiated in
  51673. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51674. * @returns the parsed system
  51675. */
  51676. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51677. /**
  51678. * Serialize the current Lens Flare System into a JSON representation.
  51679. * @returns the serialized JSON
  51680. */
  51681. serialize(): any;
  51682. }
  51683. }
  51684. declare module "babylonjs/LensFlares/lensFlare" {
  51685. import { Nullable } from "babylonjs/types";
  51686. import { Color3 } from "babylonjs/Maths/math.color";
  51687. import { Texture } from "babylonjs/Materials/Textures/texture";
  51688. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51689. /**
  51690. * This represents one of the lens effect in a `lensFlareSystem`.
  51691. * It controls one of the indiviual texture used in the effect.
  51692. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51693. */
  51694. export class LensFlare {
  51695. /**
  51696. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51697. */
  51698. size: number;
  51699. /**
  51700. * 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.
  51701. */
  51702. position: number;
  51703. /**
  51704. * Define the lens color.
  51705. */
  51706. color: Color3;
  51707. /**
  51708. * Define the lens texture.
  51709. */
  51710. texture: Nullable<Texture>;
  51711. /**
  51712. * Define the alpha mode to render this particular lens.
  51713. */
  51714. alphaMode: number;
  51715. private _system;
  51716. /**
  51717. * Creates a new Lens Flare.
  51718. * This represents one of the lens effect in a `lensFlareSystem`.
  51719. * It controls one of the indiviual texture used in the effect.
  51720. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51721. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51722. * @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.
  51723. * @param color Define the lens color
  51724. * @param imgUrl Define the lens texture url
  51725. * @param system Define the `lensFlareSystem` this flare is part of
  51726. * @returns The newly created Lens Flare
  51727. */
  51728. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51729. /**
  51730. * Instantiates a new Lens Flare.
  51731. * This represents one of the lens effect in a `lensFlareSystem`.
  51732. * It controls one of the indiviual texture used in the effect.
  51733. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51734. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51735. * @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.
  51736. * @param color Define the lens color
  51737. * @param imgUrl Define the lens texture url
  51738. * @param system Define the `lensFlareSystem` this flare is part of
  51739. */
  51740. constructor(
  51741. /**
  51742. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51743. */
  51744. size: number,
  51745. /**
  51746. * 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.
  51747. */
  51748. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51749. /**
  51750. * Dispose and release the lens flare with its associated resources.
  51751. */
  51752. dispose(): void;
  51753. }
  51754. }
  51755. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51756. import { Nullable } from "babylonjs/types";
  51757. import { Scene } from "babylonjs/scene";
  51758. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51759. import { AbstractScene } from "babylonjs/abstractScene";
  51760. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51761. module "babylonjs/abstractScene" {
  51762. interface AbstractScene {
  51763. /**
  51764. * The list of lens flare system added to the scene
  51765. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51766. */
  51767. lensFlareSystems: Array<LensFlareSystem>;
  51768. /**
  51769. * Removes the given lens flare system from this scene.
  51770. * @param toRemove The lens flare system to remove
  51771. * @returns The index of the removed lens flare system
  51772. */
  51773. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51774. /**
  51775. * Adds the given lens flare system to this scene
  51776. * @param newLensFlareSystem The lens flare system to add
  51777. */
  51778. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51779. /**
  51780. * Gets a lens flare system using its name
  51781. * @param name defines the name to look for
  51782. * @returns the lens flare system or null if not found
  51783. */
  51784. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51785. /**
  51786. * Gets a lens flare system using its id
  51787. * @param id defines the id to look for
  51788. * @returns the lens flare system or null if not found
  51789. */
  51790. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51791. }
  51792. }
  51793. /**
  51794. * Defines the lens flare scene component responsible to manage any lens flares
  51795. * in a given scene.
  51796. */
  51797. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51798. /**
  51799. * The component name helpfull to identify the component in the list of scene components.
  51800. */
  51801. readonly name: string;
  51802. /**
  51803. * The scene the component belongs to.
  51804. */
  51805. scene: Scene;
  51806. /**
  51807. * Creates a new instance of the component for the given scene
  51808. * @param scene Defines the scene to register the component in
  51809. */
  51810. constructor(scene: Scene);
  51811. /**
  51812. * Registers the component in a given scene
  51813. */
  51814. register(): void;
  51815. /**
  51816. * Rebuilds the elements related to this component in case of
  51817. * context lost for instance.
  51818. */
  51819. rebuild(): void;
  51820. /**
  51821. * Adds all the elements from the container to the scene
  51822. * @param container the container holding the elements
  51823. */
  51824. addFromContainer(container: AbstractScene): void;
  51825. /**
  51826. * Removes all the elements in the container from the scene
  51827. * @param container contains the elements to remove
  51828. * @param dispose if the removed element should be disposed (default: false)
  51829. */
  51830. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51831. /**
  51832. * Serializes the component data to the specified json object
  51833. * @param serializationObject The object to serialize to
  51834. */
  51835. serialize(serializationObject: any): void;
  51836. /**
  51837. * Disposes the component and the associated ressources.
  51838. */
  51839. dispose(): void;
  51840. private _draw;
  51841. }
  51842. }
  51843. declare module "babylonjs/LensFlares/index" {
  51844. export * from "babylonjs/LensFlares/lensFlare";
  51845. export * from "babylonjs/LensFlares/lensFlareSystem";
  51846. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51847. }
  51848. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51849. import { Scene } from "babylonjs/scene";
  51850. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51851. import { AbstractScene } from "babylonjs/abstractScene";
  51852. /**
  51853. * Defines the shadow generator component responsible to manage any shadow generators
  51854. * in a given scene.
  51855. */
  51856. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51857. /**
  51858. * The component name helpfull to identify the component in the list of scene components.
  51859. */
  51860. readonly name: string;
  51861. /**
  51862. * The scene the component belongs to.
  51863. */
  51864. scene: Scene;
  51865. /**
  51866. * Creates a new instance of the component for the given scene
  51867. * @param scene Defines the scene to register the component in
  51868. */
  51869. constructor(scene: Scene);
  51870. /**
  51871. * Registers the component in a given scene
  51872. */
  51873. register(): void;
  51874. /**
  51875. * Rebuilds the elements related to this component in case of
  51876. * context lost for instance.
  51877. */
  51878. rebuild(): void;
  51879. /**
  51880. * Serializes the component data to the specified json object
  51881. * @param serializationObject The object to serialize to
  51882. */
  51883. serialize(serializationObject: any): void;
  51884. /**
  51885. * Adds all the elements from the container to the scene
  51886. * @param container the container holding the elements
  51887. */
  51888. addFromContainer(container: AbstractScene): void;
  51889. /**
  51890. * Removes all the elements in the container from the scene
  51891. * @param container contains the elements to remove
  51892. * @param dispose if the removed element should be disposed (default: false)
  51893. */
  51894. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51895. /**
  51896. * Rebuilds the elements related to this component in case of
  51897. * context lost for instance.
  51898. */
  51899. dispose(): void;
  51900. private _gatherRenderTargets;
  51901. }
  51902. }
  51903. declare module "babylonjs/Lights/Shadows/index" {
  51904. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51905. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51906. }
  51907. declare module "babylonjs/Lights/pointLight" {
  51908. import { Scene } from "babylonjs/scene";
  51909. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51911. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51912. import { Effect } from "babylonjs/Materials/effect";
  51913. /**
  51914. * A point light is a light defined by an unique point in world space.
  51915. * The light is emitted in every direction from this point.
  51916. * A good example of a point light is a standard light bulb.
  51917. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51918. */
  51919. export class PointLight extends ShadowLight {
  51920. private _shadowAngle;
  51921. /**
  51922. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51923. * This specifies what angle the shadow will use to be created.
  51924. *
  51925. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51926. */
  51927. /**
  51928. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51929. * This specifies what angle the shadow will use to be created.
  51930. *
  51931. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51932. */
  51933. shadowAngle: number;
  51934. /**
  51935. * Gets the direction if it has been set.
  51936. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51937. */
  51938. /**
  51939. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51940. */
  51941. direction: Vector3;
  51942. /**
  51943. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51944. * A PointLight emits the light in every direction.
  51945. * It can cast shadows.
  51946. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51947. * ```javascript
  51948. * var pointLight = new PointLight("pl", camera.position, scene);
  51949. * ```
  51950. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51951. * @param name The light friendly name
  51952. * @param position The position of the point light in the scene
  51953. * @param scene The scene the lights belongs to
  51954. */
  51955. constructor(name: string, position: Vector3, scene: Scene);
  51956. /**
  51957. * Returns the string "PointLight"
  51958. * @returns the class name
  51959. */
  51960. getClassName(): string;
  51961. /**
  51962. * Returns the integer 0.
  51963. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51964. */
  51965. getTypeID(): number;
  51966. /**
  51967. * Specifies wether or not the shadowmap should be a cube texture.
  51968. * @returns true if the shadowmap needs to be a cube texture.
  51969. */
  51970. needCube(): boolean;
  51971. /**
  51972. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51973. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51974. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51975. */
  51976. getShadowDirection(faceIndex?: number): Vector3;
  51977. /**
  51978. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51979. * - fov = PI / 2
  51980. * - aspect ratio : 1.0
  51981. * - z-near and far equal to the active camera minZ and maxZ.
  51982. * Returns the PointLight.
  51983. */
  51984. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51985. protected _buildUniformLayout(): void;
  51986. /**
  51987. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51988. * @param effect The effect to update
  51989. * @param lightIndex The index of the light in the effect to update
  51990. * @returns The point light
  51991. */
  51992. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51993. /**
  51994. * Prepares the list of defines specific to the light type.
  51995. * @param defines the list of defines
  51996. * @param lightIndex defines the index of the light for the effect
  51997. */
  51998. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51999. }
  52000. }
  52001. declare module "babylonjs/Lights/index" {
  52002. export * from "babylonjs/Lights/light";
  52003. export * from "babylonjs/Lights/shadowLight";
  52004. export * from "babylonjs/Lights/Shadows/index";
  52005. export * from "babylonjs/Lights/directionalLight";
  52006. export * from "babylonjs/Lights/hemisphericLight";
  52007. export * from "babylonjs/Lights/pointLight";
  52008. export * from "babylonjs/Lights/spotLight";
  52009. }
  52010. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52011. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52012. /**
  52013. * Header information of HDR texture files.
  52014. */
  52015. export interface HDRInfo {
  52016. /**
  52017. * The height of the texture in pixels.
  52018. */
  52019. height: number;
  52020. /**
  52021. * The width of the texture in pixels.
  52022. */
  52023. width: number;
  52024. /**
  52025. * The index of the beginning of the data in the binary file.
  52026. */
  52027. dataPosition: number;
  52028. }
  52029. /**
  52030. * This groups tools to convert HDR texture to native colors array.
  52031. */
  52032. export class HDRTools {
  52033. private static Ldexp;
  52034. private static Rgbe2float;
  52035. private static readStringLine;
  52036. /**
  52037. * Reads header information from an RGBE texture stored in a native array.
  52038. * More information on this format are available here:
  52039. * https://en.wikipedia.org/wiki/RGBE_image_format
  52040. *
  52041. * @param uint8array The binary file stored in native array.
  52042. * @return The header information.
  52043. */
  52044. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52045. /**
  52046. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52047. * This RGBE texture needs to store the information as a panorama.
  52048. *
  52049. * More information on this format are available here:
  52050. * https://en.wikipedia.org/wiki/RGBE_image_format
  52051. *
  52052. * @param buffer The binary file stored in an array buffer.
  52053. * @param size The expected size of the extracted cubemap.
  52054. * @return The Cube Map information.
  52055. */
  52056. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52057. /**
  52058. * Returns the pixels data extracted from an RGBE texture.
  52059. * This pixels will be stored left to right up to down in the R G B order in one array.
  52060. *
  52061. * More information on this format are available here:
  52062. * https://en.wikipedia.org/wiki/RGBE_image_format
  52063. *
  52064. * @param uint8array The binary file stored in an array buffer.
  52065. * @param hdrInfo The header information of the file.
  52066. * @return The pixels data in RGB right to left up to down order.
  52067. */
  52068. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52069. private static RGBE_ReadPixels_RLE;
  52070. }
  52071. }
  52072. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52073. import { Nullable } from "babylonjs/types";
  52074. import { Scene } from "babylonjs/scene";
  52075. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52076. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52077. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52078. /**
  52079. * This represents a texture coming from an HDR input.
  52080. *
  52081. * The only supported format is currently panorama picture stored in RGBE format.
  52082. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52083. */
  52084. export class HDRCubeTexture extends BaseTexture {
  52085. private static _facesMapping;
  52086. private _generateHarmonics;
  52087. private _noMipmap;
  52088. private _textureMatrix;
  52089. private _size;
  52090. private _onLoad;
  52091. private _onError;
  52092. /**
  52093. * The texture URL.
  52094. */
  52095. url: string;
  52096. /**
  52097. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52098. */
  52099. coordinatesMode: number;
  52100. protected _isBlocking: boolean;
  52101. /**
  52102. * Sets wether or not the texture is blocking during loading.
  52103. */
  52104. /**
  52105. * Gets wether or not the texture is blocking during loading.
  52106. */
  52107. isBlocking: boolean;
  52108. protected _rotationY: number;
  52109. /**
  52110. * Sets texture matrix rotation angle around Y axis in radians.
  52111. */
  52112. /**
  52113. * Gets texture matrix rotation angle around Y axis radians.
  52114. */
  52115. rotationY: number;
  52116. /**
  52117. * Gets or sets the center of the bounding box associated with the cube texture
  52118. * It must define where the camera used to render the texture was set
  52119. */
  52120. boundingBoxPosition: Vector3;
  52121. private _boundingBoxSize;
  52122. /**
  52123. * Gets or sets the size of the bounding box associated with the cube texture
  52124. * When defined, the cubemap will switch to local mode
  52125. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52126. * @example https://www.babylonjs-playground.com/#RNASML
  52127. */
  52128. boundingBoxSize: Vector3;
  52129. /**
  52130. * Instantiates an HDRTexture from the following parameters.
  52131. *
  52132. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52133. * @param scene The scene the texture will be used in
  52134. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52135. * @param noMipmap Forces to not generate the mipmap if true
  52136. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52137. * @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)
  52138. * @param reserved Reserved flag for internal use.
  52139. */
  52140. 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>);
  52141. /**
  52142. * Get the current class name of the texture useful for serialization or dynamic coding.
  52143. * @returns "HDRCubeTexture"
  52144. */
  52145. getClassName(): string;
  52146. /**
  52147. * Occurs when the file is raw .hdr file.
  52148. */
  52149. private loadTexture;
  52150. clone(): HDRCubeTexture;
  52151. delayLoad(): void;
  52152. /**
  52153. * Get the texture reflection matrix used to rotate/transform the reflection.
  52154. * @returns the reflection matrix
  52155. */
  52156. getReflectionTextureMatrix(): Matrix;
  52157. /**
  52158. * Set the texture reflection matrix used to rotate/transform the reflection.
  52159. * @param value Define the reflection matrix to set
  52160. */
  52161. setReflectionTextureMatrix(value: Matrix): void;
  52162. /**
  52163. * Parses a JSON representation of an HDR Texture in order to create the texture
  52164. * @param parsedTexture Define the JSON representation
  52165. * @param scene Define the scene the texture should be created in
  52166. * @param rootUrl Define the root url in case we need to load relative dependencies
  52167. * @returns the newly created texture after parsing
  52168. */
  52169. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52170. serialize(): any;
  52171. }
  52172. }
  52173. declare module "babylonjs/Physics/physicsEngine" {
  52174. import { Nullable } from "babylonjs/types";
  52175. import { Vector3 } from "babylonjs/Maths/math.vector";
  52176. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52177. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52178. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52179. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52180. /**
  52181. * Class used to control physics engine
  52182. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52183. */
  52184. export class PhysicsEngine implements IPhysicsEngine {
  52185. private _physicsPlugin;
  52186. /**
  52187. * Global value used to control the smallest number supported by the simulation
  52188. */
  52189. static Epsilon: number;
  52190. private _impostors;
  52191. private _joints;
  52192. /**
  52193. * Gets the gravity vector used by the simulation
  52194. */
  52195. gravity: Vector3;
  52196. /**
  52197. * Factory used to create the default physics plugin.
  52198. * @returns The default physics plugin
  52199. */
  52200. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52201. /**
  52202. * Creates a new Physics Engine
  52203. * @param gravity defines the gravity vector used by the simulation
  52204. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52205. */
  52206. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52207. /**
  52208. * Sets the gravity vector used by the simulation
  52209. * @param gravity defines the gravity vector to use
  52210. */
  52211. setGravity(gravity: Vector3): void;
  52212. /**
  52213. * Set the time step of the physics engine.
  52214. * Default is 1/60.
  52215. * To slow it down, enter 1/600 for example.
  52216. * To speed it up, 1/30
  52217. * @param newTimeStep defines the new timestep to apply to this world.
  52218. */
  52219. setTimeStep(newTimeStep?: number): void;
  52220. /**
  52221. * Get the time step of the physics engine.
  52222. * @returns the current time step
  52223. */
  52224. getTimeStep(): number;
  52225. /**
  52226. * Release all resources
  52227. */
  52228. dispose(): void;
  52229. /**
  52230. * Gets the name of the current physics plugin
  52231. * @returns the name of the plugin
  52232. */
  52233. getPhysicsPluginName(): string;
  52234. /**
  52235. * Adding a new impostor for the impostor tracking.
  52236. * This will be done by the impostor itself.
  52237. * @param impostor the impostor to add
  52238. */
  52239. addImpostor(impostor: PhysicsImpostor): void;
  52240. /**
  52241. * Remove an impostor from the engine.
  52242. * This impostor and its mesh will not longer be updated by the physics engine.
  52243. * @param impostor the impostor to remove
  52244. */
  52245. removeImpostor(impostor: PhysicsImpostor): void;
  52246. /**
  52247. * Add a joint to the physics engine
  52248. * @param mainImpostor defines the main impostor to which the joint is added.
  52249. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52250. * @param joint defines the joint that will connect both impostors.
  52251. */
  52252. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52253. /**
  52254. * Removes a joint from the simulation
  52255. * @param mainImpostor defines the impostor used with the joint
  52256. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52257. * @param joint defines the joint to remove
  52258. */
  52259. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52260. /**
  52261. * Called by the scene. No need to call it.
  52262. * @param delta defines the timespam between frames
  52263. */
  52264. _step(delta: number): void;
  52265. /**
  52266. * Gets the current plugin used to run the simulation
  52267. * @returns current plugin
  52268. */
  52269. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52270. /**
  52271. * Gets the list of physic impostors
  52272. * @returns an array of PhysicsImpostor
  52273. */
  52274. getImpostors(): Array<PhysicsImpostor>;
  52275. /**
  52276. * Gets the impostor for a physics enabled object
  52277. * @param object defines the object impersonated by the impostor
  52278. * @returns the PhysicsImpostor or null if not found
  52279. */
  52280. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52281. /**
  52282. * Gets the impostor for a physics body object
  52283. * @param body defines physics body used by the impostor
  52284. * @returns the PhysicsImpostor or null if not found
  52285. */
  52286. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52287. /**
  52288. * Does a raycast in the physics world
  52289. * @param from when should the ray start?
  52290. * @param to when should the ray end?
  52291. * @returns PhysicsRaycastResult
  52292. */
  52293. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52294. }
  52295. }
  52296. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52297. import { Nullable } from "babylonjs/types";
  52298. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52299. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52300. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52301. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52302. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52303. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52304. /** @hidden */
  52305. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52306. private _useDeltaForWorldStep;
  52307. world: any;
  52308. name: string;
  52309. private _physicsMaterials;
  52310. private _fixedTimeStep;
  52311. private _cannonRaycastResult;
  52312. private _raycastResult;
  52313. private _physicsBodysToRemoveAfterStep;
  52314. BJSCANNON: any;
  52315. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52316. setGravity(gravity: Vector3): void;
  52317. setTimeStep(timeStep: number): void;
  52318. getTimeStep(): number;
  52319. executeStep(delta: number): void;
  52320. private _removeMarkedPhysicsBodiesFromWorld;
  52321. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52322. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52323. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52324. private _processChildMeshes;
  52325. removePhysicsBody(impostor: PhysicsImpostor): void;
  52326. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52327. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52328. private _addMaterial;
  52329. private _checkWithEpsilon;
  52330. private _createShape;
  52331. private _createHeightmap;
  52332. private _minus90X;
  52333. private _plus90X;
  52334. private _tmpPosition;
  52335. private _tmpDeltaPosition;
  52336. private _tmpUnityRotation;
  52337. private _updatePhysicsBodyTransformation;
  52338. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52339. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52340. isSupported(): boolean;
  52341. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52342. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52343. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52344. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52345. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52346. getBodyMass(impostor: PhysicsImpostor): number;
  52347. getBodyFriction(impostor: PhysicsImpostor): number;
  52348. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52349. getBodyRestitution(impostor: PhysicsImpostor): number;
  52350. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52351. sleepBody(impostor: PhysicsImpostor): void;
  52352. wakeUpBody(impostor: PhysicsImpostor): void;
  52353. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52354. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52355. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52356. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52357. getRadius(impostor: PhysicsImpostor): number;
  52358. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52359. dispose(): void;
  52360. private _extendNamespace;
  52361. /**
  52362. * Does a raycast in the physics world
  52363. * @param from when should the ray start?
  52364. * @param to when should the ray end?
  52365. * @returns PhysicsRaycastResult
  52366. */
  52367. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52368. }
  52369. }
  52370. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52371. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52372. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52373. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52374. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52375. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52376. import { Nullable } from "babylonjs/types";
  52377. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52378. /** @hidden */
  52379. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52380. world: any;
  52381. name: string;
  52382. BJSOIMO: any;
  52383. private _raycastResult;
  52384. constructor(iterations?: number, oimoInjection?: any);
  52385. setGravity(gravity: Vector3): void;
  52386. setTimeStep(timeStep: number): void;
  52387. getTimeStep(): number;
  52388. private _tmpImpostorsArray;
  52389. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52390. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52391. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52392. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52393. private _tmpPositionVector;
  52394. removePhysicsBody(impostor: PhysicsImpostor): void;
  52395. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52396. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52397. isSupported(): boolean;
  52398. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52399. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52400. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52401. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52402. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52403. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52404. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52405. getBodyMass(impostor: PhysicsImpostor): number;
  52406. getBodyFriction(impostor: PhysicsImpostor): number;
  52407. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52408. getBodyRestitution(impostor: PhysicsImpostor): number;
  52409. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52410. sleepBody(impostor: PhysicsImpostor): void;
  52411. wakeUpBody(impostor: PhysicsImpostor): void;
  52412. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52413. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52414. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52415. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52416. getRadius(impostor: PhysicsImpostor): number;
  52417. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52418. dispose(): void;
  52419. /**
  52420. * Does a raycast in the physics world
  52421. * @param from when should the ray start?
  52422. * @param to when should the ray end?
  52423. * @returns PhysicsRaycastResult
  52424. */
  52425. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52426. }
  52427. }
  52428. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52429. import { Nullable } from "babylonjs/types";
  52430. import { Scene } from "babylonjs/scene";
  52431. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52432. import { Color4 } from "babylonjs/Maths/math.color";
  52433. import { Mesh } from "babylonjs/Meshes/mesh";
  52434. /**
  52435. * Class containing static functions to help procedurally build meshes
  52436. */
  52437. export class RibbonBuilder {
  52438. /**
  52439. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52440. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52441. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52442. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52443. * * 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
  52444. * * 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
  52445. * * 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
  52446. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52447. * * If you create a double-sided mesh, you can choose what parts of 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
  52448. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52449. * * 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
  52450. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52451. * * 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
  52452. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52453. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52454. * @param name defines the name of the mesh
  52455. * @param options defines the options used to create the mesh
  52456. * @param scene defines the hosting scene
  52457. * @returns the ribbon mesh
  52458. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52459. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52460. */
  52461. static CreateRibbon(name: string, options: {
  52462. pathArray: Vector3[][];
  52463. closeArray?: boolean;
  52464. closePath?: boolean;
  52465. offset?: number;
  52466. updatable?: boolean;
  52467. sideOrientation?: number;
  52468. frontUVs?: Vector4;
  52469. backUVs?: Vector4;
  52470. instance?: Mesh;
  52471. invertUV?: boolean;
  52472. uvs?: Vector2[];
  52473. colors?: Color4[];
  52474. }, scene?: Nullable<Scene>): Mesh;
  52475. }
  52476. }
  52477. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52478. import { Nullable } from "babylonjs/types";
  52479. import { Scene } from "babylonjs/scene";
  52480. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52481. import { Mesh } from "babylonjs/Meshes/mesh";
  52482. /**
  52483. * Class containing static functions to help procedurally build meshes
  52484. */
  52485. export class ShapeBuilder {
  52486. /**
  52487. * 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.
  52488. * * 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.
  52489. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52490. * * 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.
  52491. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52492. * * 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
  52493. * * 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
  52494. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52495. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52496. * * If you create a double-sided mesh, you can choose what parts of 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
  52497. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52498. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52499. * @param name defines the name of the mesh
  52500. * @param options defines the options used to create the mesh
  52501. * @param scene defines the hosting scene
  52502. * @returns the extruded shape mesh
  52503. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52504. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52505. */
  52506. static ExtrudeShape(name: string, options: {
  52507. shape: Vector3[];
  52508. path: Vector3[];
  52509. scale?: number;
  52510. rotation?: number;
  52511. cap?: number;
  52512. updatable?: boolean;
  52513. sideOrientation?: number;
  52514. frontUVs?: Vector4;
  52515. backUVs?: Vector4;
  52516. instance?: Mesh;
  52517. invertUV?: boolean;
  52518. }, scene?: Nullable<Scene>): Mesh;
  52519. /**
  52520. * Creates an custom extruded shape mesh.
  52521. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52522. * * 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.
  52523. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52524. * * 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
  52525. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52526. * * 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
  52527. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52528. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52529. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52530. * * 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
  52531. * * 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
  52532. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52533. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52534. * * If you create a double-sided mesh, you can choose what parts of 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
  52535. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52536. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52537. * @param name defines the name of the mesh
  52538. * @param options defines the options used to create the mesh
  52539. * @param scene defines the hosting scene
  52540. * @returns the custom extruded shape mesh
  52541. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52542. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52543. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52544. */
  52545. static ExtrudeShapeCustom(name: string, options: {
  52546. shape: Vector3[];
  52547. path: Vector3[];
  52548. scaleFunction?: any;
  52549. rotationFunction?: any;
  52550. ribbonCloseArray?: boolean;
  52551. ribbonClosePath?: boolean;
  52552. cap?: number;
  52553. updatable?: boolean;
  52554. sideOrientation?: number;
  52555. frontUVs?: Vector4;
  52556. backUVs?: Vector4;
  52557. instance?: Mesh;
  52558. invertUV?: boolean;
  52559. }, scene?: Nullable<Scene>): Mesh;
  52560. private static _ExtrudeShapeGeneric;
  52561. }
  52562. }
  52563. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52564. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52565. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52566. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52567. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52568. import { Nullable } from "babylonjs/types";
  52569. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52570. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52571. /**
  52572. * AmmoJS Physics plugin
  52573. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52574. * @see https://github.com/kripken/ammo.js/
  52575. */
  52576. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52577. private _useDeltaForWorldStep;
  52578. /**
  52579. * Reference to the Ammo library
  52580. */
  52581. bjsAMMO: any;
  52582. /**
  52583. * Created ammoJS world which physics bodies are added to
  52584. */
  52585. world: any;
  52586. /**
  52587. * Name of the plugin
  52588. */
  52589. name: string;
  52590. private _timeStep;
  52591. private _fixedTimeStep;
  52592. private _maxSteps;
  52593. private _tmpQuaternion;
  52594. private _tmpAmmoTransform;
  52595. private _tmpAmmoQuaternion;
  52596. private _tmpAmmoConcreteContactResultCallback;
  52597. private _collisionConfiguration;
  52598. private _dispatcher;
  52599. private _overlappingPairCache;
  52600. private _solver;
  52601. private _softBodySolver;
  52602. private _tmpAmmoVectorA;
  52603. private _tmpAmmoVectorB;
  52604. private _tmpAmmoVectorC;
  52605. private _tmpAmmoVectorD;
  52606. private _tmpContactCallbackResult;
  52607. private _tmpAmmoVectorRCA;
  52608. private _tmpAmmoVectorRCB;
  52609. private _raycastResult;
  52610. private static readonly DISABLE_COLLISION_FLAG;
  52611. private static readonly KINEMATIC_FLAG;
  52612. private static readonly DISABLE_DEACTIVATION_FLAG;
  52613. /**
  52614. * Initializes the ammoJS plugin
  52615. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52616. * @param ammoInjection can be used to inject your own ammo reference
  52617. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52618. */
  52619. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52620. /**
  52621. * Sets the gravity of the physics world (m/(s^2))
  52622. * @param gravity Gravity to set
  52623. */
  52624. setGravity(gravity: Vector3): void;
  52625. /**
  52626. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52627. * @param timeStep timestep to use in seconds
  52628. */
  52629. setTimeStep(timeStep: number): void;
  52630. /**
  52631. * 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)
  52632. * @param fixedTimeStep fixedTimeStep to use in seconds
  52633. */
  52634. setFixedTimeStep(fixedTimeStep: number): void;
  52635. /**
  52636. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52637. * @param maxSteps the maximum number of steps by the physics engine per frame
  52638. */
  52639. setMaxSteps(maxSteps: number): void;
  52640. /**
  52641. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52642. * @returns the current timestep in seconds
  52643. */
  52644. getTimeStep(): number;
  52645. private _isImpostorInContact;
  52646. private _isImpostorPairInContact;
  52647. private _stepSimulation;
  52648. /**
  52649. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52650. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52651. * After the step the babylon meshes are set to the position of the physics imposters
  52652. * @param delta amount of time to step forward
  52653. * @param impostors array of imposters to update before/after the step
  52654. */
  52655. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52656. /**
  52657. * Update babylon mesh to match physics world object
  52658. * @param impostor imposter to match
  52659. */
  52660. private _afterSoftStep;
  52661. /**
  52662. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52663. * @param impostor imposter to match
  52664. */
  52665. private _ropeStep;
  52666. /**
  52667. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52668. * @param impostor imposter to match
  52669. */
  52670. private _softbodyOrClothStep;
  52671. private _tmpVector;
  52672. private _tmpMatrix;
  52673. /**
  52674. * Applies an impulse on the imposter
  52675. * @param impostor imposter to apply impulse to
  52676. * @param force amount of force to be applied to the imposter
  52677. * @param contactPoint the location to apply the impulse on the imposter
  52678. */
  52679. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52680. /**
  52681. * Applies a force on the imposter
  52682. * @param impostor imposter to apply force
  52683. * @param force amount of force to be applied to the imposter
  52684. * @param contactPoint the location to apply the force on the imposter
  52685. */
  52686. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52687. /**
  52688. * Creates a physics body using the plugin
  52689. * @param impostor the imposter to create the physics body on
  52690. */
  52691. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52692. /**
  52693. * Removes the physics body from the imposter and disposes of the body's memory
  52694. * @param impostor imposter to remove the physics body from
  52695. */
  52696. removePhysicsBody(impostor: PhysicsImpostor): void;
  52697. /**
  52698. * Generates a joint
  52699. * @param impostorJoint the imposter joint to create the joint with
  52700. */
  52701. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52702. /**
  52703. * Removes a joint
  52704. * @param impostorJoint the imposter joint to remove the joint from
  52705. */
  52706. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52707. private _addMeshVerts;
  52708. /**
  52709. * Initialise the soft body vertices to match its object's (mesh) vertices
  52710. * Softbody vertices (nodes) are in world space and to match this
  52711. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52712. * @param impostor to create the softbody for
  52713. */
  52714. private _softVertexData;
  52715. /**
  52716. * Create an impostor's soft body
  52717. * @param impostor to create the softbody for
  52718. */
  52719. private _createSoftbody;
  52720. /**
  52721. * Create cloth for an impostor
  52722. * @param impostor to create the softbody for
  52723. */
  52724. private _createCloth;
  52725. /**
  52726. * Create rope for an impostor
  52727. * @param impostor to create the softbody for
  52728. */
  52729. private _createRope;
  52730. private _addHullVerts;
  52731. private _createShape;
  52732. /**
  52733. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52734. * @param impostor imposter containing the physics body and babylon object
  52735. */
  52736. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52737. /**
  52738. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52739. * @param impostor imposter containing the physics body and babylon object
  52740. * @param newPosition new position
  52741. * @param newRotation new rotation
  52742. */
  52743. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52744. /**
  52745. * If this plugin is supported
  52746. * @returns true if its supported
  52747. */
  52748. isSupported(): boolean;
  52749. /**
  52750. * Sets the linear velocity of the physics body
  52751. * @param impostor imposter to set the velocity on
  52752. * @param velocity velocity to set
  52753. */
  52754. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52755. /**
  52756. * Sets the angular velocity of the physics body
  52757. * @param impostor imposter to set the velocity on
  52758. * @param velocity velocity to set
  52759. */
  52760. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52761. /**
  52762. * gets the linear velocity
  52763. * @param impostor imposter to get linear velocity from
  52764. * @returns linear velocity
  52765. */
  52766. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52767. /**
  52768. * gets the angular velocity
  52769. * @param impostor imposter to get angular velocity from
  52770. * @returns angular velocity
  52771. */
  52772. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52773. /**
  52774. * Sets the mass of physics body
  52775. * @param impostor imposter to set the mass on
  52776. * @param mass mass to set
  52777. */
  52778. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52779. /**
  52780. * Gets the mass of the physics body
  52781. * @param impostor imposter to get the mass from
  52782. * @returns mass
  52783. */
  52784. getBodyMass(impostor: PhysicsImpostor): number;
  52785. /**
  52786. * Gets friction of the impostor
  52787. * @param impostor impostor to get friction from
  52788. * @returns friction value
  52789. */
  52790. getBodyFriction(impostor: PhysicsImpostor): number;
  52791. /**
  52792. * Sets friction of the impostor
  52793. * @param impostor impostor to set friction on
  52794. * @param friction friction value
  52795. */
  52796. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52797. /**
  52798. * Gets restitution of the impostor
  52799. * @param impostor impostor to get restitution from
  52800. * @returns restitution value
  52801. */
  52802. getBodyRestitution(impostor: PhysicsImpostor): number;
  52803. /**
  52804. * Sets resitution of the impostor
  52805. * @param impostor impostor to set resitution on
  52806. * @param restitution resitution value
  52807. */
  52808. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52809. /**
  52810. * Gets pressure inside the impostor
  52811. * @param impostor impostor to get pressure from
  52812. * @returns pressure value
  52813. */
  52814. getBodyPressure(impostor: PhysicsImpostor): number;
  52815. /**
  52816. * Sets pressure inside a soft body impostor
  52817. * Cloth and rope must remain 0 pressure
  52818. * @param impostor impostor to set pressure on
  52819. * @param pressure pressure value
  52820. */
  52821. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52822. /**
  52823. * Gets stiffness of the impostor
  52824. * @param impostor impostor to get stiffness from
  52825. * @returns pressure value
  52826. */
  52827. getBodyStiffness(impostor: PhysicsImpostor): number;
  52828. /**
  52829. * Sets stiffness of the impostor
  52830. * @param impostor impostor to set stiffness on
  52831. * @param stiffness stiffness value from 0 to 1
  52832. */
  52833. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52834. /**
  52835. * Gets velocityIterations of the impostor
  52836. * @param impostor impostor to get velocity iterations from
  52837. * @returns velocityIterations value
  52838. */
  52839. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52840. /**
  52841. * Sets velocityIterations of the impostor
  52842. * @param impostor impostor to set velocity iterations on
  52843. * @param velocityIterations velocityIterations value
  52844. */
  52845. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52846. /**
  52847. * Gets positionIterations of the impostor
  52848. * @param impostor impostor to get position iterations from
  52849. * @returns positionIterations value
  52850. */
  52851. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52852. /**
  52853. * Sets positionIterations of the impostor
  52854. * @param impostor impostor to set position on
  52855. * @param positionIterations positionIterations value
  52856. */
  52857. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52858. /**
  52859. * Append an anchor to a cloth object
  52860. * @param impostor is the cloth impostor to add anchor to
  52861. * @param otherImpostor is the rigid impostor to anchor to
  52862. * @param width ratio across width from 0 to 1
  52863. * @param height ratio up height from 0 to 1
  52864. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52865. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52866. */
  52867. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52868. /**
  52869. * Append an hook to a rope object
  52870. * @param impostor is the rope impostor to add hook to
  52871. * @param otherImpostor is the rigid impostor to hook to
  52872. * @param length ratio along the rope from 0 to 1
  52873. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52874. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52875. */
  52876. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52877. /**
  52878. * Sleeps the physics body and stops it from being active
  52879. * @param impostor impostor to sleep
  52880. */
  52881. sleepBody(impostor: PhysicsImpostor): void;
  52882. /**
  52883. * Activates the physics body
  52884. * @param impostor impostor to activate
  52885. */
  52886. wakeUpBody(impostor: PhysicsImpostor): void;
  52887. /**
  52888. * Updates the distance parameters of the joint
  52889. * @param joint joint to update
  52890. * @param maxDistance maximum distance of the joint
  52891. * @param minDistance minimum distance of the joint
  52892. */
  52893. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52894. /**
  52895. * Sets a motor on the joint
  52896. * @param joint joint to set motor on
  52897. * @param speed speed of the motor
  52898. * @param maxForce maximum force of the motor
  52899. * @param motorIndex index of the motor
  52900. */
  52901. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52902. /**
  52903. * Sets the motors limit
  52904. * @param joint joint to set limit on
  52905. * @param upperLimit upper limit
  52906. * @param lowerLimit lower limit
  52907. */
  52908. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52909. /**
  52910. * Syncs the position and rotation of a mesh with the impostor
  52911. * @param mesh mesh to sync
  52912. * @param impostor impostor to update the mesh with
  52913. */
  52914. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52915. /**
  52916. * Gets the radius of the impostor
  52917. * @param impostor impostor to get radius from
  52918. * @returns the radius
  52919. */
  52920. getRadius(impostor: PhysicsImpostor): number;
  52921. /**
  52922. * Gets the box size of the impostor
  52923. * @param impostor impostor to get box size from
  52924. * @param result the resulting box size
  52925. */
  52926. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52927. /**
  52928. * Disposes of the impostor
  52929. */
  52930. dispose(): void;
  52931. /**
  52932. * Does a raycast in the physics world
  52933. * @param from when should the ray start?
  52934. * @param to when should the ray end?
  52935. * @returns PhysicsRaycastResult
  52936. */
  52937. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52938. }
  52939. }
  52940. declare module "babylonjs/Probes/reflectionProbe" {
  52941. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52942. import { Vector3 } from "babylonjs/Maths/math.vector";
  52943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52944. import { Nullable } from "babylonjs/types";
  52945. import { Scene } from "babylonjs/scene";
  52946. module "babylonjs/abstractScene" {
  52947. interface AbstractScene {
  52948. /**
  52949. * The list of reflection probes added to the scene
  52950. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52951. */
  52952. reflectionProbes: Array<ReflectionProbe>;
  52953. /**
  52954. * Removes the given reflection probe from this scene.
  52955. * @param toRemove The reflection probe to remove
  52956. * @returns The index of the removed reflection probe
  52957. */
  52958. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52959. /**
  52960. * Adds the given reflection probe to this scene.
  52961. * @param newReflectionProbe The reflection probe to add
  52962. */
  52963. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52964. }
  52965. }
  52966. /**
  52967. * Class used to generate realtime reflection / refraction cube textures
  52968. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52969. */
  52970. export class ReflectionProbe {
  52971. /** defines the name of the probe */
  52972. name: string;
  52973. private _scene;
  52974. private _renderTargetTexture;
  52975. private _projectionMatrix;
  52976. private _viewMatrix;
  52977. private _target;
  52978. private _add;
  52979. private _attachedMesh;
  52980. private _invertYAxis;
  52981. /** Gets or sets probe position (center of the cube map) */
  52982. position: Vector3;
  52983. /**
  52984. * Creates a new reflection probe
  52985. * @param name defines the name of the probe
  52986. * @param size defines the texture resolution (for each face)
  52987. * @param scene defines the hosting scene
  52988. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52989. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52990. */
  52991. constructor(
  52992. /** defines the name of the probe */
  52993. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52994. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52995. samples: number;
  52996. /** Gets or sets the refresh rate to use (on every frame by default) */
  52997. refreshRate: number;
  52998. /**
  52999. * Gets the hosting scene
  53000. * @returns a Scene
  53001. */
  53002. getScene(): Scene;
  53003. /** Gets the internal CubeTexture used to render to */
  53004. readonly cubeTexture: RenderTargetTexture;
  53005. /** Gets the list of meshes to render */
  53006. readonly renderList: Nullable<AbstractMesh[]>;
  53007. /**
  53008. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53009. * @param mesh defines the mesh to attach to
  53010. */
  53011. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53012. /**
  53013. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53014. * @param renderingGroupId The rendering group id corresponding to its index
  53015. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53016. */
  53017. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53018. /**
  53019. * Clean all associated resources
  53020. */
  53021. dispose(): void;
  53022. /**
  53023. * Converts the reflection probe information to a readable string for debug purpose.
  53024. * @param fullDetails Supports for multiple levels of logging within scene loading
  53025. * @returns the human readable reflection probe info
  53026. */
  53027. toString(fullDetails?: boolean): string;
  53028. /**
  53029. * Get the class name of the relfection probe.
  53030. * @returns "ReflectionProbe"
  53031. */
  53032. getClassName(): string;
  53033. /**
  53034. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53035. * @returns The JSON representation of the texture
  53036. */
  53037. serialize(): any;
  53038. /**
  53039. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53040. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53041. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53042. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53043. * @returns The parsed reflection probe if successful
  53044. */
  53045. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53046. }
  53047. }
  53048. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53049. /** @hidden */
  53050. export var _BabylonLoaderRegistered: boolean;
  53051. }
  53052. declare module "babylonjs/Loading/Plugins/index" {
  53053. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53054. }
  53055. declare module "babylonjs/Loading/index" {
  53056. export * from "babylonjs/Loading/loadingScreen";
  53057. export * from "babylonjs/Loading/Plugins/index";
  53058. export * from "babylonjs/Loading/sceneLoader";
  53059. export * from "babylonjs/Loading/sceneLoaderFlags";
  53060. }
  53061. declare module "babylonjs/Materials/Background/index" {
  53062. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53063. }
  53064. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53065. import { Scene } from "babylonjs/scene";
  53066. import { Color3 } from "babylonjs/Maths/math.color";
  53067. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53068. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53069. /**
  53070. * The Physically based simple base material of BJS.
  53071. *
  53072. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53073. * It is used as the base class for both the specGloss and metalRough conventions.
  53074. */
  53075. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53076. /**
  53077. * Number of Simultaneous lights allowed on the material.
  53078. */
  53079. maxSimultaneousLights: number;
  53080. /**
  53081. * If sets to true, disables all the lights affecting the material.
  53082. */
  53083. disableLighting: boolean;
  53084. /**
  53085. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53086. */
  53087. environmentTexture: BaseTexture;
  53088. /**
  53089. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53090. */
  53091. invertNormalMapX: boolean;
  53092. /**
  53093. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53094. */
  53095. invertNormalMapY: boolean;
  53096. /**
  53097. * Normal map used in the model.
  53098. */
  53099. normalTexture: BaseTexture;
  53100. /**
  53101. * Emissivie color used to self-illuminate the model.
  53102. */
  53103. emissiveColor: Color3;
  53104. /**
  53105. * Emissivie texture used to self-illuminate the model.
  53106. */
  53107. emissiveTexture: BaseTexture;
  53108. /**
  53109. * Occlusion Channel Strenght.
  53110. */
  53111. occlusionStrength: number;
  53112. /**
  53113. * Occlusion Texture of the material (adding extra occlusion effects).
  53114. */
  53115. occlusionTexture: BaseTexture;
  53116. /**
  53117. * Defines the alpha limits in alpha test mode.
  53118. */
  53119. alphaCutOff: number;
  53120. /**
  53121. * Gets the current double sided mode.
  53122. */
  53123. /**
  53124. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53125. */
  53126. doubleSided: boolean;
  53127. /**
  53128. * Stores the pre-calculated light information of a mesh in a texture.
  53129. */
  53130. lightmapTexture: BaseTexture;
  53131. /**
  53132. * If true, the light map contains occlusion information instead of lighting info.
  53133. */
  53134. useLightmapAsShadowmap: boolean;
  53135. /**
  53136. * Instantiates a new PBRMaterial instance.
  53137. *
  53138. * @param name The material name
  53139. * @param scene The scene the material will be use in.
  53140. */
  53141. constructor(name: string, scene: Scene);
  53142. getClassName(): string;
  53143. }
  53144. }
  53145. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53146. import { Scene } from "babylonjs/scene";
  53147. import { Color3 } from "babylonjs/Maths/math.color";
  53148. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53149. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53150. /**
  53151. * The PBR material of BJS following the metal roughness convention.
  53152. *
  53153. * This fits to the PBR convention in the GLTF definition:
  53154. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53155. */
  53156. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53157. /**
  53158. * The base color has two different interpretations depending on the value of metalness.
  53159. * When the material is a metal, the base color is the specific measured reflectance value
  53160. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53161. * of the material.
  53162. */
  53163. baseColor: Color3;
  53164. /**
  53165. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53166. * well as opacity information in the alpha channel.
  53167. */
  53168. baseTexture: BaseTexture;
  53169. /**
  53170. * Specifies the metallic scalar value of the material.
  53171. * Can also be used to scale the metalness values of the metallic texture.
  53172. */
  53173. metallic: number;
  53174. /**
  53175. * Specifies the roughness scalar value of the material.
  53176. * Can also be used to scale the roughness values of the metallic texture.
  53177. */
  53178. roughness: number;
  53179. /**
  53180. * Texture containing both the metallic value in the B channel and the
  53181. * roughness value in the G channel to keep better precision.
  53182. */
  53183. metallicRoughnessTexture: BaseTexture;
  53184. /**
  53185. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53186. *
  53187. * @param name The material name
  53188. * @param scene The scene the material will be use in.
  53189. */
  53190. constructor(name: string, scene: Scene);
  53191. /**
  53192. * Return the currrent class name of the material.
  53193. */
  53194. getClassName(): string;
  53195. /**
  53196. * Makes a duplicate of the current material.
  53197. * @param name - name to use for the new material.
  53198. */
  53199. clone(name: string): PBRMetallicRoughnessMaterial;
  53200. /**
  53201. * Serialize the material to a parsable JSON object.
  53202. */
  53203. serialize(): any;
  53204. /**
  53205. * Parses a JSON object correponding to the serialize function.
  53206. */
  53207. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53208. }
  53209. }
  53210. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53211. import { Scene } from "babylonjs/scene";
  53212. import { Color3 } from "babylonjs/Maths/math.color";
  53213. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53214. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53215. /**
  53216. * The PBR material of BJS following the specular glossiness convention.
  53217. *
  53218. * This fits to the PBR convention in the GLTF definition:
  53219. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53220. */
  53221. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53222. /**
  53223. * Specifies the diffuse color of the material.
  53224. */
  53225. diffuseColor: Color3;
  53226. /**
  53227. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53228. * channel.
  53229. */
  53230. diffuseTexture: BaseTexture;
  53231. /**
  53232. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53233. */
  53234. specularColor: Color3;
  53235. /**
  53236. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53237. */
  53238. glossiness: number;
  53239. /**
  53240. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53241. */
  53242. specularGlossinessTexture: BaseTexture;
  53243. /**
  53244. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53245. *
  53246. * @param name The material name
  53247. * @param scene The scene the material will be use in.
  53248. */
  53249. constructor(name: string, scene: Scene);
  53250. /**
  53251. * Return the currrent class name of the material.
  53252. */
  53253. getClassName(): string;
  53254. /**
  53255. * Makes a duplicate of the current material.
  53256. * @param name - name to use for the new material.
  53257. */
  53258. clone(name: string): PBRSpecularGlossinessMaterial;
  53259. /**
  53260. * Serialize the material to a parsable JSON object.
  53261. */
  53262. serialize(): any;
  53263. /**
  53264. * Parses a JSON object correponding to the serialize function.
  53265. */
  53266. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53267. }
  53268. }
  53269. declare module "babylonjs/Materials/PBR/index" {
  53270. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53271. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53272. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53273. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53274. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53275. }
  53276. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53277. import { Nullable } from "babylonjs/types";
  53278. import { Scene } from "babylonjs/scene";
  53279. import { Matrix } from "babylonjs/Maths/math.vector";
  53280. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53281. /**
  53282. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53283. * It can help converting any input color in a desired output one. This can then be used to create effects
  53284. * from sepia, black and white to sixties or futuristic rendering...
  53285. *
  53286. * The only supported format is currently 3dl.
  53287. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53288. */
  53289. export class ColorGradingTexture extends BaseTexture {
  53290. /**
  53291. * The current texture matrix. (will always be identity in color grading texture)
  53292. */
  53293. private _textureMatrix;
  53294. /**
  53295. * The texture URL.
  53296. */
  53297. url: string;
  53298. /**
  53299. * Empty line regex stored for GC.
  53300. */
  53301. private static _noneEmptyLineRegex;
  53302. private _engine;
  53303. /**
  53304. * Instantiates a ColorGradingTexture from the following parameters.
  53305. *
  53306. * @param url The location of the color gradind data (currently only supporting 3dl)
  53307. * @param scene The scene the texture will be used in
  53308. */
  53309. constructor(url: string, scene: Scene);
  53310. /**
  53311. * Returns the texture matrix used in most of the material.
  53312. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53313. */
  53314. getTextureMatrix(): Matrix;
  53315. /**
  53316. * Occurs when the file being loaded is a .3dl LUT file.
  53317. */
  53318. private load3dlTexture;
  53319. /**
  53320. * Starts the loading process of the texture.
  53321. */
  53322. private loadTexture;
  53323. /**
  53324. * Clones the color gradind texture.
  53325. */
  53326. clone(): ColorGradingTexture;
  53327. /**
  53328. * Called during delayed load for textures.
  53329. */
  53330. delayLoad(): void;
  53331. /**
  53332. * Parses a color grading texture serialized by Babylon.
  53333. * @param parsedTexture The texture information being parsedTexture
  53334. * @param scene The scene to load the texture in
  53335. * @param rootUrl The root url of the data assets to load
  53336. * @return A color gradind texture
  53337. */
  53338. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53339. /**
  53340. * Serializes the LUT texture to json format.
  53341. */
  53342. serialize(): any;
  53343. }
  53344. }
  53345. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53346. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53347. import { Scene } from "babylonjs/scene";
  53348. import { Nullable } from "babylonjs/types";
  53349. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53350. /**
  53351. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53352. */
  53353. export class EquiRectangularCubeTexture extends BaseTexture {
  53354. /** The six faces of the cube. */
  53355. private static _FacesMapping;
  53356. private _noMipmap;
  53357. private _onLoad;
  53358. private _onError;
  53359. /** The size of the cubemap. */
  53360. private _size;
  53361. /** The buffer of the image. */
  53362. private _buffer;
  53363. /** The width of the input image. */
  53364. private _width;
  53365. /** The height of the input image. */
  53366. private _height;
  53367. /** The URL to the image. */
  53368. url: string;
  53369. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53370. coordinatesMode: number;
  53371. /**
  53372. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53373. * @param url The location of the image
  53374. * @param scene The scene the texture will be used in
  53375. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53376. * @param noMipmap Forces to not generate the mipmap if true
  53377. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53378. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53379. * @param onLoad — defines a callback called when texture is loaded
  53380. * @param onError — defines a callback called if there is an error
  53381. */
  53382. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53383. /**
  53384. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53385. */
  53386. private loadImage;
  53387. /**
  53388. * Convert the image buffer into a cubemap and create a CubeTexture.
  53389. */
  53390. private loadTexture;
  53391. /**
  53392. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53393. * @param buffer The ArrayBuffer that should be converted.
  53394. * @returns The buffer as Float32Array.
  53395. */
  53396. private getFloat32ArrayFromArrayBuffer;
  53397. /**
  53398. * Get the current class name of the texture useful for serialization or dynamic coding.
  53399. * @returns "EquiRectangularCubeTexture"
  53400. */
  53401. getClassName(): string;
  53402. /**
  53403. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53404. * @returns A clone of the current EquiRectangularCubeTexture.
  53405. */
  53406. clone(): EquiRectangularCubeTexture;
  53407. }
  53408. }
  53409. declare module "babylonjs/Misc/tga" {
  53410. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53411. /**
  53412. * Based on jsTGALoader - Javascript loader for TGA file
  53413. * By Vincent Thibault
  53414. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53415. */
  53416. export class TGATools {
  53417. private static _TYPE_INDEXED;
  53418. private static _TYPE_RGB;
  53419. private static _TYPE_GREY;
  53420. private static _TYPE_RLE_INDEXED;
  53421. private static _TYPE_RLE_RGB;
  53422. private static _TYPE_RLE_GREY;
  53423. private static _ORIGIN_MASK;
  53424. private static _ORIGIN_SHIFT;
  53425. private static _ORIGIN_BL;
  53426. private static _ORIGIN_BR;
  53427. private static _ORIGIN_UL;
  53428. private static _ORIGIN_UR;
  53429. /**
  53430. * Gets the header of a TGA file
  53431. * @param data defines the TGA data
  53432. * @returns the header
  53433. */
  53434. static GetTGAHeader(data: Uint8Array): any;
  53435. /**
  53436. * Uploads TGA content to a Babylon Texture
  53437. * @hidden
  53438. */
  53439. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53440. /** @hidden */
  53441. 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;
  53442. /** @hidden */
  53443. 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;
  53444. /** @hidden */
  53445. 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;
  53446. /** @hidden */
  53447. 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;
  53448. /** @hidden */
  53449. 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;
  53450. /** @hidden */
  53451. 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;
  53452. }
  53453. }
  53454. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53455. import { Nullable } from "babylonjs/types";
  53456. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53457. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53458. /**
  53459. * Implementation of the TGA Texture Loader.
  53460. * @hidden
  53461. */
  53462. export class _TGATextureLoader implements IInternalTextureLoader {
  53463. /**
  53464. * Defines wether the loader supports cascade loading the different faces.
  53465. */
  53466. readonly supportCascades: boolean;
  53467. /**
  53468. * This returns if the loader support the current file information.
  53469. * @param extension defines the file extension of the file being loaded
  53470. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53471. * @param fallback defines the fallback internal texture if any
  53472. * @param isBase64 defines whether the texture is encoded as a base64
  53473. * @param isBuffer defines whether the texture data are stored as a buffer
  53474. * @returns true if the loader can load the specified file
  53475. */
  53476. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53477. /**
  53478. * Transform the url before loading if required.
  53479. * @param rootUrl the url of the texture
  53480. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53481. * @returns the transformed texture
  53482. */
  53483. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53484. /**
  53485. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53486. * @param rootUrl the url of the texture
  53487. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53488. * @returns the fallback texture
  53489. */
  53490. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53491. /**
  53492. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53493. * @param data contains the texture data
  53494. * @param texture defines the BabylonJS internal texture
  53495. * @param createPolynomials will be true if polynomials have been requested
  53496. * @param onLoad defines the callback to trigger once the texture is ready
  53497. * @param onError defines the callback to trigger in case of error
  53498. */
  53499. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53500. /**
  53501. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53502. * @param data contains the texture data
  53503. * @param texture defines the BabylonJS internal texture
  53504. * @param callback defines the method to call once ready to upload
  53505. */
  53506. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53507. }
  53508. }
  53509. declare module "babylonjs/Misc/basis" {
  53510. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53511. /**
  53512. * Info about the .basis files
  53513. */
  53514. class BasisFileInfo {
  53515. /**
  53516. * If the file has alpha
  53517. */
  53518. hasAlpha: boolean;
  53519. /**
  53520. * Info about each image of the basis file
  53521. */
  53522. images: Array<{
  53523. levels: Array<{
  53524. width: number;
  53525. height: number;
  53526. transcodedPixels: ArrayBufferView;
  53527. }>;
  53528. }>;
  53529. }
  53530. /**
  53531. * Result of transcoding a basis file
  53532. */
  53533. class TranscodeResult {
  53534. /**
  53535. * Info about the .basis file
  53536. */
  53537. fileInfo: BasisFileInfo;
  53538. /**
  53539. * Format to use when loading the file
  53540. */
  53541. format: number;
  53542. }
  53543. /**
  53544. * Configuration options for the Basis transcoder
  53545. */
  53546. export class BasisTranscodeConfiguration {
  53547. /**
  53548. * Supported compression formats used to determine the supported output format of the transcoder
  53549. */
  53550. supportedCompressionFormats?: {
  53551. /**
  53552. * etc1 compression format
  53553. */
  53554. etc1?: boolean;
  53555. /**
  53556. * s3tc compression format
  53557. */
  53558. s3tc?: boolean;
  53559. /**
  53560. * pvrtc compression format
  53561. */
  53562. pvrtc?: boolean;
  53563. /**
  53564. * etc2 compression format
  53565. */
  53566. etc2?: boolean;
  53567. };
  53568. /**
  53569. * If mipmap levels should be loaded for transcoded images (Default: true)
  53570. */
  53571. loadMipmapLevels?: boolean;
  53572. /**
  53573. * Index of a single image to load (Default: all images)
  53574. */
  53575. loadSingleImage?: number;
  53576. }
  53577. /**
  53578. * Used to load .Basis files
  53579. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53580. */
  53581. export class BasisTools {
  53582. private static _IgnoreSupportedFormats;
  53583. /**
  53584. * URL to use when loading the basis transcoder
  53585. */
  53586. static JSModuleURL: string;
  53587. /**
  53588. * URL to use when loading the wasm module for the transcoder
  53589. */
  53590. static WasmModuleURL: string;
  53591. /**
  53592. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53593. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53594. * @returns internal format corresponding to the Basis format
  53595. */
  53596. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53597. private static _WorkerPromise;
  53598. private static _Worker;
  53599. private static _actionId;
  53600. private static _CreateWorkerAsync;
  53601. /**
  53602. * Transcodes a loaded image file to compressed pixel data
  53603. * @param imageData image data to transcode
  53604. * @param config configuration options for the transcoding
  53605. * @returns a promise resulting in the transcoded image
  53606. */
  53607. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53608. /**
  53609. * Loads a texture from the transcode result
  53610. * @param texture texture load to
  53611. * @param transcodeResult the result of transcoding the basis file to load from
  53612. */
  53613. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53614. }
  53615. }
  53616. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53617. import { Nullable } from "babylonjs/types";
  53618. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53619. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53620. /**
  53621. * Loader for .basis file format
  53622. */
  53623. export class _BasisTextureLoader implements IInternalTextureLoader {
  53624. /**
  53625. * Defines whether the loader supports cascade loading the different faces.
  53626. */
  53627. readonly supportCascades: boolean;
  53628. /**
  53629. * This returns if the loader support the current file information.
  53630. * @param extension defines the file extension of the file being loaded
  53631. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53632. * @param fallback defines the fallback internal texture if any
  53633. * @param isBase64 defines whether the texture is encoded as a base64
  53634. * @param isBuffer defines whether the texture data are stored as a buffer
  53635. * @returns true if the loader can load the specified file
  53636. */
  53637. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53638. /**
  53639. * Transform the url before loading if required.
  53640. * @param rootUrl the url of the texture
  53641. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53642. * @returns the transformed texture
  53643. */
  53644. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53645. /**
  53646. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53647. * @param rootUrl the url of the texture
  53648. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53649. * @returns the fallback texture
  53650. */
  53651. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53652. /**
  53653. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53654. * @param data contains the texture data
  53655. * @param texture defines the BabylonJS internal texture
  53656. * @param createPolynomials will be true if polynomials have been requested
  53657. * @param onLoad defines the callback to trigger once the texture is ready
  53658. * @param onError defines the callback to trigger in case of error
  53659. */
  53660. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53661. /**
  53662. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53663. * @param data contains the texture data
  53664. * @param texture defines the BabylonJS internal texture
  53665. * @param callback defines the method to call once ready to upload
  53666. */
  53667. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53668. }
  53669. }
  53670. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53671. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53672. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53673. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53674. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53675. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53676. }
  53677. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53678. import { Scene } from "babylonjs/scene";
  53679. import { Texture } from "babylonjs/Materials/Textures/texture";
  53680. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53681. /**
  53682. * 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.
  53683. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53684. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53685. */
  53686. export class CustomProceduralTexture extends ProceduralTexture {
  53687. private _animate;
  53688. private _time;
  53689. private _config;
  53690. private _texturePath;
  53691. /**
  53692. * Instantiates a new Custom Procedural Texture.
  53693. * 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.
  53694. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53695. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53696. * @param name Define the name of the texture
  53697. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53698. * @param size Define the size of the texture to create
  53699. * @param scene Define the scene the texture belongs to
  53700. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53701. * @param generateMipMaps Define if the texture should creates mip maps or not
  53702. */
  53703. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53704. private _loadJson;
  53705. /**
  53706. * Is the texture ready to be used ? (rendered at least once)
  53707. * @returns true if ready, otherwise, false.
  53708. */
  53709. isReady(): boolean;
  53710. /**
  53711. * Render the texture to its associated render target.
  53712. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53713. */
  53714. render(useCameraPostProcess?: boolean): void;
  53715. /**
  53716. * Update the list of dependant textures samplers in the shader.
  53717. */
  53718. updateTextures(): void;
  53719. /**
  53720. * Update the uniform values of the procedural texture in the shader.
  53721. */
  53722. updateShaderUniforms(): void;
  53723. /**
  53724. * Define if the texture animates or not.
  53725. */
  53726. animate: boolean;
  53727. }
  53728. }
  53729. declare module "babylonjs/Shaders/noise.fragment" {
  53730. /** @hidden */
  53731. export var noisePixelShader: {
  53732. name: string;
  53733. shader: string;
  53734. };
  53735. }
  53736. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53737. import { Nullable } from "babylonjs/types";
  53738. import { Scene } from "babylonjs/scene";
  53739. import { Texture } from "babylonjs/Materials/Textures/texture";
  53740. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53741. import "babylonjs/Shaders/noise.fragment";
  53742. /**
  53743. * Class used to generate noise procedural textures
  53744. */
  53745. export class NoiseProceduralTexture extends ProceduralTexture {
  53746. private _time;
  53747. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53748. brightness: number;
  53749. /** Defines the number of octaves to process */
  53750. octaves: number;
  53751. /** Defines the level of persistence (0.8 by default) */
  53752. persistence: number;
  53753. /** Gets or sets animation speed factor (default is 1) */
  53754. animationSpeedFactor: number;
  53755. /**
  53756. * Creates a new NoiseProceduralTexture
  53757. * @param name defines the name fo the texture
  53758. * @param size defines the size of the texture (default is 256)
  53759. * @param scene defines the hosting scene
  53760. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53761. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53762. */
  53763. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53764. private _updateShaderUniforms;
  53765. protected _getDefines(): string;
  53766. /** Generate the current state of the procedural texture */
  53767. render(useCameraPostProcess?: boolean): void;
  53768. /**
  53769. * Serializes this noise procedural texture
  53770. * @returns a serialized noise procedural texture object
  53771. */
  53772. serialize(): any;
  53773. /**
  53774. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53775. * @param parsedTexture defines parsed texture data
  53776. * @param scene defines the current scene
  53777. * @param rootUrl defines the root URL containing noise procedural texture information
  53778. * @returns a parsed NoiseProceduralTexture
  53779. */
  53780. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53781. }
  53782. }
  53783. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53784. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53785. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53786. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53787. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53788. }
  53789. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53790. import { Nullable } from "babylonjs/types";
  53791. import { Scene } from "babylonjs/scene";
  53792. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53793. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53794. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53795. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53796. /**
  53797. * Raw cube texture where the raw buffers are passed in
  53798. */
  53799. export class RawCubeTexture extends CubeTexture {
  53800. /**
  53801. * Creates a cube texture where the raw buffers are passed in.
  53802. * @param scene defines the scene the texture is attached to
  53803. * @param data defines the array of data to use to create each face
  53804. * @param size defines the size of the textures
  53805. * @param format defines the format of the data
  53806. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53807. * @param generateMipMaps defines if the engine should generate the mip levels
  53808. * @param invertY defines if data must be stored with Y axis inverted
  53809. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53810. * @param compression defines the compression used (null by default)
  53811. */
  53812. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53813. /**
  53814. * Updates the raw cube texture.
  53815. * @param data defines the data to store
  53816. * @param format defines the data format
  53817. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53818. * @param invertY defines if data must be stored with Y axis inverted
  53819. * @param compression defines the compression used (null by default)
  53820. * @param level defines which level of the texture to update
  53821. */
  53822. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53823. /**
  53824. * Updates a raw cube texture with RGBD encoded data.
  53825. * @param data defines the array of data [mipmap][face] to use to create each face
  53826. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53827. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53828. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53829. * @returns a promsie that resolves when the operation is complete
  53830. */
  53831. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53832. /**
  53833. * Clones the raw cube texture.
  53834. * @return a new cube texture
  53835. */
  53836. clone(): CubeTexture;
  53837. /** @hidden */
  53838. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53839. }
  53840. }
  53841. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53842. import { Scene } from "babylonjs/scene";
  53843. import { Texture } from "babylonjs/Materials/Textures/texture";
  53844. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53845. /**
  53846. * Class used to store 3D textures containing user data
  53847. */
  53848. export class RawTexture3D extends Texture {
  53849. /** Gets or sets the texture format to use */
  53850. format: number;
  53851. private _engine;
  53852. /**
  53853. * Create a new RawTexture3D
  53854. * @param data defines the data of the texture
  53855. * @param width defines the width of the texture
  53856. * @param height defines the height of the texture
  53857. * @param depth defines the depth of the texture
  53858. * @param format defines the texture format to use
  53859. * @param scene defines the hosting scene
  53860. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53861. * @param invertY defines if texture must be stored with Y axis inverted
  53862. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53863. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53864. */
  53865. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53866. /** Gets or sets the texture format to use */
  53867. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53868. /**
  53869. * Update the texture with new data
  53870. * @param data defines the data to store in the texture
  53871. */
  53872. update(data: ArrayBufferView): void;
  53873. }
  53874. }
  53875. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53876. import { Scene } from "babylonjs/scene";
  53877. import { Plane } from "babylonjs/Maths/math.plane";
  53878. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53879. /**
  53880. * Creates a refraction texture used by refraction channel of the standard material.
  53881. * It is like a mirror but to see through a material.
  53882. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53883. */
  53884. export class RefractionTexture extends RenderTargetTexture {
  53885. /**
  53886. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53887. * 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.
  53888. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53889. */
  53890. refractionPlane: Plane;
  53891. /**
  53892. * Define how deep under the surface we should see.
  53893. */
  53894. depth: number;
  53895. /**
  53896. * Creates a refraction texture used by refraction channel of the standard material.
  53897. * It is like a mirror but to see through a material.
  53898. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53899. * @param name Define the texture name
  53900. * @param size Define the size of the underlying texture
  53901. * @param scene Define the scene the refraction belongs to
  53902. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53903. */
  53904. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53905. /**
  53906. * Clone the refraction texture.
  53907. * @returns the cloned texture
  53908. */
  53909. clone(): RefractionTexture;
  53910. /**
  53911. * Serialize the texture to a JSON representation you could use in Parse later on
  53912. * @returns the serialized JSON representation
  53913. */
  53914. serialize(): any;
  53915. }
  53916. }
  53917. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53918. import { Nullable } from "babylonjs/types";
  53919. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53920. import { Matrix } from "babylonjs/Maths/math.vector";
  53921. import { Engine } from "babylonjs/Engines/engine";
  53922. import { Scene } from "babylonjs/scene";
  53923. /**
  53924. * Defines the options related to the creation of an HtmlElementTexture
  53925. */
  53926. export interface IHtmlElementTextureOptions {
  53927. /**
  53928. * Defines wether mip maps should be created or not.
  53929. */
  53930. generateMipMaps?: boolean;
  53931. /**
  53932. * Defines the sampling mode of the texture.
  53933. */
  53934. samplingMode?: number;
  53935. /**
  53936. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53937. */
  53938. engine: Nullable<Engine>;
  53939. /**
  53940. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53941. */
  53942. scene: Nullable<Scene>;
  53943. }
  53944. /**
  53945. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53946. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53947. * is automatically managed.
  53948. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53949. * in your application.
  53950. *
  53951. * As the update is not automatic, you need to call them manually.
  53952. */
  53953. export class HtmlElementTexture extends BaseTexture {
  53954. /**
  53955. * The texture URL.
  53956. */
  53957. element: HTMLVideoElement | HTMLCanvasElement;
  53958. private static readonly DefaultOptions;
  53959. private _textureMatrix;
  53960. private _engine;
  53961. private _isVideo;
  53962. private _generateMipMaps;
  53963. private _samplingMode;
  53964. /**
  53965. * Instantiates a HtmlElementTexture from the following parameters.
  53966. *
  53967. * @param name Defines the name of the texture
  53968. * @param element Defines the video or canvas the texture is filled with
  53969. * @param options Defines the other none mandatory texture creation options
  53970. */
  53971. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53972. private _createInternalTexture;
  53973. /**
  53974. * Returns the texture matrix used in most of the material.
  53975. */
  53976. getTextureMatrix(): Matrix;
  53977. /**
  53978. * Updates the content of the texture.
  53979. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53980. */
  53981. update(invertY?: Nullable<boolean>): void;
  53982. }
  53983. }
  53984. declare module "babylonjs/Materials/Textures/index" {
  53985. export * from "babylonjs/Materials/Textures/baseTexture";
  53986. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53987. export * from "babylonjs/Materials/Textures/cubeTexture";
  53988. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53989. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53990. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53991. export * from "babylonjs/Materials/Textures/internalTexture";
  53992. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53993. export * from "babylonjs/Materials/Textures/Loaders/index";
  53994. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53995. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53996. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53997. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53998. export * from "babylonjs/Materials/Textures/rawTexture";
  53999. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54000. export * from "babylonjs/Materials/Textures/refractionTexture";
  54001. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54002. export * from "babylonjs/Materials/Textures/texture";
  54003. export * from "babylonjs/Materials/Textures/videoTexture";
  54004. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54005. }
  54006. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54007. /**
  54008. * Enum used to define the target of a block
  54009. */
  54010. export enum NodeMaterialBlockTargets {
  54011. /** Vertex shader */
  54012. Vertex = 1,
  54013. /** Fragment shader */
  54014. Fragment = 2,
  54015. /** Neutral */
  54016. Neutral = 4,
  54017. /** Vertex and Fragment */
  54018. VertexAndFragment = 3
  54019. }
  54020. }
  54021. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54022. /**
  54023. * Defines the kind of connection point for node based material
  54024. */
  54025. export enum NodeMaterialBlockConnectionPointTypes {
  54026. /** Float */
  54027. Float = 1,
  54028. /** Int */
  54029. Int = 2,
  54030. /** Vector2 */
  54031. Vector2 = 4,
  54032. /** Vector3 */
  54033. Vector3 = 8,
  54034. /** Vector4 */
  54035. Vector4 = 16,
  54036. /** Color3 */
  54037. Color3 = 32,
  54038. /** Color4 */
  54039. Color4 = 64,
  54040. /** Matrix */
  54041. Matrix = 128,
  54042. /** Detect type based on connection */
  54043. AutoDetect = 1024,
  54044. /** Output type that will be defined by input type */
  54045. BasedOnInput = 2048
  54046. }
  54047. }
  54048. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54049. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54050. /**
  54051. * Root class for all node material optimizers
  54052. */
  54053. export class NodeMaterialOptimizer {
  54054. /**
  54055. * Function used to optimize a NodeMaterial graph
  54056. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54057. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54058. */
  54059. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54060. }
  54061. }
  54062. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54063. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54064. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54065. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54066. import { Scene } from "babylonjs/scene";
  54067. /**
  54068. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54069. */
  54070. export class TransformBlock extends NodeMaterialBlock {
  54071. /**
  54072. * Defines the value to use to complement W value to transform it to a Vector4
  54073. */
  54074. complementW: number;
  54075. /**
  54076. * Defines the value to use to complement z value to transform it to a Vector4
  54077. */
  54078. complementZ: number;
  54079. /**
  54080. * Creates a new TransformBlock
  54081. * @param name defines the block name
  54082. */
  54083. constructor(name: string);
  54084. /**
  54085. * Gets the current class name
  54086. * @returns the class name
  54087. */
  54088. getClassName(): string;
  54089. /**
  54090. * Gets the vector input
  54091. */
  54092. readonly vector: NodeMaterialConnectionPoint;
  54093. /**
  54094. * Gets the output component
  54095. */
  54096. readonly output: NodeMaterialConnectionPoint;
  54097. /**
  54098. * Gets the matrix transform input
  54099. */
  54100. readonly transform: NodeMaterialConnectionPoint;
  54101. protected _buildBlock(state: NodeMaterialBuildState): this;
  54102. serialize(): any;
  54103. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54104. }
  54105. }
  54106. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54107. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54108. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54109. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54110. /**
  54111. * Block used to output the vertex position
  54112. */
  54113. export class VertexOutputBlock extends NodeMaterialBlock {
  54114. /**
  54115. * Creates a new VertexOutputBlock
  54116. * @param name defines the block name
  54117. */
  54118. constructor(name: string);
  54119. /**
  54120. * Gets the current class name
  54121. * @returns the class name
  54122. */
  54123. getClassName(): string;
  54124. /**
  54125. * Gets the vector input component
  54126. */
  54127. readonly vector: NodeMaterialConnectionPoint;
  54128. protected _buildBlock(state: NodeMaterialBuildState): this;
  54129. }
  54130. }
  54131. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54132. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54133. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54134. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54135. /**
  54136. * Block used to output the final color
  54137. */
  54138. export class FragmentOutputBlock extends NodeMaterialBlock {
  54139. /**
  54140. * Create a new FragmentOutputBlock
  54141. * @param name defines the block name
  54142. */
  54143. constructor(name: string);
  54144. /**
  54145. * Gets the current class name
  54146. * @returns the class name
  54147. */
  54148. getClassName(): string;
  54149. /**
  54150. * Gets the rgba input component
  54151. */
  54152. readonly rgba: NodeMaterialConnectionPoint;
  54153. /**
  54154. * Gets the rgb input component
  54155. */
  54156. readonly rgb: NodeMaterialConnectionPoint;
  54157. /**
  54158. * Gets the a input component
  54159. */
  54160. readonly a: NodeMaterialConnectionPoint;
  54161. protected _buildBlock(state: NodeMaterialBuildState): this;
  54162. }
  54163. }
  54164. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54165. /**
  54166. * Enum used to define well known values e.g. values automatically provided by the system
  54167. */
  54168. export enum NodeMaterialWellKnownValues {
  54169. /** World */
  54170. World = 1,
  54171. /** View */
  54172. View = 2,
  54173. /** Projection */
  54174. Projection = 3,
  54175. /** ViewProjection */
  54176. ViewProjection = 4,
  54177. /** WorldView */
  54178. WorldView = 5,
  54179. /** WorldViewProjection */
  54180. WorldViewProjection = 6,
  54181. /** CameraPosition */
  54182. CameraPosition = 7,
  54183. /** Fog Color */
  54184. FogColor = 8
  54185. }
  54186. }
  54187. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54188. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54189. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54190. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54191. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54192. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54193. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54194. import { Effect } from "babylonjs/Materials/effect";
  54195. import { Mesh } from "babylonjs/Meshes/mesh";
  54196. import { Nullable } from "babylonjs/types";
  54197. import { Scene } from "babylonjs/scene";
  54198. /**
  54199. * Block used to read a reflection texture from a sampler
  54200. */
  54201. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54202. private _define3DName;
  54203. private _defineCubicName;
  54204. private _defineExplicitName;
  54205. private _defineProjectionName;
  54206. private _defineLocalCubicName;
  54207. private _defineSphericalName;
  54208. private _definePlanarName;
  54209. private _defineEquirectangularName;
  54210. private _defineMirroredEquirectangularFixedName;
  54211. private _defineEquirectangularFixedName;
  54212. private _defineSkyboxName;
  54213. private _cubeSamplerName;
  54214. private _2DSamplerName;
  54215. private _positionUVWName;
  54216. private _directionWName;
  54217. private _reflectionCoordsName;
  54218. private _reflection2DCoordsName;
  54219. private _reflectionColorName;
  54220. private _reflectionMatrixName;
  54221. /**
  54222. * Gets or sets the texture associated with the node
  54223. */
  54224. texture: Nullable<BaseTexture>;
  54225. /**
  54226. * Create a new TextureBlock
  54227. * @param name defines the block name
  54228. */
  54229. constructor(name: string);
  54230. /**
  54231. * Gets the current class name
  54232. * @returns the class name
  54233. */
  54234. getClassName(): string;
  54235. /**
  54236. * Gets the world position input component
  54237. */
  54238. readonly position: NodeMaterialConnectionPoint;
  54239. /**
  54240. * Gets the world position input component
  54241. */
  54242. readonly worldPosition: NodeMaterialConnectionPoint;
  54243. /**
  54244. * Gets the world normal input component
  54245. */
  54246. readonly worldNormal: NodeMaterialConnectionPoint;
  54247. /**
  54248. * Gets the world input component
  54249. */
  54250. readonly world: NodeMaterialConnectionPoint;
  54251. /**
  54252. * Gets the camera (or eye) position component
  54253. */
  54254. readonly cameraPosition: NodeMaterialConnectionPoint;
  54255. /**
  54256. * Gets the view input component
  54257. */
  54258. readonly view: NodeMaterialConnectionPoint;
  54259. /**
  54260. * Gets the rgb output component
  54261. */
  54262. readonly rgb: NodeMaterialConnectionPoint;
  54263. /**
  54264. * Gets the r output component
  54265. */
  54266. readonly r: NodeMaterialConnectionPoint;
  54267. /**
  54268. * Gets the g output component
  54269. */
  54270. readonly g: NodeMaterialConnectionPoint;
  54271. /**
  54272. * Gets the b output component
  54273. */
  54274. readonly b: NodeMaterialConnectionPoint;
  54275. autoConfigure(): void;
  54276. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54277. isReady(): boolean;
  54278. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54279. private _injectVertexCode;
  54280. private _writeOutput;
  54281. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54282. serialize(): any;
  54283. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54284. }
  54285. }
  54286. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54287. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54288. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54289. import { Scene } from "babylonjs/scene";
  54290. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54291. import { Matrix } from "babylonjs/Maths/math.vector";
  54292. import { Mesh } from "babylonjs/Meshes/mesh";
  54293. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54294. import { Observable } from "babylonjs/Misc/observable";
  54295. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54296. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54297. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54298. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54299. import { Nullable } from "babylonjs/types";
  54300. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54301. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54302. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54303. /**
  54304. * Interface used to configure the node material editor
  54305. */
  54306. export interface INodeMaterialEditorOptions {
  54307. /** Define the URl to load node editor script */
  54308. editorURL?: string;
  54309. }
  54310. /** @hidden */
  54311. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54312. /** BONES */
  54313. NUM_BONE_INFLUENCERS: number;
  54314. BonesPerMesh: number;
  54315. BONETEXTURE: boolean;
  54316. /** MORPH TARGETS */
  54317. MORPHTARGETS: boolean;
  54318. MORPHTARGETS_NORMAL: boolean;
  54319. MORPHTARGETS_TANGENT: boolean;
  54320. MORPHTARGETS_UV: boolean;
  54321. NUM_MORPH_INFLUENCERS: number;
  54322. /** IMAGE PROCESSING */
  54323. IMAGEPROCESSING: boolean;
  54324. VIGNETTE: boolean;
  54325. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54326. VIGNETTEBLENDMODEOPAQUE: boolean;
  54327. TONEMAPPING: boolean;
  54328. TONEMAPPING_ACES: boolean;
  54329. CONTRAST: boolean;
  54330. EXPOSURE: boolean;
  54331. COLORCURVES: boolean;
  54332. COLORGRADING: boolean;
  54333. COLORGRADING3D: boolean;
  54334. SAMPLER3DGREENDEPTH: boolean;
  54335. SAMPLER3DBGRMAP: boolean;
  54336. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54337. constructor();
  54338. setValue(name: string, value: boolean): void;
  54339. }
  54340. /**
  54341. * Class used to configure NodeMaterial
  54342. */
  54343. export interface INodeMaterialOptions {
  54344. /**
  54345. * Defines if blocks should emit comments
  54346. */
  54347. emitComments: boolean;
  54348. }
  54349. /**
  54350. * Class used to create a node based material built by assembling shader blocks
  54351. */
  54352. export class NodeMaterial extends PushMaterial {
  54353. private static _BuildIdGenerator;
  54354. private _options;
  54355. private _vertexCompilationState;
  54356. private _fragmentCompilationState;
  54357. private _sharedData;
  54358. private _buildId;
  54359. private _buildWasSuccessful;
  54360. private _cachedWorldViewMatrix;
  54361. private _cachedWorldViewProjectionMatrix;
  54362. private _optimizers;
  54363. private _animationFrame;
  54364. /** Define the URl to load node editor script */
  54365. static EditorURL: string;
  54366. private BJSNODEMATERIALEDITOR;
  54367. /** Get the inspector from bundle or global */
  54368. private _getGlobalNodeMaterialEditor;
  54369. /**
  54370. * 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)
  54371. */
  54372. ignoreAlpha: boolean;
  54373. /**
  54374. * Defines the maximum number of lights that can be used in the material
  54375. */
  54376. maxSimultaneousLights: number;
  54377. /**
  54378. * Observable raised when the material is built
  54379. */
  54380. onBuildObservable: Observable<NodeMaterial>;
  54381. /**
  54382. * Gets or sets the root nodes of the material vertex shader
  54383. */
  54384. _vertexOutputNodes: NodeMaterialBlock[];
  54385. /**
  54386. * Gets or sets the root nodes of the material fragment (pixel) shader
  54387. */
  54388. _fragmentOutputNodes: NodeMaterialBlock[];
  54389. /** Gets or sets options to control the node material overall behavior */
  54390. options: INodeMaterialOptions;
  54391. /**
  54392. * Default configuration related to image processing available in the standard Material.
  54393. */
  54394. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54395. /**
  54396. * Gets the image processing configuration used either in this material.
  54397. */
  54398. /**
  54399. * Sets the Default image processing configuration used either in the this material.
  54400. *
  54401. * If sets to null, the scene one is in use.
  54402. */
  54403. imageProcessingConfiguration: ImageProcessingConfiguration;
  54404. /**
  54405. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54406. */
  54407. attachedBlocks: NodeMaterialBlock[];
  54408. /**
  54409. * Create a new node based material
  54410. * @param name defines the material name
  54411. * @param scene defines the hosting scene
  54412. * @param options defines creation option
  54413. */
  54414. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54415. /**
  54416. * Gets the current class name of the material e.g. "NodeMaterial"
  54417. * @returns the class name
  54418. */
  54419. getClassName(): string;
  54420. /**
  54421. * Keep track of the image processing observer to allow dispose and replace.
  54422. */
  54423. private _imageProcessingObserver;
  54424. /**
  54425. * Attaches a new image processing configuration to the Standard Material.
  54426. * @param configuration
  54427. */
  54428. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54429. /**
  54430. * Get a block by its name
  54431. * @param name defines the name of the block to retrieve
  54432. * @returns the required block or null if not found
  54433. */
  54434. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54435. /**
  54436. * Gets the list of input blocks attached to this material
  54437. * @returns an array of InputBlocks
  54438. */
  54439. getInputBlocks(): InputBlock[];
  54440. /**
  54441. * Adds a new optimizer to the list of optimizers
  54442. * @param optimizer defines the optimizers to add
  54443. * @returns the current material
  54444. */
  54445. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54446. /**
  54447. * Remove an optimizer from the list of optimizers
  54448. * @param optimizer defines the optimizers to remove
  54449. * @returns the current material
  54450. */
  54451. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54452. /**
  54453. * Add a new block to the list of output nodes
  54454. * @param node defines the node to add
  54455. * @returns the current material
  54456. */
  54457. addOutputNode(node: NodeMaterialBlock): this;
  54458. /**
  54459. * Remove a block from the list of root nodes
  54460. * @param node defines the node to remove
  54461. * @returns the current material
  54462. */
  54463. removeOutputNode(node: NodeMaterialBlock): this;
  54464. private _addVertexOutputNode;
  54465. private _removeVertexOutputNode;
  54466. private _addFragmentOutputNode;
  54467. private _removeFragmentOutputNode;
  54468. /**
  54469. * Specifies if the material will require alpha blending
  54470. * @returns a boolean specifying if alpha blending is needed
  54471. */
  54472. needAlphaBlending(): boolean;
  54473. /**
  54474. * Specifies if this material should be rendered in alpha test mode
  54475. * @returns a boolean specifying if an alpha test is needed.
  54476. */
  54477. needAlphaTesting(): boolean;
  54478. private _initializeBlock;
  54479. private _resetDualBlocks;
  54480. /**
  54481. * Build the material and generates the inner effect
  54482. * @param verbose defines if the build should log activity
  54483. */
  54484. build(verbose?: boolean): void;
  54485. /**
  54486. * Runs an otpimization phase to try to improve the shader code
  54487. */
  54488. optimize(): void;
  54489. private _prepareDefinesForAttributes;
  54490. /**
  54491. * Get if the submesh is ready to be used and all its information available.
  54492. * Child classes can use it to update shaders
  54493. * @param mesh defines the mesh to check
  54494. * @param subMesh defines which submesh to check
  54495. * @param useInstances specifies that instances should be used
  54496. * @returns a boolean indicating that the submesh is ready or not
  54497. */
  54498. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54499. /**
  54500. * Get a string representing the shaders built by the current node graph
  54501. */
  54502. readonly compiledShaders: string;
  54503. /**
  54504. * Binds the world matrix to the material
  54505. * @param world defines the world transformation matrix
  54506. */
  54507. bindOnlyWorldMatrix(world: Matrix): void;
  54508. /**
  54509. * Binds the submesh to this material by preparing the effect and shader to draw
  54510. * @param world defines the world transformation matrix
  54511. * @param mesh defines the mesh containing the submesh
  54512. * @param subMesh defines the submesh to bind the material to
  54513. */
  54514. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54515. /**
  54516. * Gets the active textures from the material
  54517. * @returns an array of textures
  54518. */
  54519. getActiveTextures(): BaseTexture[];
  54520. /**
  54521. * Gets the list of texture blocks
  54522. * @returns an array of texture blocks
  54523. */
  54524. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54525. /**
  54526. * Specifies if the material uses a texture
  54527. * @param texture defines the texture to check against the material
  54528. * @returns a boolean specifying if the material uses the texture
  54529. */
  54530. hasTexture(texture: BaseTexture): boolean;
  54531. /**
  54532. * Disposes the material
  54533. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54534. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54535. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54536. */
  54537. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54538. /** Creates the node editor window. */
  54539. private _createNodeEditor;
  54540. /**
  54541. * Launch the node material editor
  54542. * @param config Define the configuration of the editor
  54543. * @return a promise fulfilled when the node editor is visible
  54544. */
  54545. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54546. /**
  54547. * Clear the current material
  54548. */
  54549. clear(): void;
  54550. /**
  54551. * Clear the current material and set it to a default state
  54552. */
  54553. setToDefault(): void;
  54554. private _gatherBlocks;
  54555. /**
  54556. * Serializes this material in a JSON representation
  54557. * @returns the serialized material object
  54558. */
  54559. serialize(): any;
  54560. private _restoreConnections;
  54561. /**
  54562. * Clear the current graph and load a new one from a serialization object
  54563. * @param source defines the JSON representation of the material
  54564. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54565. */
  54566. loadFromSerialization(source: any, rootUrl?: string): void;
  54567. /**
  54568. * Creates a node material from parsed material data
  54569. * @param source defines the JSON representation of the material
  54570. * @param scene defines the hosting scene
  54571. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54572. * @returns a new node material
  54573. */
  54574. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54575. /**
  54576. * Creates a new node material set to default basic configuration
  54577. * @param name defines the name of the material
  54578. * @param scene defines the hosting scene
  54579. * @returns a new NodeMaterial
  54580. */
  54581. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54582. }
  54583. }
  54584. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54585. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54586. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54587. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54588. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54589. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54590. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54591. import { Effect } from "babylonjs/Materials/effect";
  54592. import { Mesh } from "babylonjs/Meshes/mesh";
  54593. import { Nullable } from "babylonjs/types";
  54594. import { Scene } from "babylonjs/scene";
  54595. /**
  54596. * Block used to read a texture from a sampler
  54597. */
  54598. export class TextureBlock extends NodeMaterialBlock {
  54599. private _defineName;
  54600. private _samplerName;
  54601. private _transformedUVName;
  54602. private _textureTransformName;
  54603. private _textureInfoName;
  54604. private _mainUVName;
  54605. private _mainUVDefineName;
  54606. /**
  54607. * Gets or sets the texture associated with the node
  54608. */
  54609. texture: Nullable<BaseTexture>;
  54610. /**
  54611. * Create a new TextureBlock
  54612. * @param name defines the block name
  54613. */
  54614. constructor(name: string);
  54615. /**
  54616. * Gets the current class name
  54617. * @returns the class name
  54618. */
  54619. getClassName(): string;
  54620. /**
  54621. * Gets the uv input component
  54622. */
  54623. readonly uv: NodeMaterialConnectionPoint;
  54624. /**
  54625. * Gets the rgba output component
  54626. */
  54627. readonly rgba: NodeMaterialConnectionPoint;
  54628. /**
  54629. * Gets the rgb output component
  54630. */
  54631. readonly rgb: NodeMaterialConnectionPoint;
  54632. /**
  54633. * Gets the r output component
  54634. */
  54635. readonly r: NodeMaterialConnectionPoint;
  54636. /**
  54637. * Gets the g output component
  54638. */
  54639. readonly g: NodeMaterialConnectionPoint;
  54640. /**
  54641. * Gets the b output component
  54642. */
  54643. readonly b: NodeMaterialConnectionPoint;
  54644. /**
  54645. * Gets the a output component
  54646. */
  54647. readonly a: NodeMaterialConnectionPoint;
  54648. autoConfigure(): void;
  54649. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54650. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54651. isReady(): boolean;
  54652. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54653. private _injectVertexCode;
  54654. private _writeOutput;
  54655. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54656. serialize(): any;
  54657. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54658. }
  54659. }
  54660. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54661. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54662. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54663. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54664. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54665. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54666. /**
  54667. * Class used to store shared data between 2 NodeMaterialBuildState
  54668. */
  54669. export class NodeMaterialBuildStateSharedData {
  54670. /**
  54671. * Gets the list of emitted varyings
  54672. */
  54673. temps: string[];
  54674. /**
  54675. * Gets the list of emitted varyings
  54676. */
  54677. varyings: string[];
  54678. /**
  54679. * Gets the varying declaration string
  54680. */
  54681. varyingDeclaration: string;
  54682. /**
  54683. * Input blocks
  54684. */
  54685. inputBlocks: InputBlock[];
  54686. /**
  54687. * Input blocks
  54688. */
  54689. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  54690. /**
  54691. * Bindable blocks (Blocks that need to set data to the effect)
  54692. */
  54693. bindableBlocks: NodeMaterialBlock[];
  54694. /**
  54695. * List of blocks that can provide a compilation fallback
  54696. */
  54697. blocksWithFallbacks: NodeMaterialBlock[];
  54698. /**
  54699. * List of blocks that can provide a define update
  54700. */
  54701. blocksWithDefines: NodeMaterialBlock[];
  54702. /**
  54703. * List of blocks that can provide a repeatable content
  54704. */
  54705. repeatableContentBlocks: NodeMaterialBlock[];
  54706. /**
  54707. * List of blocks that can provide a dynamic list of uniforms
  54708. */
  54709. dynamicUniformBlocks: NodeMaterialBlock[];
  54710. /**
  54711. * List of blocks that can block the isReady function for the material
  54712. */
  54713. blockingBlocks: NodeMaterialBlock[];
  54714. /**
  54715. * Gets the list of animated inputs
  54716. */
  54717. animatedInputs: InputBlock[];
  54718. /**
  54719. * Build Id used to avoid multiple recompilations
  54720. */
  54721. buildId: number;
  54722. /** List of emitted variables */
  54723. variableNames: {
  54724. [key: string]: number;
  54725. };
  54726. /** List of emitted defines */
  54727. defineNames: {
  54728. [key: string]: number;
  54729. };
  54730. /** Should emit comments? */
  54731. emitComments: boolean;
  54732. /** Emit build activity */
  54733. verbose: boolean;
  54734. /**
  54735. * Gets the compilation hints emitted at compilation time
  54736. */
  54737. hints: {
  54738. needWorldViewMatrix: boolean;
  54739. needWorldViewProjectionMatrix: boolean;
  54740. needAlphaBlending: boolean;
  54741. needAlphaTesting: boolean;
  54742. };
  54743. /**
  54744. * List of compilation checks
  54745. */
  54746. checks: {
  54747. emitVertex: boolean;
  54748. emitFragment: boolean;
  54749. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54750. };
  54751. /** Creates a new shared data */
  54752. constructor();
  54753. /**
  54754. * Emits console errors and exceptions if there is a failing check
  54755. */
  54756. emitErrors(): void;
  54757. }
  54758. }
  54759. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54760. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54761. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54762. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54763. /**
  54764. * Class used to store node based material build state
  54765. */
  54766. export class NodeMaterialBuildState {
  54767. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54768. supportUniformBuffers: boolean;
  54769. /**
  54770. * Gets the list of emitted attributes
  54771. */
  54772. attributes: string[];
  54773. /**
  54774. * Gets the list of emitted uniforms
  54775. */
  54776. uniforms: string[];
  54777. /**
  54778. * Gets the list of emitted uniform buffers
  54779. */
  54780. uniformBuffers: string[];
  54781. /**
  54782. * Gets the list of emitted samplers
  54783. */
  54784. samplers: string[];
  54785. /**
  54786. * Gets the list of emitted functions
  54787. */
  54788. functions: {
  54789. [key: string]: string;
  54790. };
  54791. /**
  54792. * Gets the target of the compilation state
  54793. */
  54794. target: NodeMaterialBlockTargets;
  54795. /**
  54796. * Gets the list of emitted counters
  54797. */
  54798. counters: {
  54799. [key: string]: number;
  54800. };
  54801. /**
  54802. * Shared data between multiple NodeMaterialBuildState instances
  54803. */
  54804. sharedData: NodeMaterialBuildStateSharedData;
  54805. /** @hidden */
  54806. _vertexState: NodeMaterialBuildState;
  54807. /** @hidden */
  54808. _attributeDeclaration: string;
  54809. /** @hidden */
  54810. _uniformDeclaration: string;
  54811. /** @hidden */
  54812. _samplerDeclaration: string;
  54813. /** @hidden */
  54814. _varyingTransfer: string;
  54815. private _repeatableContentAnchorIndex;
  54816. /** @hidden */
  54817. _builtCompilationString: string;
  54818. /**
  54819. * Gets the emitted compilation strings
  54820. */
  54821. compilationString: string;
  54822. /**
  54823. * Finalize the compilation strings
  54824. * @param state defines the current compilation state
  54825. */
  54826. finalize(state: NodeMaterialBuildState): void;
  54827. /** @hidden */
  54828. readonly _repeatableContentAnchor: string;
  54829. /** @hidden */
  54830. _getFreeVariableName(prefix: string): string;
  54831. /** @hidden */
  54832. _getFreeDefineName(prefix: string): string;
  54833. /** @hidden */
  54834. _excludeVariableName(name: string): void;
  54835. /** @hidden */
  54836. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54837. /** @hidden */
  54838. _emitFunction(name: string, code: string, comments: string): void;
  54839. /** @hidden */
  54840. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54841. replaceStrings?: {
  54842. search: RegExp;
  54843. replace: string;
  54844. }[];
  54845. repeatKey?: string;
  54846. }): string;
  54847. /** @hidden */
  54848. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54849. repeatKey?: string;
  54850. removeAttributes?: boolean;
  54851. removeUniforms?: boolean;
  54852. removeVaryings?: boolean;
  54853. removeIfDef?: boolean;
  54854. replaceStrings?: {
  54855. search: RegExp;
  54856. replace: string;
  54857. }[];
  54858. }, storeKey?: string): void;
  54859. /** @hidden */
  54860. _registerTempVariable(name: string): boolean;
  54861. /** @hidden */
  54862. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54863. /** @hidden */
  54864. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54865. }
  54866. }
  54867. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54868. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54869. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54870. import { Nullable } from "babylonjs/types";
  54871. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54872. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54873. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54875. import { Mesh } from "babylonjs/Meshes/mesh";
  54876. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54877. import { Scene } from "babylonjs/scene";
  54878. /**
  54879. * Defines a block that can be used inside a node based material
  54880. */
  54881. export class NodeMaterialBlock {
  54882. private _buildId;
  54883. private _buildTarget;
  54884. private _target;
  54885. private _isFinalMerger;
  54886. private _isInput;
  54887. /** @hidden */
  54888. _inputs: NodeMaterialConnectionPoint[];
  54889. /** @hidden */
  54890. _outputs: NodeMaterialConnectionPoint[];
  54891. /**
  54892. * Gets or sets the name of the block
  54893. */
  54894. name: string;
  54895. /**
  54896. * Gets or sets the unique id of the node
  54897. */
  54898. uniqueId: number;
  54899. /**
  54900. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54901. */
  54902. readonly isFinalMerger: boolean;
  54903. /**
  54904. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54905. */
  54906. readonly isInput: boolean;
  54907. /**
  54908. * Gets or sets the build Id
  54909. */
  54910. buildId: number;
  54911. /**
  54912. * Gets or sets the target of the block
  54913. */
  54914. target: NodeMaterialBlockTargets;
  54915. /**
  54916. * Gets the list of input points
  54917. */
  54918. readonly inputs: NodeMaterialConnectionPoint[];
  54919. /** Gets the list of output points */
  54920. readonly outputs: NodeMaterialConnectionPoint[];
  54921. /**
  54922. * Find an input by its name
  54923. * @param name defines the name of the input to look for
  54924. * @returns the input or null if not found
  54925. */
  54926. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54927. /**
  54928. * Find an output by its name
  54929. * @param name defines the name of the outputto look for
  54930. * @returns the output or null if not found
  54931. */
  54932. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54933. /**
  54934. * Creates a new NodeMaterialBlock
  54935. * @param name defines the block name
  54936. * @param target defines the target of that block (Vertex by default)
  54937. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54938. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54939. */
  54940. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54941. /**
  54942. * Initialize the block and prepare the context for build
  54943. * @param state defines the state that will be used for the build
  54944. */
  54945. initialize(state: NodeMaterialBuildState): void;
  54946. /**
  54947. * Bind data to effect. Will only be called for blocks with isBindable === true
  54948. * @param effect defines the effect to bind data to
  54949. * @param nodeMaterial defines the hosting NodeMaterial
  54950. * @param mesh defines the mesh that will be rendered
  54951. */
  54952. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54953. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54954. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54955. protected _writeFloat(value: number): string;
  54956. /**
  54957. * Gets the current class name e.g. "NodeMaterialBlock"
  54958. * @returns the class name
  54959. */
  54960. getClassName(): string;
  54961. /**
  54962. * Register a new input. Must be called inside a block constructor
  54963. * @param name defines the connection point name
  54964. * @param type defines the connection point type
  54965. * @param isOptional defines a boolean indicating that this input can be omitted
  54966. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54967. * @returns the current block
  54968. */
  54969. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54970. /**
  54971. * Register a new output. Must be called inside a block constructor
  54972. * @param name defines the connection point name
  54973. * @param type defines the connection point type
  54974. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54975. * @returns the current block
  54976. */
  54977. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54978. /**
  54979. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54980. * @param forOutput defines an optional connection point to check compatibility with
  54981. * @returns the first available input or null
  54982. */
  54983. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54984. /**
  54985. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54986. * @param forBlock defines an optional block to check compatibility with
  54987. * @returns the first available input or null
  54988. */
  54989. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54990. /**
  54991. * Gets the sibling of the given output
  54992. * @param current defines the current output
  54993. * @returns the next output in the list or null
  54994. */
  54995. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  54996. /**
  54997. * Connect current block with another block
  54998. * @param other defines the block to connect with
  54999. * @param options define the various options to help pick the right connections
  55000. * @returns the current block
  55001. */
  55002. connectTo(other: NodeMaterialBlock, options?: {
  55003. input?: string;
  55004. output?: string;
  55005. outputSwizzle?: string;
  55006. }): this | undefined;
  55007. protected _buildBlock(state: NodeMaterialBuildState): void;
  55008. /**
  55009. * Add uniforms, samplers and uniform buffers at compilation time
  55010. * @param state defines the state to update
  55011. * @param nodeMaterial defines the node material requesting the update
  55012. * @param defines defines the material defines to update
  55013. */
  55014. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55015. /**
  55016. * Add potential fallbacks if shader compilation fails
  55017. * @param mesh defines the mesh to be rendered
  55018. * @param fallbacks defines the current prioritized list of fallbacks
  55019. */
  55020. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55021. /**
  55022. * Update defines for shader compilation
  55023. * @param mesh defines the mesh to be rendered
  55024. * @param nodeMaterial defines the node material requesting the update
  55025. * @param defines defines the material defines to update
  55026. * @param useInstances specifies that instances should be used
  55027. */
  55028. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55029. /**
  55030. * Initialize defines for shader compilation
  55031. * @param mesh defines the mesh to be rendered
  55032. * @param nodeMaterial defines the node material requesting the update
  55033. * @param defines defines the material defines to be prepared
  55034. * @param useInstances specifies that instances should be used
  55035. */
  55036. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55037. /**
  55038. * Lets the block try to connect some inputs automatically
  55039. */
  55040. autoConfigure(): void;
  55041. /**
  55042. * Function called when a block is declared as repeatable content generator
  55043. * @param vertexShaderState defines the current compilation state for the vertex shader
  55044. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55045. * @param mesh defines the mesh to be rendered
  55046. * @param defines defines the material defines to update
  55047. */
  55048. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55049. /**
  55050. * Checks if the block is ready
  55051. * @param mesh defines the mesh to be rendered
  55052. * @param nodeMaterial defines the node material requesting the update
  55053. * @param defines defines the material defines to update
  55054. * @param useInstances specifies that instances should be used
  55055. * @returns true if the block is ready
  55056. */
  55057. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55058. private _processBuild;
  55059. /**
  55060. * Compile the current node and generate the shader code
  55061. * @param state defines the current compilation state (uniforms, samplers, current string)
  55062. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  55063. * @returns true if already built
  55064. */
  55065. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  55066. /**
  55067. * Clone the current block to a new identical block
  55068. * @param scene defines the hosting scene
  55069. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55070. * @returns a copy of the current block
  55071. */
  55072. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55073. /**
  55074. * Serializes this block in a JSON representation
  55075. * @returns the serialized block object
  55076. */
  55077. serialize(): any;
  55078. /** @hidden */
  55079. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55080. }
  55081. }
  55082. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55083. /**
  55084. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55085. */
  55086. export enum NodeMaterialBlockConnectionPointMode {
  55087. /** Value is an uniform */
  55088. Uniform = 0,
  55089. /** Value is a mesh attribute */
  55090. Attribute = 1,
  55091. /** Value is a varying between vertex and fragment shaders */
  55092. Varying = 2,
  55093. /** Mode is undefined */
  55094. Undefined = 3
  55095. }
  55096. }
  55097. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55098. /**
  55099. * Enum defining the type of animations supported by InputBlock
  55100. */
  55101. export enum AnimatedInputBlockTypes {
  55102. /** No animation */
  55103. None = 0,
  55104. /** Time based animation. Will only work for floats */
  55105. Time = 1
  55106. }
  55107. }
  55108. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55109. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55110. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55111. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55112. import { Nullable } from "babylonjs/types";
  55113. import { Effect } from "babylonjs/Materials/effect";
  55114. import { Matrix } from "babylonjs/Maths/math.vector";
  55115. import { Scene } from "babylonjs/scene";
  55116. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55117. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55118. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55119. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55120. /**
  55121. * Block used to expose an input value
  55122. */
  55123. export class InputBlock extends NodeMaterialBlock {
  55124. private _mode;
  55125. private _associatedVariableName;
  55126. private _storedValue;
  55127. private _valueCallback;
  55128. private _type;
  55129. private _animationType;
  55130. /** @hidden */
  55131. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55132. /** Gets or sets a boolean indicating that this input can be edited in the Inspector */
  55133. visibleInInspector: boolean;
  55134. /**
  55135. * Gets or sets the connection point type (default is float)
  55136. */
  55137. readonly type: NodeMaterialBlockConnectionPointTypes;
  55138. /**
  55139. * Creates a new InputBlock
  55140. * @param name defines the block name
  55141. * @param target defines the target of that block (Vertex by default)
  55142. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55143. */
  55144. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55145. /**
  55146. * Gets the output component
  55147. */
  55148. readonly output: NodeMaterialConnectionPoint;
  55149. /**
  55150. * Set the source of this connection point to a vertex attribute
  55151. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55152. * @returns the current connection point
  55153. */
  55154. setAsAttribute(attributeName?: string): InputBlock;
  55155. /**
  55156. * Set the source of this connection point to a well known value
  55157. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55158. * @returns the current connection point
  55159. */
  55160. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55161. /**
  55162. * Gets or sets the value of that point.
  55163. * Please note that this value will be ignored if valueCallback is defined
  55164. */
  55165. value: any;
  55166. /**
  55167. * Gets or sets a callback used to get the value of that point.
  55168. * Please note that setting this value will force the connection point to ignore the value property
  55169. */
  55170. valueCallback: () => any;
  55171. /**
  55172. * Gets or sets the associated variable name in the shader
  55173. */
  55174. associatedVariableName: string;
  55175. /** Gets or sets the type of animation applied to the input */
  55176. animationType: AnimatedInputBlockTypes;
  55177. /**
  55178. * Gets a boolean indicating that this connection point not defined yet
  55179. */
  55180. readonly isUndefined: boolean;
  55181. /**
  55182. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55183. * In this case the connection point name must be the name of the uniform to use.
  55184. * Can only be set on inputs
  55185. */
  55186. isUniform: boolean;
  55187. /**
  55188. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55189. * In this case the connection point name must be the name of the attribute to use
  55190. * Can only be set on inputs
  55191. */
  55192. isAttribute: boolean;
  55193. /**
  55194. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55195. * Can only be set on exit points
  55196. */
  55197. isVarying: boolean;
  55198. /**
  55199. * Gets a boolean indicating that the current connection point is a well known value
  55200. */
  55201. readonly isWellKnownValue: boolean;
  55202. /**
  55203. * Gets or sets the current well known value or null if not defined as well know value
  55204. */
  55205. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55206. /**
  55207. * Gets the current class name
  55208. * @returns the class name
  55209. */
  55210. getClassName(): string;
  55211. /**
  55212. * Animate the input if animationType !== None
  55213. * @param scene defines the rendering scene
  55214. */
  55215. animate(scene: Scene): void;
  55216. private _emitDefine;
  55217. /**
  55218. * Set the input block to its default value (based on its type)
  55219. */
  55220. setDefaultValue(): void;
  55221. private _emit;
  55222. /** @hidden */
  55223. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55224. /** @hidden */
  55225. _transmit(effect: Effect, scene: Scene): void;
  55226. protected _buildBlock(state: NodeMaterialBuildState): void;
  55227. serialize(): any;
  55228. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55229. }
  55230. }
  55231. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55232. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55233. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55234. import { Nullable } from "babylonjs/types";
  55235. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55236. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55237. /**
  55238. * Defines a connection point for a block
  55239. */
  55240. export class NodeMaterialConnectionPoint {
  55241. /** @hidden */
  55242. _ownerBlock: NodeMaterialBlock;
  55243. /** @hidden */
  55244. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55245. private _endpoints;
  55246. private _associatedVariableName;
  55247. /** @hidden */
  55248. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55249. private _type;
  55250. /** @hidden */
  55251. _enforceAssociatedVariableName: boolean;
  55252. /**
  55253. * Gets or sets the additional types supported byt this connection point
  55254. */
  55255. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55256. /**
  55257. * Gets or sets the associated variable name in the shader
  55258. */
  55259. associatedVariableName: string;
  55260. /**
  55261. * Gets or sets the connection point type (default is float)
  55262. */
  55263. type: NodeMaterialBlockConnectionPointTypes;
  55264. /**
  55265. * Gets or sets the connection point name
  55266. */
  55267. name: string;
  55268. /**
  55269. * Gets or sets a boolean indicating that this connection point can be omitted
  55270. */
  55271. isOptional: boolean;
  55272. /**
  55273. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55274. */
  55275. define: string;
  55276. /** Gets or sets the target of that connection point */
  55277. target: NodeMaterialBlockTargets;
  55278. /**
  55279. * Gets a boolean indicating that the current point is connected
  55280. */
  55281. readonly isConnected: boolean;
  55282. /**
  55283. * Gets a boolean indicating that the current point is connected to an input block
  55284. */
  55285. readonly isConnectedToInputBlock: boolean;
  55286. /**
  55287. * Gets a the connected input block (if any)
  55288. */
  55289. readonly connectInputBlock: Nullable<InputBlock>;
  55290. /** Get the other side of the connection (if any) */
  55291. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55292. /** Get the block that owns this connection point */
  55293. readonly ownerBlock: NodeMaterialBlock;
  55294. /** Get the block connected on the other side of this connection (if any) */
  55295. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55296. /** Get the block connected on the endpoints of this connection (if any) */
  55297. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55298. /** Gets the list of connected endpoints */
  55299. readonly endpoints: NodeMaterialConnectionPoint[];
  55300. /** Gets a boolean indicating if that output point is connected to at least one input */
  55301. readonly hasEndpoints: boolean;
  55302. /**
  55303. * Creates a new connection point
  55304. * @param name defines the connection point name
  55305. * @param ownerBlock defines the block hosting this connection point
  55306. */
  55307. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55308. /**
  55309. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55310. * @returns the class name
  55311. */
  55312. getClassName(): string;
  55313. /**
  55314. * Gets an boolean indicating if the current point can be connected to another point
  55315. * @param connectionPoint defines the other connection point
  55316. * @returns true if the connection is possible
  55317. */
  55318. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55319. /**
  55320. * Connect this point to another connection point
  55321. * @param connectionPoint defines the other connection point
  55322. * @returns the current connection point
  55323. */
  55324. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55325. /**
  55326. * Disconnect this point from one of his endpoint
  55327. * @param endpoint defines the other connection point
  55328. * @returns the current connection point
  55329. */
  55330. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55331. /**
  55332. * Serializes this point in a JSON representation
  55333. * @returns the serialized point object
  55334. */
  55335. serialize(): any;
  55336. }
  55337. }
  55338. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55339. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55340. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55341. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55342. import { Mesh } from "babylonjs/Meshes/mesh";
  55343. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55344. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55345. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55346. /**
  55347. * Block used to add support for vertex skinning (bones)
  55348. */
  55349. export class BonesBlock extends NodeMaterialBlock {
  55350. /**
  55351. * Creates a new BonesBlock
  55352. * @param name defines the block name
  55353. */
  55354. constructor(name: string);
  55355. /**
  55356. * Initialize the block and prepare the context for build
  55357. * @param state defines the state that will be used for the build
  55358. */
  55359. initialize(state: NodeMaterialBuildState): void;
  55360. /**
  55361. * Gets the current class name
  55362. * @returns the class name
  55363. */
  55364. getClassName(): string;
  55365. /**
  55366. * Gets the matrix indices input component
  55367. */
  55368. readonly matricesIndices: NodeMaterialConnectionPoint;
  55369. /**
  55370. * Gets the matrix weights input component
  55371. */
  55372. readonly matricesWeights: NodeMaterialConnectionPoint;
  55373. /**
  55374. * Gets the extra matrix indices input component
  55375. */
  55376. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55377. /**
  55378. * Gets the extra matrix weights input component
  55379. */
  55380. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55381. /**
  55382. * Gets the world input component
  55383. */
  55384. readonly world: NodeMaterialConnectionPoint;
  55385. /**
  55386. * Gets the output component
  55387. */
  55388. readonly output: NodeMaterialConnectionPoint;
  55389. autoConfigure(): void;
  55390. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55391. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55392. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55393. protected _buildBlock(state: NodeMaterialBuildState): this;
  55394. }
  55395. }
  55396. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55397. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55398. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55399. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55400. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55401. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55402. /**
  55403. * Block used to add support for instances
  55404. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55405. */
  55406. export class InstancesBlock extends NodeMaterialBlock {
  55407. /**
  55408. * Creates a new InstancesBlock
  55409. * @param name defines the block name
  55410. */
  55411. constructor(name: string);
  55412. /**
  55413. * Gets the current class name
  55414. * @returns the class name
  55415. */
  55416. getClassName(): string;
  55417. /**
  55418. * Gets the first world row input component
  55419. */
  55420. readonly world0: NodeMaterialConnectionPoint;
  55421. /**
  55422. * Gets the second world row input component
  55423. */
  55424. readonly world1: NodeMaterialConnectionPoint;
  55425. /**
  55426. * Gets the third world row input component
  55427. */
  55428. readonly world2: NodeMaterialConnectionPoint;
  55429. /**
  55430. * Gets the forth world row input component
  55431. */
  55432. readonly world3: NodeMaterialConnectionPoint;
  55433. /**
  55434. * Gets the world input component
  55435. */
  55436. readonly world: NodeMaterialConnectionPoint;
  55437. /**
  55438. * Gets the output component
  55439. */
  55440. readonly output: NodeMaterialConnectionPoint;
  55441. autoConfigure(): void;
  55442. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55443. protected _buildBlock(state: NodeMaterialBuildState): this;
  55444. }
  55445. }
  55446. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55447. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55448. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55449. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55450. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55451. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55452. import { Effect } from "babylonjs/Materials/effect";
  55453. import { Mesh } from "babylonjs/Meshes/mesh";
  55454. /**
  55455. * Block used to add morph targets support to vertex shader
  55456. */
  55457. export class MorphTargetsBlock extends NodeMaterialBlock {
  55458. private _repeatableContentAnchor;
  55459. private _repeatebleContentGenerated;
  55460. /**
  55461. * Create a new MorphTargetsBlock
  55462. * @param name defines the block name
  55463. */
  55464. constructor(name: string);
  55465. /**
  55466. * Gets the current class name
  55467. * @returns the class name
  55468. */
  55469. getClassName(): string;
  55470. /**
  55471. * Gets the position input component
  55472. */
  55473. readonly position: NodeMaterialConnectionPoint;
  55474. /**
  55475. * Gets the normal input component
  55476. */
  55477. readonly normal: NodeMaterialConnectionPoint;
  55478. /**
  55479. * Gets the tangent input component
  55480. */
  55481. readonly tangent: NodeMaterialConnectionPoint;
  55482. /**
  55483. * Gets the tangent input component
  55484. */
  55485. readonly uv: NodeMaterialConnectionPoint;
  55486. /**
  55487. * Gets the position output component
  55488. */
  55489. readonly positionOutput: NodeMaterialConnectionPoint;
  55490. /**
  55491. * Gets the normal output component
  55492. */
  55493. readonly normalOutput: NodeMaterialConnectionPoint;
  55494. /**
  55495. * Gets the tangent output component
  55496. */
  55497. readonly tangentOutput: NodeMaterialConnectionPoint;
  55498. /**
  55499. * Gets the tangent output component
  55500. */
  55501. readonly uvOutput: NodeMaterialConnectionPoint;
  55502. initialize(state: NodeMaterialBuildState): void;
  55503. autoConfigure(): void;
  55504. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55505. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55506. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55507. protected _buildBlock(state: NodeMaterialBuildState): this;
  55508. }
  55509. }
  55510. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55511. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55512. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55513. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55514. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55515. }
  55516. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55517. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55518. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55519. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55520. /**
  55521. * Block used to add an alpha test in the fragment shader
  55522. */
  55523. export class AlphaTestBlock extends NodeMaterialBlock {
  55524. /**
  55525. * Gets or sets the alpha value where alpha testing happens
  55526. */
  55527. alphaCutOff: number;
  55528. /**
  55529. * Create a new AlphaTestBlock
  55530. * @param name defines the block name
  55531. */
  55532. constructor(name: string);
  55533. /**
  55534. * Gets the current class name
  55535. * @returns the class name
  55536. */
  55537. getClassName(): string;
  55538. /**
  55539. * Gets the color input component
  55540. */
  55541. readonly color: NodeMaterialConnectionPoint;
  55542. /**
  55543. * Gets the alpha input component
  55544. */
  55545. readonly alpha: NodeMaterialConnectionPoint;
  55546. protected _buildBlock(state: NodeMaterialBuildState): this;
  55547. }
  55548. }
  55549. declare module "babylonjs/Materials/Node/Blocks/Fragment/fresnelBlock" {
  55550. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55551. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55552. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55553. /**
  55554. * Block used to compute fresnel value
  55555. */
  55556. export class FresnelBlock extends NodeMaterialBlock {
  55557. /**
  55558. * Create a new FresnelBlock
  55559. * @param name defines the block name
  55560. */
  55561. constructor(name: string);
  55562. /**
  55563. * Gets the current class name
  55564. * @returns the class name
  55565. */
  55566. getClassName(): string;
  55567. /**
  55568. * Gets the world position input component
  55569. */
  55570. readonly worldPosition: NodeMaterialConnectionPoint;
  55571. /**
  55572. * Gets the world normal input component
  55573. */
  55574. readonly worldNormal: NodeMaterialConnectionPoint;
  55575. /**
  55576. * Gets the camera (or eye) position component
  55577. */
  55578. readonly cameraPosition: NodeMaterialConnectionPoint;
  55579. /**
  55580. * Gets the bias input component
  55581. */
  55582. readonly bias: NodeMaterialConnectionPoint;
  55583. /**
  55584. * Gets the camera (or eye) position component
  55585. */
  55586. readonly power: NodeMaterialConnectionPoint;
  55587. /**
  55588. * Gets the fresnel output component
  55589. */
  55590. readonly fresnel: NodeMaterialConnectionPoint;
  55591. autoConfigure(): void;
  55592. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55593. }
  55594. }
  55595. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55596. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55597. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55598. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55600. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55601. import { Effect } from "babylonjs/Materials/effect";
  55602. import { Mesh } from "babylonjs/Meshes/mesh";
  55603. /**
  55604. * Block used to add image processing support to fragment shader
  55605. */
  55606. export class ImageProcessingBlock extends NodeMaterialBlock {
  55607. /**
  55608. * Create a new ImageProcessingBlock
  55609. * @param name defines the block name
  55610. */
  55611. constructor(name: string);
  55612. /**
  55613. * Gets the current class name
  55614. * @returns the class name
  55615. */
  55616. getClassName(): string;
  55617. /**
  55618. * Gets the color input component
  55619. */
  55620. readonly color: NodeMaterialConnectionPoint;
  55621. /**
  55622. * Gets the output component
  55623. */
  55624. readonly output: NodeMaterialConnectionPoint;
  55625. /**
  55626. * Initialize the block and prepare the context for build
  55627. * @param state defines the state that will be used for the build
  55628. */
  55629. initialize(state: NodeMaterialBuildState): void;
  55630. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55631. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55632. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55633. protected _buildBlock(state: NodeMaterialBuildState): this;
  55634. }
  55635. }
  55636. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55637. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55638. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55639. export * from "babylonjs/Materials/Node/Blocks/Fragment/fresnelBlock";
  55640. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55641. }
  55642. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55643. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55644. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55645. import { Mesh } from "babylonjs/Meshes/mesh";
  55646. import { Effect } from "babylonjs/Materials/effect";
  55647. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55648. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55649. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55650. /**
  55651. * Block used to add support for scene fog
  55652. */
  55653. export class FogBlock extends NodeMaterialBlock {
  55654. private _fogDistanceName;
  55655. private _fogParameters;
  55656. /**
  55657. * Create a new FogBlock
  55658. * @param name defines the block name
  55659. */
  55660. constructor(name: string);
  55661. /**
  55662. * Gets the current class name
  55663. * @returns the class name
  55664. */
  55665. getClassName(): string;
  55666. /**
  55667. * Gets the world position input component
  55668. */
  55669. readonly worldPosition: NodeMaterialConnectionPoint;
  55670. /**
  55671. * Gets the view input component
  55672. */
  55673. readonly view: NodeMaterialConnectionPoint;
  55674. /**
  55675. * Gets the color input component
  55676. */
  55677. readonly color: NodeMaterialConnectionPoint;
  55678. /**
  55679. * Gets the fog color input component
  55680. */
  55681. readonly fogColor: NodeMaterialConnectionPoint;
  55682. /**
  55683. * Gets the output component
  55684. */
  55685. readonly output: NodeMaterialConnectionPoint;
  55686. autoConfigure(): void;
  55687. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55688. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55689. protected _buildBlock(state: NodeMaterialBuildState): this;
  55690. }
  55691. }
  55692. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55693. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55694. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55695. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55696. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55697. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55698. import { Effect } from "babylonjs/Materials/effect";
  55699. import { Mesh } from "babylonjs/Meshes/mesh";
  55700. import { Light } from "babylonjs/Lights/light";
  55701. import { Nullable } from "babylonjs/types";
  55702. import { Scene } from "babylonjs/scene";
  55703. /**
  55704. * Block used to add light in the fragment shader
  55705. */
  55706. export class LightBlock extends NodeMaterialBlock {
  55707. private _lightId;
  55708. /**
  55709. * Gets or sets the light associated with this block
  55710. */
  55711. light: Nullable<Light>;
  55712. /**
  55713. * Create a new LightBlock
  55714. * @param name defines the block name
  55715. */
  55716. constructor(name: string);
  55717. /**
  55718. * Gets the current class name
  55719. * @returns the class name
  55720. */
  55721. getClassName(): string;
  55722. /**
  55723. * Gets the world position input component
  55724. */
  55725. readonly worldPosition: NodeMaterialConnectionPoint;
  55726. /**
  55727. * Gets the world normal input component
  55728. */
  55729. readonly worldNormal: NodeMaterialConnectionPoint;
  55730. /**
  55731. * Gets the camera (or eye) position component
  55732. */
  55733. readonly cameraPosition: NodeMaterialConnectionPoint;
  55734. /**
  55735. * Gets the diffuse output component
  55736. */
  55737. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55738. /**
  55739. * Gets the specular output component
  55740. */
  55741. readonly specularOutput: NodeMaterialConnectionPoint;
  55742. autoConfigure(): void;
  55743. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55744. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55745. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55746. private _injectVertexCode;
  55747. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55748. serialize(): any;
  55749. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55750. }
  55751. }
  55752. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55753. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55754. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55755. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55756. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55757. }
  55758. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55759. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55760. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55761. }
  55762. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55763. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55764. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55765. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55766. /**
  55767. * Block used to multiply 2 values
  55768. */
  55769. export class MultiplyBlock extends NodeMaterialBlock {
  55770. /**
  55771. * Creates a new MultiplyBlock
  55772. * @param name defines the block name
  55773. */
  55774. constructor(name: string);
  55775. /**
  55776. * Gets the current class name
  55777. * @returns the class name
  55778. */
  55779. getClassName(): string;
  55780. /**
  55781. * Gets the left operand input component
  55782. */
  55783. readonly left: NodeMaterialConnectionPoint;
  55784. /**
  55785. * Gets the right operand input component
  55786. */
  55787. readonly right: NodeMaterialConnectionPoint;
  55788. /**
  55789. * Gets the output component
  55790. */
  55791. readonly output: NodeMaterialConnectionPoint;
  55792. protected _buildBlock(state: NodeMaterialBuildState): this;
  55793. }
  55794. }
  55795. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55796. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55797. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55798. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55799. /**
  55800. * Block used to add 2 vectors
  55801. */
  55802. export class AddBlock extends NodeMaterialBlock {
  55803. /**
  55804. * Creates a new AddBlock
  55805. * @param name defines the block name
  55806. */
  55807. constructor(name: string);
  55808. /**
  55809. * Gets the current class name
  55810. * @returns the class name
  55811. */
  55812. getClassName(): string;
  55813. /**
  55814. * Gets the left operand input component
  55815. */
  55816. readonly left: NodeMaterialConnectionPoint;
  55817. /**
  55818. * Gets the right operand input component
  55819. */
  55820. readonly right: NodeMaterialConnectionPoint;
  55821. /**
  55822. * Gets the output component
  55823. */
  55824. readonly output: NodeMaterialConnectionPoint;
  55825. protected _buildBlock(state: NodeMaterialBuildState): this;
  55826. }
  55827. }
  55828. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  55829. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55830. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55831. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55832. /**
  55833. * Block used to scale a vector by a float
  55834. */
  55835. export class ScaleBlock extends NodeMaterialBlock {
  55836. /**
  55837. * Creates a new ScaleBlock
  55838. * @param name defines the block name
  55839. */
  55840. constructor(name: string);
  55841. /**
  55842. * Gets the current class name
  55843. * @returns the class name
  55844. */
  55845. getClassName(): string;
  55846. /**
  55847. * Gets the input component
  55848. */
  55849. readonly input: NodeMaterialConnectionPoint;
  55850. /**
  55851. * Gets the factor input component
  55852. */
  55853. readonly factor: NodeMaterialConnectionPoint;
  55854. /**
  55855. * Gets the output component
  55856. */
  55857. readonly output: NodeMaterialConnectionPoint;
  55858. protected _buildBlock(state: NodeMaterialBuildState): this;
  55859. }
  55860. }
  55861. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55862. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55863. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55864. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55865. /**
  55866. * Block used to clamp a float
  55867. */
  55868. export class ClampBlock extends NodeMaterialBlock {
  55869. /** Gets or sets the minimum range */
  55870. minimum: number;
  55871. /** Gets or sets the maximum range */
  55872. maximum: number;
  55873. /**
  55874. * Creates a new ClampBlock
  55875. * @param name defines the block name
  55876. */
  55877. constructor(name: string);
  55878. /**
  55879. * Gets the current class name
  55880. * @returns the class name
  55881. */
  55882. getClassName(): string;
  55883. /**
  55884. * Gets the value input component
  55885. */
  55886. readonly value: NodeMaterialConnectionPoint;
  55887. /**
  55888. * Gets the output component
  55889. */
  55890. readonly output: NodeMaterialConnectionPoint;
  55891. protected _buildBlock(state: NodeMaterialBuildState): this;
  55892. }
  55893. }
  55894. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55895. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55896. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55897. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55898. /**
  55899. * Block used to apply a cross product between 2 vectors
  55900. */
  55901. export class CrossBlock extends NodeMaterialBlock {
  55902. /**
  55903. * Creates a new CrossBlock
  55904. * @param name defines the block name
  55905. */
  55906. constructor(name: string);
  55907. /**
  55908. * Gets the current class name
  55909. * @returns the class name
  55910. */
  55911. getClassName(): string;
  55912. /**
  55913. * Gets the left operand input component
  55914. */
  55915. readonly left: NodeMaterialConnectionPoint;
  55916. /**
  55917. * Gets the right operand input component
  55918. */
  55919. readonly right: NodeMaterialConnectionPoint;
  55920. /**
  55921. * Gets the output component
  55922. */
  55923. readonly output: NodeMaterialConnectionPoint;
  55924. protected _buildBlock(state: NodeMaterialBuildState): this;
  55925. }
  55926. }
  55927. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55928. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55929. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55930. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55931. /**
  55932. * Block used to apply a dot product between 2 vectors
  55933. */
  55934. export class DotBlock extends NodeMaterialBlock {
  55935. /**
  55936. * Creates a new DotBlock
  55937. * @param name defines the block name
  55938. */
  55939. constructor(name: string);
  55940. /**
  55941. * Gets the current class name
  55942. * @returns the class name
  55943. */
  55944. getClassName(): string;
  55945. /**
  55946. * Gets the left operand input component
  55947. */
  55948. readonly left: NodeMaterialConnectionPoint;
  55949. /**
  55950. * Gets the right operand input component
  55951. */
  55952. readonly right: NodeMaterialConnectionPoint;
  55953. /**
  55954. * Gets the output component
  55955. */
  55956. readonly output: NodeMaterialConnectionPoint;
  55957. protected _buildBlock(state: NodeMaterialBuildState): this;
  55958. }
  55959. }
  55960. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55961. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55962. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55963. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55964. import { Vector2 } from "babylonjs/Maths/math.vector";
  55965. /**
  55966. * Block used to remap a float from a range to a new one
  55967. */
  55968. export class RemapBlock extends NodeMaterialBlock {
  55969. /**
  55970. * Gets or sets the source range
  55971. */
  55972. sourceRange: Vector2;
  55973. /**
  55974. * Gets or sets the target range
  55975. */
  55976. targetRange: Vector2;
  55977. /**
  55978. * Creates a new RemapBlock
  55979. * @param name defines the block name
  55980. */
  55981. constructor(name: string);
  55982. /**
  55983. * Gets the current class name
  55984. * @returns the class name
  55985. */
  55986. getClassName(): string;
  55987. /**
  55988. * Gets the input component
  55989. */
  55990. readonly input: NodeMaterialConnectionPoint;
  55991. /**
  55992. * Gets the output component
  55993. */
  55994. readonly output: NodeMaterialConnectionPoint;
  55995. protected _buildBlock(state: NodeMaterialBuildState): this;
  55996. }
  55997. }
  55998. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  55999. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56000. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56001. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56002. /**
  56003. * Block used to normalize a vector
  56004. */
  56005. export class NormalizeBlock extends NodeMaterialBlock {
  56006. /**
  56007. * Creates a new NormalizeBlock
  56008. * @param name defines the block name
  56009. */
  56010. constructor(name: string);
  56011. /**
  56012. * Gets the current class name
  56013. * @returns the class name
  56014. */
  56015. getClassName(): string;
  56016. /**
  56017. * Gets the input component
  56018. */
  56019. readonly input: NodeMaterialConnectionPoint;
  56020. /**
  56021. * Gets the output component
  56022. */
  56023. readonly output: NodeMaterialConnectionPoint;
  56024. protected _buildBlock(state: NodeMaterialBuildState): this;
  56025. }
  56026. }
  56027. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56028. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56029. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56031. /**
  56032. * Operations supported by the Trigonometry block
  56033. */
  56034. export enum TrigonometryBlockOperations {
  56035. /** Cos */
  56036. Cos = 0,
  56037. /** Sin */
  56038. Sin = 1,
  56039. /** Abs */
  56040. Abs = 2
  56041. }
  56042. /**
  56043. * Block used to apply trigonometry operation to floats
  56044. */
  56045. export class TrigonometryBlock extends NodeMaterialBlock {
  56046. /**
  56047. * Gets or sets the operation applied by the block
  56048. */
  56049. operation: TrigonometryBlockOperations;
  56050. /**
  56051. * Creates a new TrigonometryBlock
  56052. * @param name defines the block name
  56053. */
  56054. constructor(name: string);
  56055. /**
  56056. * Gets the current class name
  56057. * @returns the class name
  56058. */
  56059. getClassName(): string;
  56060. /**
  56061. * Gets the input component
  56062. */
  56063. readonly input: NodeMaterialConnectionPoint;
  56064. /**
  56065. * Gets the output component
  56066. */
  56067. readonly output: NodeMaterialConnectionPoint;
  56068. protected _buildBlock(state: NodeMaterialBuildState): this;
  56069. }
  56070. }
  56071. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56072. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56073. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56074. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56075. /**
  56076. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56077. */
  56078. export class ColorMergerBlock extends NodeMaterialBlock {
  56079. /**
  56080. * Create a new ColorMergerBlock
  56081. * @param name defines the block name
  56082. */
  56083. constructor(name: string);
  56084. /**
  56085. * Gets the current class name
  56086. * @returns the class name
  56087. */
  56088. getClassName(): string;
  56089. /**
  56090. * Gets the r component (input)
  56091. */
  56092. readonly r: NodeMaterialConnectionPoint;
  56093. /**
  56094. * Gets the g component (input)
  56095. */
  56096. readonly g: NodeMaterialConnectionPoint;
  56097. /**
  56098. * Gets the b component (input)
  56099. */
  56100. readonly b: NodeMaterialConnectionPoint;
  56101. /**
  56102. * Gets the a component (input)
  56103. */
  56104. readonly a: NodeMaterialConnectionPoint;
  56105. /**
  56106. * Gets the rgba component (output)
  56107. */
  56108. readonly rgba: NodeMaterialConnectionPoint;
  56109. /**
  56110. * Gets the rgb component (output)
  56111. */
  56112. readonly rgb: NodeMaterialConnectionPoint;
  56113. protected _buildBlock(state: NodeMaterialBuildState): this;
  56114. }
  56115. }
  56116. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56117. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56118. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56119. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56120. /**
  56121. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56122. */
  56123. export class VectorMergerBlock extends NodeMaterialBlock {
  56124. /**
  56125. * Create a new VectorMergerBlock
  56126. * @param name defines the block name
  56127. */
  56128. constructor(name: string);
  56129. /**
  56130. * Gets the current class name
  56131. * @returns the class name
  56132. */
  56133. getClassName(): string;
  56134. /**
  56135. * Gets the x component (input)
  56136. */
  56137. readonly x: NodeMaterialConnectionPoint;
  56138. /**
  56139. * Gets the y component (input)
  56140. */
  56141. readonly y: NodeMaterialConnectionPoint;
  56142. /**
  56143. * Gets the z component (input)
  56144. */
  56145. readonly z: NodeMaterialConnectionPoint;
  56146. /**
  56147. * Gets the w component (input)
  56148. */
  56149. readonly w: NodeMaterialConnectionPoint;
  56150. /**
  56151. * Gets the xyzw component (output)
  56152. */
  56153. readonly xyzw: NodeMaterialConnectionPoint;
  56154. /**
  56155. * Gets the xyz component (output)
  56156. */
  56157. readonly xyz: NodeMaterialConnectionPoint;
  56158. /**
  56159. * Gets the xy component (output)
  56160. */
  56161. readonly xy: NodeMaterialConnectionPoint;
  56162. protected _buildBlock(state: NodeMaterialBuildState): this;
  56163. }
  56164. }
  56165. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56166. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56167. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56168. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56169. /**
  56170. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56171. */
  56172. export class ColorSplitterBlock extends NodeMaterialBlock {
  56173. /**
  56174. * Create a new ColorSplitterBlock
  56175. * @param name defines the block name
  56176. */
  56177. constructor(name: string);
  56178. /**
  56179. * Gets the current class name
  56180. * @returns the class name
  56181. */
  56182. getClassName(): string;
  56183. /**
  56184. * Gets the rgba component (input)
  56185. */
  56186. readonly rgba: NodeMaterialConnectionPoint;
  56187. /**
  56188. * Gets the rgb component (input)
  56189. */
  56190. readonly rgbIn: NodeMaterialConnectionPoint;
  56191. /**
  56192. * Gets the rgb component (output)
  56193. */
  56194. readonly rgbOut: NodeMaterialConnectionPoint;
  56195. /**
  56196. * Gets the r component (output)
  56197. */
  56198. readonly r: NodeMaterialConnectionPoint;
  56199. /**
  56200. * Gets the g component (output)
  56201. */
  56202. readonly g: NodeMaterialConnectionPoint;
  56203. /**
  56204. * Gets the b component (output)
  56205. */
  56206. readonly b: NodeMaterialConnectionPoint;
  56207. /**
  56208. * Gets the a component (output)
  56209. */
  56210. readonly a: NodeMaterialConnectionPoint;
  56211. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56212. }
  56213. }
  56214. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56215. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56216. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56217. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56218. /**
  56219. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56220. */
  56221. export class VectorSplitterBlock extends NodeMaterialBlock {
  56222. /**
  56223. * Create a new VectorSplitterBlock
  56224. * @param name defines the block name
  56225. */
  56226. constructor(name: string);
  56227. /**
  56228. * Gets the current class name
  56229. * @returns the class name
  56230. */
  56231. getClassName(): string;
  56232. /**
  56233. * Gets the xyzw component (input)
  56234. */
  56235. readonly xyzw: NodeMaterialConnectionPoint;
  56236. /**
  56237. * Gets the xyz component (input)
  56238. */
  56239. readonly xyzIn: NodeMaterialConnectionPoint;
  56240. /**
  56241. * Gets the xy component (input)
  56242. */
  56243. readonly xyIn: NodeMaterialConnectionPoint;
  56244. /**
  56245. * Gets the xyz component (output)
  56246. */
  56247. readonly xyzOut: NodeMaterialConnectionPoint;
  56248. /**
  56249. * Gets the xy component (output)
  56250. */
  56251. readonly xyOut: NodeMaterialConnectionPoint;
  56252. /**
  56253. * Gets the x component (output)
  56254. */
  56255. readonly x: NodeMaterialConnectionPoint;
  56256. /**
  56257. * Gets the y component (output)
  56258. */
  56259. readonly y: NodeMaterialConnectionPoint;
  56260. /**
  56261. * Gets the z component (output)
  56262. */
  56263. readonly z: NodeMaterialConnectionPoint;
  56264. /**
  56265. * Gets the w component (output)
  56266. */
  56267. readonly w: NodeMaterialConnectionPoint;
  56268. protected _buildBlock(state: NodeMaterialBuildState): this;
  56269. }
  56270. }
  56271. declare module "babylonjs/Materials/Node/Blocks/index" {
  56272. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56273. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56274. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56275. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56276. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56277. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56278. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56279. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56280. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56281. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56282. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56283. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56284. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56285. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  56286. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  56287. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  56288. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  56289. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  56290. }
  56291. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56292. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56293. }
  56294. declare module "babylonjs/Materials/Node/index" {
  56295. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56296. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56297. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56298. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56299. export * from "babylonjs/Materials/Node/nodeMaterial";
  56300. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56301. export * from "babylonjs/Materials/Node/Blocks/index";
  56302. export * from "babylonjs/Materials/Node/Optimizers/index";
  56303. }
  56304. declare module "babylonjs/Materials/effectRenderer" {
  56305. import { Nullable } from "babylonjs/types";
  56306. import { Texture } from "babylonjs/Materials/Textures/texture";
  56307. import { Engine } from "babylonjs/Engines/engine";
  56308. import { Viewport } from "babylonjs/Maths/math.viewport";
  56309. import { Observable } from "babylonjs/Misc/observable";
  56310. import { Effect } from "babylonjs/Materials/effect";
  56311. import "babylonjs/Shaders/postprocess.vertex";
  56312. /**
  56313. * Effect Render Options
  56314. */
  56315. export interface IEffectRendererOptions {
  56316. /**
  56317. * Defines the vertices positions.
  56318. */
  56319. positions?: number[];
  56320. /**
  56321. * Defines the indices.
  56322. */
  56323. indices?: number[];
  56324. }
  56325. /**
  56326. * Helper class to render one or more effects
  56327. */
  56328. export class EffectRenderer {
  56329. private engine;
  56330. private static _DefaultOptions;
  56331. private _vertexBuffers;
  56332. private _indexBuffer;
  56333. private _ringBufferIndex;
  56334. private _ringScreenBuffer;
  56335. private _fullscreenViewport;
  56336. private _getNextFrameBuffer;
  56337. /**
  56338. * Creates an effect renderer
  56339. * @param engine the engine to use for rendering
  56340. * @param options defines the options of the effect renderer
  56341. */
  56342. constructor(engine: Engine, options?: IEffectRendererOptions);
  56343. /**
  56344. * Sets the current viewport in normalized coordinates 0-1
  56345. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56346. */
  56347. setViewport(viewport?: Viewport): void;
  56348. /**
  56349. * Sets the current effect wrapper to use during draw.
  56350. * The effect needs to be ready before calling this api.
  56351. * This also sets the default full screen position attribute.
  56352. * @param effectWrapper Defines the effect to draw with
  56353. */
  56354. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56355. /**
  56356. * Draws a full screen quad.
  56357. */
  56358. draw(): void;
  56359. /**
  56360. * renders one or more effects to a specified texture
  56361. * @param effectWrappers list of effects to renderer
  56362. * @param outputTexture texture to draw to, if null it will render to the screen
  56363. */
  56364. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56365. /**
  56366. * Disposes of the effect renderer
  56367. */
  56368. dispose(): void;
  56369. }
  56370. /**
  56371. * Options to create an EffectWrapper
  56372. */
  56373. interface EffectWrapperCreationOptions {
  56374. /**
  56375. * Engine to use to create the effect
  56376. */
  56377. engine: Engine;
  56378. /**
  56379. * Fragment shader for the effect
  56380. */
  56381. fragmentShader: string;
  56382. /**
  56383. * Vertex shader for the effect
  56384. */
  56385. vertexShader?: string;
  56386. /**
  56387. * Attributes to use in the shader
  56388. */
  56389. attributeNames?: Array<string>;
  56390. /**
  56391. * Uniforms to use in the shader
  56392. */
  56393. uniformNames?: Array<string>;
  56394. /**
  56395. * Texture sampler names to use in the shader
  56396. */
  56397. samplerNames?: Array<string>;
  56398. /**
  56399. * The friendly name of the effect displayed in Spector.
  56400. */
  56401. name?: string;
  56402. }
  56403. /**
  56404. * Wraps an effect to be used for rendering
  56405. */
  56406. export class EffectWrapper {
  56407. /**
  56408. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56409. */
  56410. onApplyObservable: Observable<{}>;
  56411. /**
  56412. * The underlying effect
  56413. */
  56414. effect: Effect;
  56415. /**
  56416. * Creates an effect to be renderer
  56417. * @param creationOptions options to create the effect
  56418. */
  56419. constructor(creationOptions: EffectWrapperCreationOptions);
  56420. /**
  56421. * Disposes of the effect wrapper
  56422. */
  56423. dispose(): void;
  56424. }
  56425. }
  56426. declare module "babylonjs/Materials/index" {
  56427. export * from "babylonjs/Materials/Background/index";
  56428. export * from "babylonjs/Materials/colorCurves";
  56429. export * from "babylonjs/Materials/effect";
  56430. export * from "babylonjs/Materials/fresnelParameters";
  56431. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56432. export * from "babylonjs/Materials/material";
  56433. export * from "babylonjs/Materials/materialDefines";
  56434. export * from "babylonjs/Materials/materialHelper";
  56435. export * from "babylonjs/Materials/multiMaterial";
  56436. export * from "babylonjs/Materials/PBR/index";
  56437. export * from "babylonjs/Materials/pushMaterial";
  56438. export * from "babylonjs/Materials/shaderMaterial";
  56439. export * from "babylonjs/Materials/standardMaterial";
  56440. export * from "babylonjs/Materials/Textures/index";
  56441. export * from "babylonjs/Materials/uniformBuffer";
  56442. export * from "babylonjs/Materials/materialFlags";
  56443. export * from "babylonjs/Materials/Node/index";
  56444. export * from "babylonjs/Materials/effectRenderer";
  56445. }
  56446. declare module "babylonjs/Maths/index" {
  56447. export * from "babylonjs/Maths/math.scalar";
  56448. export * from "babylonjs/Maths/math";
  56449. export * from "babylonjs/Maths/sphericalPolynomial";
  56450. }
  56451. declare module "babylonjs/Misc/workerPool" {
  56452. import { IDisposable } from "babylonjs/scene";
  56453. /**
  56454. * Helper class to push actions to a pool of workers.
  56455. */
  56456. export class WorkerPool implements IDisposable {
  56457. private _workerInfos;
  56458. private _pendingActions;
  56459. /**
  56460. * Constructor
  56461. * @param workers Array of workers to use for actions
  56462. */
  56463. constructor(workers: Array<Worker>);
  56464. /**
  56465. * Terminates all workers and clears any pending actions.
  56466. */
  56467. dispose(): void;
  56468. /**
  56469. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56470. * pended until a worker has completed its action.
  56471. * @param action The action to perform. Call onComplete when the action is complete.
  56472. */
  56473. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56474. private _execute;
  56475. }
  56476. }
  56477. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56478. import { IDisposable } from "babylonjs/scene";
  56479. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56480. /**
  56481. * Configuration for Draco compression
  56482. */
  56483. export interface IDracoCompressionConfiguration {
  56484. /**
  56485. * Configuration for the decoder.
  56486. */
  56487. decoder: {
  56488. /**
  56489. * The url to the WebAssembly module.
  56490. */
  56491. wasmUrl?: string;
  56492. /**
  56493. * The url to the WebAssembly binary.
  56494. */
  56495. wasmBinaryUrl?: string;
  56496. /**
  56497. * The url to the fallback JavaScript module.
  56498. */
  56499. fallbackUrl?: string;
  56500. };
  56501. }
  56502. /**
  56503. * Draco compression (https://google.github.io/draco/)
  56504. *
  56505. * This class wraps the Draco module.
  56506. *
  56507. * **Encoder**
  56508. *
  56509. * The encoder is not currently implemented.
  56510. *
  56511. * **Decoder**
  56512. *
  56513. * 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.
  56514. *
  56515. * To update the configuration, use the following code:
  56516. * ```javascript
  56517. * DracoCompression.Configuration = {
  56518. * decoder: {
  56519. * wasmUrl: "<url to the WebAssembly library>",
  56520. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56521. * fallbackUrl: "<url to the fallback JavaScript library>",
  56522. * }
  56523. * };
  56524. * ```
  56525. *
  56526. * 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.
  56527. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56528. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56529. *
  56530. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56531. * ```javascript
  56532. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56533. * ```
  56534. *
  56535. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56536. */
  56537. export class DracoCompression implements IDisposable {
  56538. private _workerPoolPromise?;
  56539. private _decoderModulePromise?;
  56540. /**
  56541. * The configuration. Defaults to the following urls:
  56542. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56543. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56544. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56545. */
  56546. static Configuration: IDracoCompressionConfiguration;
  56547. /**
  56548. * Returns true if the decoder configuration is available.
  56549. */
  56550. static readonly DecoderAvailable: boolean;
  56551. /**
  56552. * Default number of workers to create when creating the draco compression object.
  56553. */
  56554. static DefaultNumWorkers: number;
  56555. private static GetDefaultNumWorkers;
  56556. private static _Default;
  56557. /**
  56558. * Default instance for the draco compression object.
  56559. */
  56560. static readonly Default: DracoCompression;
  56561. /**
  56562. * Constructor
  56563. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56564. */
  56565. constructor(numWorkers?: number);
  56566. /**
  56567. * Stop all async operations and release resources.
  56568. */
  56569. dispose(): void;
  56570. /**
  56571. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56572. * @returns a promise that resolves when ready
  56573. */
  56574. whenReadyAsync(): Promise<void>;
  56575. /**
  56576. * Decode Draco compressed mesh data to vertex data.
  56577. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56578. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56579. * @returns A promise that resolves with the decoded vertex data
  56580. */
  56581. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56582. [kind: string]: number;
  56583. }): Promise<VertexData>;
  56584. }
  56585. }
  56586. declare module "babylonjs/Meshes/Compression/index" {
  56587. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56588. }
  56589. declare module "babylonjs/Meshes/csg" {
  56590. import { Nullable } from "babylonjs/types";
  56591. import { Scene } from "babylonjs/scene";
  56592. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56593. import { Mesh } from "babylonjs/Meshes/mesh";
  56594. import { Material } from "babylonjs/Materials/material";
  56595. /**
  56596. * Class for building Constructive Solid Geometry
  56597. */
  56598. export class CSG {
  56599. private polygons;
  56600. /**
  56601. * The world matrix
  56602. */
  56603. matrix: Matrix;
  56604. /**
  56605. * Stores the position
  56606. */
  56607. position: Vector3;
  56608. /**
  56609. * Stores the rotation
  56610. */
  56611. rotation: Vector3;
  56612. /**
  56613. * Stores the rotation quaternion
  56614. */
  56615. rotationQuaternion: Nullable<Quaternion>;
  56616. /**
  56617. * Stores the scaling vector
  56618. */
  56619. scaling: Vector3;
  56620. /**
  56621. * Convert the Mesh to CSG
  56622. * @param mesh The Mesh to convert to CSG
  56623. * @returns A new CSG from the Mesh
  56624. */
  56625. static FromMesh(mesh: Mesh): CSG;
  56626. /**
  56627. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56628. * @param polygons Polygons used to construct a CSG solid
  56629. */
  56630. private static FromPolygons;
  56631. /**
  56632. * Clones, or makes a deep copy, of the CSG
  56633. * @returns A new CSG
  56634. */
  56635. clone(): CSG;
  56636. /**
  56637. * Unions this CSG with another CSG
  56638. * @param csg The CSG to union against this CSG
  56639. * @returns The unioned CSG
  56640. */
  56641. union(csg: CSG): CSG;
  56642. /**
  56643. * Unions this CSG with another CSG in place
  56644. * @param csg The CSG to union against this CSG
  56645. */
  56646. unionInPlace(csg: CSG): void;
  56647. /**
  56648. * Subtracts this CSG with another CSG
  56649. * @param csg The CSG to subtract against this CSG
  56650. * @returns A new CSG
  56651. */
  56652. subtract(csg: CSG): CSG;
  56653. /**
  56654. * Subtracts this CSG with another CSG in place
  56655. * @param csg The CSG to subtact against this CSG
  56656. */
  56657. subtractInPlace(csg: CSG): void;
  56658. /**
  56659. * Intersect this CSG with another CSG
  56660. * @param csg The CSG to intersect against this CSG
  56661. * @returns A new CSG
  56662. */
  56663. intersect(csg: CSG): CSG;
  56664. /**
  56665. * Intersects this CSG with another CSG in place
  56666. * @param csg The CSG to intersect against this CSG
  56667. */
  56668. intersectInPlace(csg: CSG): void;
  56669. /**
  56670. * Return a new CSG solid with solid and empty space switched. This solid is
  56671. * not modified.
  56672. * @returns A new CSG solid with solid and empty space switched
  56673. */
  56674. inverse(): CSG;
  56675. /**
  56676. * Inverses the CSG in place
  56677. */
  56678. inverseInPlace(): void;
  56679. /**
  56680. * This is used to keep meshes transformations so they can be restored
  56681. * when we build back a Babylon Mesh
  56682. * NB : All CSG operations are performed in world coordinates
  56683. * @param csg The CSG to copy the transform attributes from
  56684. * @returns This CSG
  56685. */
  56686. copyTransformAttributes(csg: CSG): CSG;
  56687. /**
  56688. * Build Raw mesh from CSG
  56689. * Coordinates here are in world space
  56690. * @param name The name of the mesh geometry
  56691. * @param scene The Scene
  56692. * @param keepSubMeshes Specifies if the submeshes should be kept
  56693. * @returns A new Mesh
  56694. */
  56695. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  56696. /**
  56697. * Build Mesh from CSG taking material and transforms into account
  56698. * @param name The name of the Mesh
  56699. * @param material The material of the Mesh
  56700. * @param scene The Scene
  56701. * @param keepSubMeshes Specifies if submeshes should be kept
  56702. * @returns The new Mesh
  56703. */
  56704. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56705. }
  56706. }
  56707. declare module "babylonjs/Meshes/trailMesh" {
  56708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56709. import { Mesh } from "babylonjs/Meshes/mesh";
  56710. import { Scene } from "babylonjs/scene";
  56711. /**
  56712. * Class used to create a trail following a mesh
  56713. */
  56714. export class TrailMesh extends Mesh {
  56715. private _generator;
  56716. private _autoStart;
  56717. private _running;
  56718. private _diameter;
  56719. private _length;
  56720. private _sectionPolygonPointsCount;
  56721. private _sectionVectors;
  56722. private _sectionNormalVectors;
  56723. private _beforeRenderObserver;
  56724. /**
  56725. * @constructor
  56726. * @param name The value used by scene.getMeshByName() to do a lookup.
  56727. * @param generator The mesh to generate a trail.
  56728. * @param scene The scene to add this mesh to.
  56729. * @param diameter Diameter of trailing mesh. Default is 1.
  56730. * @param length Length of trailing mesh. Default is 60.
  56731. * @param autoStart Automatically start trailing mesh. Default true.
  56732. */
  56733. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56734. /**
  56735. * "TrailMesh"
  56736. * @returns "TrailMesh"
  56737. */
  56738. getClassName(): string;
  56739. private _createMesh;
  56740. /**
  56741. * Start trailing mesh.
  56742. */
  56743. start(): void;
  56744. /**
  56745. * Stop trailing mesh.
  56746. */
  56747. stop(): void;
  56748. /**
  56749. * Update trailing mesh geometry.
  56750. */
  56751. update(): void;
  56752. /**
  56753. * Returns a new TrailMesh object.
  56754. * @param name is a string, the name given to the new mesh
  56755. * @param newGenerator use new generator object for cloned trail mesh
  56756. * @returns a new mesh
  56757. */
  56758. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56759. /**
  56760. * Serializes this trail mesh
  56761. * @param serializationObject object to write serialization to
  56762. */
  56763. serialize(serializationObject: any): void;
  56764. /**
  56765. * Parses a serialized trail mesh
  56766. * @param parsedMesh the serialized mesh
  56767. * @param scene the scene to create the trail mesh in
  56768. * @returns the created trail mesh
  56769. */
  56770. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56771. }
  56772. }
  56773. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56774. import { Nullable } from "babylonjs/types";
  56775. import { Scene } from "babylonjs/scene";
  56776. import { Vector4 } from "babylonjs/Maths/math.vector";
  56777. import { Color4 } from "babylonjs/Maths/math.color";
  56778. import { Mesh } from "babylonjs/Meshes/mesh";
  56779. /**
  56780. * Class containing static functions to help procedurally build meshes
  56781. */
  56782. export class TiledBoxBuilder {
  56783. /**
  56784. * Creates a box mesh
  56785. * 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)
  56786. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56787. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56788. * * If you create a double-sided mesh, you can choose what parts of 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
  56789. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56790. * @param name defines the name of the mesh
  56791. * @param options defines the options used to create the mesh
  56792. * @param scene defines the hosting scene
  56793. * @returns the box mesh
  56794. */
  56795. static CreateTiledBox(name: string, options: {
  56796. pattern?: number;
  56797. width?: number;
  56798. height?: number;
  56799. depth?: number;
  56800. tileSize?: number;
  56801. tileWidth?: number;
  56802. tileHeight?: number;
  56803. alignHorizontal?: number;
  56804. alignVertical?: number;
  56805. faceUV?: Vector4[];
  56806. faceColors?: Color4[];
  56807. sideOrientation?: number;
  56808. updatable?: boolean;
  56809. }, scene?: Nullable<Scene>): Mesh;
  56810. }
  56811. }
  56812. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56813. import { Vector4 } from "babylonjs/Maths/math.vector";
  56814. import { Mesh } from "babylonjs/Meshes/mesh";
  56815. /**
  56816. * Class containing static functions to help procedurally build meshes
  56817. */
  56818. export class TorusKnotBuilder {
  56819. /**
  56820. * Creates a torus knot mesh
  56821. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56822. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56823. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56824. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56825. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56826. * * If you create a double-sided mesh, you can choose what parts of 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
  56827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56828. * @param name defines the name of the mesh
  56829. * @param options defines the options used to create the mesh
  56830. * @param scene defines the hosting scene
  56831. * @returns the torus knot mesh
  56832. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56833. */
  56834. static CreateTorusKnot(name: string, options: {
  56835. radius?: number;
  56836. tube?: number;
  56837. radialSegments?: number;
  56838. tubularSegments?: number;
  56839. p?: number;
  56840. q?: number;
  56841. updatable?: boolean;
  56842. sideOrientation?: number;
  56843. frontUVs?: Vector4;
  56844. backUVs?: Vector4;
  56845. }, scene: any): Mesh;
  56846. }
  56847. }
  56848. declare module "babylonjs/Meshes/polygonMesh" {
  56849. import { Scene } from "babylonjs/scene";
  56850. import { Vector2 } from "babylonjs/Maths/math.vector";
  56851. import { Mesh } from "babylonjs/Meshes/mesh";
  56852. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56853. import { Path2 } from "babylonjs/Maths/math.path";
  56854. /**
  56855. * Polygon
  56856. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56857. */
  56858. export class Polygon {
  56859. /**
  56860. * Creates a rectangle
  56861. * @param xmin bottom X coord
  56862. * @param ymin bottom Y coord
  56863. * @param xmax top X coord
  56864. * @param ymax top Y coord
  56865. * @returns points that make the resulting rectation
  56866. */
  56867. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56868. /**
  56869. * Creates a circle
  56870. * @param radius radius of circle
  56871. * @param cx scale in x
  56872. * @param cy scale in y
  56873. * @param numberOfSides number of sides that make up the circle
  56874. * @returns points that make the resulting circle
  56875. */
  56876. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56877. /**
  56878. * Creates a polygon from input string
  56879. * @param input Input polygon data
  56880. * @returns the parsed points
  56881. */
  56882. static Parse(input: string): Vector2[];
  56883. /**
  56884. * Starts building a polygon from x and y coordinates
  56885. * @param x x coordinate
  56886. * @param y y coordinate
  56887. * @returns the started path2
  56888. */
  56889. static StartingAt(x: number, y: number): Path2;
  56890. }
  56891. /**
  56892. * Builds a polygon
  56893. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56894. */
  56895. export class PolygonMeshBuilder {
  56896. private _points;
  56897. private _outlinepoints;
  56898. private _holes;
  56899. private _name;
  56900. private _scene;
  56901. private _epoints;
  56902. private _eholes;
  56903. private _addToepoint;
  56904. /**
  56905. * Babylon reference to the earcut plugin.
  56906. */
  56907. bjsEarcut: any;
  56908. /**
  56909. * Creates a PolygonMeshBuilder
  56910. * @param name name of the builder
  56911. * @param contours Path of the polygon
  56912. * @param scene scene to add to when creating the mesh
  56913. * @param earcutInjection can be used to inject your own earcut reference
  56914. */
  56915. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56916. /**
  56917. * Adds a whole within the polygon
  56918. * @param hole Array of points defining the hole
  56919. * @returns this
  56920. */
  56921. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56922. /**
  56923. * Creates the polygon
  56924. * @param updatable If the mesh should be updatable
  56925. * @param depth The depth of the mesh created
  56926. * @returns the created mesh
  56927. */
  56928. build(updatable?: boolean, depth?: number): Mesh;
  56929. /**
  56930. * Creates the polygon
  56931. * @param depth The depth of the mesh created
  56932. * @returns the created VertexData
  56933. */
  56934. buildVertexData(depth?: number): VertexData;
  56935. /**
  56936. * Adds a side to the polygon
  56937. * @param positions points that make the polygon
  56938. * @param normals normals of the polygon
  56939. * @param uvs uvs of the polygon
  56940. * @param indices indices of the polygon
  56941. * @param bounds bounds of the polygon
  56942. * @param points points of the polygon
  56943. * @param depth depth of the polygon
  56944. * @param flip flip of the polygon
  56945. */
  56946. private addSide;
  56947. }
  56948. }
  56949. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56950. import { Scene } from "babylonjs/scene";
  56951. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56952. import { Color4 } from "babylonjs/Maths/math.color";
  56953. import { Mesh } from "babylonjs/Meshes/mesh";
  56954. import { Nullable } from "babylonjs/types";
  56955. /**
  56956. * Class containing static functions to help procedurally build meshes
  56957. */
  56958. export class PolygonBuilder {
  56959. /**
  56960. * Creates a polygon mesh
  56961. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56962. * * 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
  56963. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56964. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56965. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56966. * * Remember you can only change the shape positions, not their number when updating a polygon
  56967. * @param name defines the name of the mesh
  56968. * @param options defines the options used to create the mesh
  56969. * @param scene defines the hosting scene
  56970. * @param earcutInjection can be used to inject your own earcut reference
  56971. * @returns the polygon mesh
  56972. */
  56973. static CreatePolygon(name: string, options: {
  56974. shape: Vector3[];
  56975. holes?: Vector3[][];
  56976. depth?: number;
  56977. faceUV?: Vector4[];
  56978. faceColors?: Color4[];
  56979. updatable?: boolean;
  56980. sideOrientation?: number;
  56981. frontUVs?: Vector4;
  56982. backUVs?: Vector4;
  56983. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56984. /**
  56985. * Creates an extruded polygon mesh, with depth in the Y direction.
  56986. * * 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)
  56987. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56988. * @param name defines the name of the mesh
  56989. * @param options defines the options used to create the mesh
  56990. * @param scene defines the hosting scene
  56991. * @param earcutInjection can be used to inject your own earcut reference
  56992. * @returns the polygon mesh
  56993. */
  56994. static ExtrudePolygon(name: string, options: {
  56995. shape: Vector3[];
  56996. holes?: Vector3[][];
  56997. depth?: number;
  56998. faceUV?: Vector4[];
  56999. faceColors?: Color4[];
  57000. updatable?: boolean;
  57001. sideOrientation?: number;
  57002. frontUVs?: Vector4;
  57003. backUVs?: Vector4;
  57004. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57005. }
  57006. }
  57007. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57008. import { Scene } from "babylonjs/scene";
  57009. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57010. import { Mesh } from "babylonjs/Meshes/mesh";
  57011. import { Nullable } from "babylonjs/types";
  57012. /**
  57013. * Class containing static functions to help procedurally build meshes
  57014. */
  57015. export class LatheBuilder {
  57016. /**
  57017. * Creates lathe mesh.
  57018. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57019. * * 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
  57020. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57021. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57022. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57023. * * 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
  57024. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57025. * * 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
  57026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57027. * * If you create a double-sided mesh, you can choose what parts of 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
  57028. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57030. * @param name defines the name of the mesh
  57031. * @param options defines the options used to create the mesh
  57032. * @param scene defines the hosting scene
  57033. * @returns the lathe mesh
  57034. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57035. */
  57036. static CreateLathe(name: string, options: {
  57037. shape: Vector3[];
  57038. radius?: number;
  57039. tessellation?: number;
  57040. clip?: number;
  57041. arc?: number;
  57042. closed?: boolean;
  57043. updatable?: boolean;
  57044. sideOrientation?: number;
  57045. frontUVs?: Vector4;
  57046. backUVs?: Vector4;
  57047. cap?: number;
  57048. invertUV?: boolean;
  57049. }, scene?: Nullable<Scene>): Mesh;
  57050. }
  57051. }
  57052. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57053. import { Nullable } from "babylonjs/types";
  57054. import { Scene } from "babylonjs/scene";
  57055. import { Vector4 } from "babylonjs/Maths/math.vector";
  57056. import { Mesh } from "babylonjs/Meshes/mesh";
  57057. /**
  57058. * Class containing static functions to help procedurally build meshes
  57059. */
  57060. export class TiledPlaneBuilder {
  57061. /**
  57062. * Creates a tiled plane mesh
  57063. * * The parameter `pattern` will, depending on value, do nothing or
  57064. * * * flip (reflect about central vertical) alternate tiles across and up
  57065. * * * flip every tile on alternate rows
  57066. * * * rotate (180 degs) alternate tiles across and up
  57067. * * * rotate every tile on alternate rows
  57068. * * * flip and rotate alternate tiles across and up
  57069. * * * flip and rotate every tile on alternate rows
  57070. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57071. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57072. * * If you create a double-sided mesh, you can choose what parts of 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
  57073. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57074. * * 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)
  57075. * * 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)
  57076. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57077. * @param name defines the name of the mesh
  57078. * @param options defines the options used to create the mesh
  57079. * @param scene defines the hosting scene
  57080. * @returns the box mesh
  57081. */
  57082. static CreateTiledPlane(name: string, options: {
  57083. pattern?: number;
  57084. tileSize?: number;
  57085. tileWidth?: number;
  57086. tileHeight?: number;
  57087. size?: number;
  57088. width?: number;
  57089. height?: number;
  57090. alignHorizontal?: number;
  57091. alignVertical?: number;
  57092. sideOrientation?: number;
  57093. frontUVs?: Vector4;
  57094. backUVs?: Vector4;
  57095. updatable?: boolean;
  57096. }, scene?: Nullable<Scene>): Mesh;
  57097. }
  57098. }
  57099. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57100. import { Nullable } from "babylonjs/types";
  57101. import { Scene } from "babylonjs/scene";
  57102. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57103. import { Mesh } from "babylonjs/Meshes/mesh";
  57104. /**
  57105. * Class containing static functions to help procedurally build meshes
  57106. */
  57107. export class TubeBuilder {
  57108. /**
  57109. * Creates a tube mesh.
  57110. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57111. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57112. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57113. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57114. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57115. * * 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)
  57116. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57117. * * 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
  57118. * * 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
  57119. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57120. * * If you create a double-sided mesh, you can choose what parts of 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
  57121. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57122. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57123. * @param name defines the name of the mesh
  57124. * @param options defines the options used to create the mesh
  57125. * @param scene defines the hosting scene
  57126. * @returns the tube mesh
  57127. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57128. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57129. */
  57130. static CreateTube(name: string, options: {
  57131. path: Vector3[];
  57132. radius?: number;
  57133. tessellation?: number;
  57134. radiusFunction?: {
  57135. (i: number, distance: number): number;
  57136. };
  57137. cap?: number;
  57138. arc?: number;
  57139. updatable?: boolean;
  57140. sideOrientation?: number;
  57141. frontUVs?: Vector4;
  57142. backUVs?: Vector4;
  57143. instance?: Mesh;
  57144. invertUV?: boolean;
  57145. }, scene?: Nullable<Scene>): Mesh;
  57146. }
  57147. }
  57148. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57149. import { Scene } from "babylonjs/scene";
  57150. import { Vector4 } from "babylonjs/Maths/math.vector";
  57151. import { Mesh } from "babylonjs/Meshes/mesh";
  57152. import { Nullable } from "babylonjs/types";
  57153. /**
  57154. * Class containing static functions to help procedurally build meshes
  57155. */
  57156. export class IcoSphereBuilder {
  57157. /**
  57158. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57159. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57160. * * 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`)
  57161. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57162. * * 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
  57163. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57164. * * If you create a double-sided mesh, you can choose what parts of 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
  57165. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57166. * @param name defines the name of the mesh
  57167. * @param options defines the options used to create the mesh
  57168. * @param scene defines the hosting scene
  57169. * @returns the icosahedron mesh
  57170. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57171. */
  57172. static CreateIcoSphere(name: string, options: {
  57173. radius?: number;
  57174. radiusX?: number;
  57175. radiusY?: number;
  57176. radiusZ?: number;
  57177. flat?: boolean;
  57178. subdivisions?: number;
  57179. sideOrientation?: number;
  57180. frontUVs?: Vector4;
  57181. backUVs?: Vector4;
  57182. updatable?: boolean;
  57183. }, scene?: Nullable<Scene>): Mesh;
  57184. }
  57185. }
  57186. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57187. import { Vector3 } from "babylonjs/Maths/math.vector";
  57188. import { Mesh } from "babylonjs/Meshes/mesh";
  57189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57190. /**
  57191. * Class containing static functions to help procedurally build meshes
  57192. */
  57193. export class DecalBuilder {
  57194. /**
  57195. * Creates a decal mesh.
  57196. * 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
  57197. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57198. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57199. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57200. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57201. * @param name defines the name of the mesh
  57202. * @param sourceMesh defines the mesh where the decal must be applied
  57203. * @param options defines the options used to create the mesh
  57204. * @param scene defines the hosting scene
  57205. * @returns the decal mesh
  57206. * @see https://doc.babylonjs.com/how_to/decals
  57207. */
  57208. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57209. position?: Vector3;
  57210. normal?: Vector3;
  57211. size?: Vector3;
  57212. angle?: number;
  57213. }): Mesh;
  57214. }
  57215. }
  57216. declare module "babylonjs/Meshes/meshBuilder" {
  57217. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57218. import { Nullable } from "babylonjs/types";
  57219. import { Scene } from "babylonjs/scene";
  57220. import { Mesh } from "babylonjs/Meshes/mesh";
  57221. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57222. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57223. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57224. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57225. import { Plane } from "babylonjs/Maths/math.plane";
  57226. /**
  57227. * Class containing static functions to help procedurally build meshes
  57228. */
  57229. export class MeshBuilder {
  57230. /**
  57231. * Creates a box mesh
  57232. * * The parameter `size` sets the size (float) of each box side (default 1)
  57233. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57234. * * 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)
  57235. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57236. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57237. * * If you create a double-sided mesh, you can choose what parts of 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
  57238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57239. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57240. * @param name defines the name of the mesh
  57241. * @param options defines the options used to create the mesh
  57242. * @param scene defines the hosting scene
  57243. * @returns the box mesh
  57244. */
  57245. static CreateBox(name: string, options: {
  57246. size?: number;
  57247. width?: number;
  57248. height?: number;
  57249. depth?: number;
  57250. faceUV?: Vector4[];
  57251. faceColors?: Color4[];
  57252. sideOrientation?: number;
  57253. frontUVs?: Vector4;
  57254. backUVs?: Vector4;
  57255. updatable?: boolean;
  57256. }, scene?: Nullable<Scene>): Mesh;
  57257. /**
  57258. * Creates a tiled box mesh
  57259. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57260. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57261. * @param name defines the name of the mesh
  57262. * @param options defines the options used to create the mesh
  57263. * @param scene defines the hosting scene
  57264. * @returns the tiled box mesh
  57265. */
  57266. static CreateTiledBox(name: string, options: {
  57267. pattern?: number;
  57268. size?: number;
  57269. width?: number;
  57270. height?: number;
  57271. depth: number;
  57272. tileSize?: number;
  57273. tileWidth?: number;
  57274. tileHeight?: number;
  57275. faceUV?: Vector4[];
  57276. faceColors?: Color4[];
  57277. alignHorizontal?: number;
  57278. alignVertical?: number;
  57279. sideOrientation?: number;
  57280. updatable?: boolean;
  57281. }, scene?: Nullable<Scene>): Mesh;
  57282. /**
  57283. * Creates a sphere mesh
  57284. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  57285. * * 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`)
  57286. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57287. * * 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
  57288. * * 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)
  57289. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57290. * * If you create a double-sided mesh, you can choose what parts of 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
  57291. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57292. * @param name defines the name of the mesh
  57293. * @param options defines the options used to create the mesh
  57294. * @param scene defines the hosting scene
  57295. * @returns the sphere mesh
  57296. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57297. */
  57298. static CreateSphere(name: string, options: {
  57299. segments?: number;
  57300. diameter?: number;
  57301. diameterX?: number;
  57302. diameterY?: number;
  57303. diameterZ?: number;
  57304. arc?: number;
  57305. slice?: number;
  57306. sideOrientation?: number;
  57307. frontUVs?: Vector4;
  57308. backUVs?: Vector4;
  57309. updatable?: boolean;
  57310. }, scene?: Nullable<Scene>): Mesh;
  57311. /**
  57312. * Creates a plane polygonal mesh. By default, this is a disc
  57313. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57314. * * 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
  57315. * * 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
  57316. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57317. * * If you create a double-sided mesh, you can choose what parts of 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
  57318. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57319. * @param name defines the name of the mesh
  57320. * @param options defines the options used to create the mesh
  57321. * @param scene defines the hosting scene
  57322. * @returns the plane polygonal mesh
  57323. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57324. */
  57325. static CreateDisc(name: string, options: {
  57326. radius?: number;
  57327. tessellation?: number;
  57328. arc?: number;
  57329. updatable?: boolean;
  57330. sideOrientation?: number;
  57331. frontUVs?: Vector4;
  57332. backUVs?: Vector4;
  57333. }, scene?: Nullable<Scene>): Mesh;
  57334. /**
  57335. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57336. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57337. * * 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`)
  57338. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57339. * * 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
  57340. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57341. * * If you create a double-sided mesh, you can choose what parts of 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
  57342. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57343. * @param name defines the name of the mesh
  57344. * @param options defines the options used to create the mesh
  57345. * @param scene defines the hosting scene
  57346. * @returns the icosahedron mesh
  57347. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57348. */
  57349. static CreateIcoSphere(name: string, options: {
  57350. radius?: number;
  57351. radiusX?: number;
  57352. radiusY?: number;
  57353. radiusZ?: number;
  57354. flat?: boolean;
  57355. subdivisions?: number;
  57356. sideOrientation?: number;
  57357. frontUVs?: Vector4;
  57358. backUVs?: Vector4;
  57359. updatable?: boolean;
  57360. }, scene?: Nullable<Scene>): Mesh;
  57361. /**
  57362. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57363. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57364. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57365. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57366. * * 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
  57367. * * 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
  57368. * * 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
  57369. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57370. * * If you create a double-sided mesh, you can choose what parts of 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
  57371. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57372. * * 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
  57373. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57374. * * 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
  57375. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57377. * @param name defines the name of the mesh
  57378. * @param options defines the options used to create the mesh
  57379. * @param scene defines the hosting scene
  57380. * @returns the ribbon mesh
  57381. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57382. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57383. */
  57384. static CreateRibbon(name: string, options: {
  57385. pathArray: Vector3[][];
  57386. closeArray?: boolean;
  57387. closePath?: boolean;
  57388. offset?: number;
  57389. updatable?: boolean;
  57390. sideOrientation?: number;
  57391. frontUVs?: Vector4;
  57392. backUVs?: Vector4;
  57393. instance?: Mesh;
  57394. invertUV?: boolean;
  57395. uvs?: Vector2[];
  57396. colors?: Color4[];
  57397. }, scene?: Nullable<Scene>): Mesh;
  57398. /**
  57399. * Creates a cylinder or a cone mesh
  57400. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57401. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57402. * * 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.
  57403. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57404. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57405. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57406. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57407. * * 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).
  57408. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57409. * * 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).
  57410. * * 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
  57411. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57412. * * 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
  57413. * * 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.
  57414. * * If `enclose` is false, a ring surface is one element.
  57415. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57416. * * 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
  57417. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57418. * * If you create a double-sided mesh, you can choose what parts of 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
  57419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57420. * @param name defines the name of the mesh
  57421. * @param options defines the options used to create the mesh
  57422. * @param scene defines the hosting scene
  57423. * @returns the cylinder mesh
  57424. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57425. */
  57426. static CreateCylinder(name: string, options: {
  57427. height?: number;
  57428. diameterTop?: number;
  57429. diameterBottom?: number;
  57430. diameter?: number;
  57431. tessellation?: number;
  57432. subdivisions?: number;
  57433. arc?: number;
  57434. faceColors?: Color4[];
  57435. faceUV?: Vector4[];
  57436. updatable?: boolean;
  57437. hasRings?: boolean;
  57438. enclose?: boolean;
  57439. cap?: number;
  57440. sideOrientation?: number;
  57441. frontUVs?: Vector4;
  57442. backUVs?: Vector4;
  57443. }, scene?: Nullable<Scene>): Mesh;
  57444. /**
  57445. * Creates a torus mesh
  57446. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57447. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57448. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57449. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57450. * * If you create a double-sided mesh, you can choose what parts of 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
  57451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57452. * @param name defines the name of the mesh
  57453. * @param options defines the options used to create the mesh
  57454. * @param scene defines the hosting scene
  57455. * @returns the torus mesh
  57456. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57457. */
  57458. static CreateTorus(name: string, options: {
  57459. diameter?: number;
  57460. thickness?: number;
  57461. tessellation?: number;
  57462. updatable?: boolean;
  57463. sideOrientation?: number;
  57464. frontUVs?: Vector4;
  57465. backUVs?: Vector4;
  57466. }, scene?: Nullable<Scene>): Mesh;
  57467. /**
  57468. * Creates a torus knot mesh
  57469. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57470. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57471. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57472. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57473. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57474. * * If you create a double-sided mesh, you can choose what parts of 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
  57475. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57476. * @param name defines the name of the mesh
  57477. * @param options defines the options used to create the mesh
  57478. * @param scene defines the hosting scene
  57479. * @returns the torus knot mesh
  57480. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57481. */
  57482. static CreateTorusKnot(name: string, options: {
  57483. radius?: number;
  57484. tube?: number;
  57485. radialSegments?: number;
  57486. tubularSegments?: number;
  57487. p?: number;
  57488. q?: number;
  57489. updatable?: boolean;
  57490. sideOrientation?: number;
  57491. frontUVs?: Vector4;
  57492. backUVs?: Vector4;
  57493. }, scene?: Nullable<Scene>): Mesh;
  57494. /**
  57495. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57496. * * 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
  57497. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57498. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57499. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57500. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57501. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57502. * * 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
  57503. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57504. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57505. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57506. * @param name defines the name of the new line system
  57507. * @param options defines the options used to create the line system
  57508. * @param scene defines the hosting scene
  57509. * @returns a new line system mesh
  57510. */
  57511. static CreateLineSystem(name: string, options: {
  57512. lines: Vector3[][];
  57513. updatable?: boolean;
  57514. instance?: Nullable<LinesMesh>;
  57515. colors?: Nullable<Color4[][]>;
  57516. useVertexAlpha?: boolean;
  57517. }, scene: Nullable<Scene>): LinesMesh;
  57518. /**
  57519. * Creates a line mesh
  57520. * 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
  57521. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57522. * * The parameter `points` is an array successive Vector3
  57523. * * 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
  57524. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57525. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57526. * * When updating an instance, remember that only point positions can change, not the number of points
  57527. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57528. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57529. * @param name defines the name of the new line system
  57530. * @param options defines the options used to create the line system
  57531. * @param scene defines the hosting scene
  57532. * @returns a new line mesh
  57533. */
  57534. static CreateLines(name: string, options: {
  57535. points: Vector3[];
  57536. updatable?: boolean;
  57537. instance?: Nullable<LinesMesh>;
  57538. colors?: Color4[];
  57539. useVertexAlpha?: boolean;
  57540. }, scene?: Nullable<Scene>): LinesMesh;
  57541. /**
  57542. * Creates a dashed line mesh
  57543. * * 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
  57544. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57545. * * The parameter `points` is an array successive Vector3
  57546. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57547. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57548. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57549. * * 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
  57550. * * When updating an instance, remember that only point positions can change, not the number of points
  57551. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57552. * @param name defines the name of the mesh
  57553. * @param options defines the options used to create the mesh
  57554. * @param scene defines the hosting scene
  57555. * @returns the dashed line mesh
  57556. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57557. */
  57558. static CreateDashedLines(name: string, options: {
  57559. points: Vector3[];
  57560. dashSize?: number;
  57561. gapSize?: number;
  57562. dashNb?: number;
  57563. updatable?: boolean;
  57564. instance?: LinesMesh;
  57565. }, scene?: Nullable<Scene>): LinesMesh;
  57566. /**
  57567. * 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.
  57568. * * 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.
  57569. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57570. * * 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.
  57571. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57572. * * 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
  57573. * * 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
  57574. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57575. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57576. * * If you create a double-sided mesh, you can choose what parts of 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
  57577. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57578. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57579. * @param name defines the name of the mesh
  57580. * @param options defines the options used to create the mesh
  57581. * @param scene defines the hosting scene
  57582. * @returns the extruded shape mesh
  57583. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57584. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57585. */
  57586. static ExtrudeShape(name: string, options: {
  57587. shape: Vector3[];
  57588. path: Vector3[];
  57589. scale?: number;
  57590. rotation?: number;
  57591. cap?: number;
  57592. updatable?: boolean;
  57593. sideOrientation?: number;
  57594. frontUVs?: Vector4;
  57595. backUVs?: Vector4;
  57596. instance?: Mesh;
  57597. invertUV?: boolean;
  57598. }, scene?: Nullable<Scene>): Mesh;
  57599. /**
  57600. * Creates an custom extruded shape mesh.
  57601. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57602. * * 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.
  57603. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57604. * * 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
  57605. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57606. * * 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
  57607. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57608. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57609. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57610. * * 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
  57611. * * 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
  57612. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57613. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57614. * * If you create a double-sided mesh, you can choose what parts of 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
  57615. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57617. * @param name defines the name of the mesh
  57618. * @param options defines the options used to create the mesh
  57619. * @param scene defines the hosting scene
  57620. * @returns the custom extruded shape mesh
  57621. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57622. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57623. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57624. */
  57625. static ExtrudeShapeCustom(name: string, options: {
  57626. shape: Vector3[];
  57627. path: Vector3[];
  57628. scaleFunction?: any;
  57629. rotationFunction?: any;
  57630. ribbonCloseArray?: boolean;
  57631. ribbonClosePath?: boolean;
  57632. cap?: number;
  57633. updatable?: boolean;
  57634. sideOrientation?: number;
  57635. frontUVs?: Vector4;
  57636. backUVs?: Vector4;
  57637. instance?: Mesh;
  57638. invertUV?: boolean;
  57639. }, scene?: Nullable<Scene>): Mesh;
  57640. /**
  57641. * Creates lathe mesh.
  57642. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57643. * * 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
  57644. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57645. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57646. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57647. * * 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
  57648. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57649. * * 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
  57650. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57651. * * If you create a double-sided mesh, you can choose what parts of 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
  57652. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57654. * @param name defines the name of the mesh
  57655. * @param options defines the options used to create the mesh
  57656. * @param scene defines the hosting scene
  57657. * @returns the lathe mesh
  57658. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57659. */
  57660. static CreateLathe(name: string, options: {
  57661. shape: Vector3[];
  57662. radius?: number;
  57663. tessellation?: number;
  57664. clip?: number;
  57665. arc?: number;
  57666. closed?: boolean;
  57667. updatable?: boolean;
  57668. sideOrientation?: number;
  57669. frontUVs?: Vector4;
  57670. backUVs?: Vector4;
  57671. cap?: number;
  57672. invertUV?: boolean;
  57673. }, scene?: Nullable<Scene>): Mesh;
  57674. /**
  57675. * Creates a tiled plane mesh
  57676. * * You can set a limited pattern arrangement with the tiles
  57677. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57678. * * If you create a double-sided mesh, you can choose what parts of 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
  57679. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57680. * @param name defines the name of the mesh
  57681. * @param options defines the options used to create the mesh
  57682. * @param scene defines the hosting scene
  57683. * @returns the plane mesh
  57684. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57685. */
  57686. static CreateTiledPlane(name: string, options: {
  57687. pattern?: number;
  57688. tileSize?: number;
  57689. tileWidth?: number;
  57690. tileHeight?: number;
  57691. size?: number;
  57692. width?: number;
  57693. height?: number;
  57694. alignHorizontal?: number;
  57695. alignVertical?: number;
  57696. sideOrientation?: number;
  57697. frontUVs?: Vector4;
  57698. backUVs?: Vector4;
  57699. updatable?: boolean;
  57700. }, scene?: Nullable<Scene>): Mesh;
  57701. /**
  57702. * Creates a plane mesh
  57703. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57704. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57705. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57706. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57707. * * If you create a double-sided mesh, you can choose what parts of 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
  57708. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57709. * @param name defines the name of the mesh
  57710. * @param options defines the options used to create the mesh
  57711. * @param scene defines the hosting scene
  57712. * @returns the plane mesh
  57713. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57714. */
  57715. static CreatePlane(name: string, options: {
  57716. size?: number;
  57717. width?: number;
  57718. height?: number;
  57719. sideOrientation?: number;
  57720. frontUVs?: Vector4;
  57721. backUVs?: Vector4;
  57722. updatable?: boolean;
  57723. sourcePlane?: Plane;
  57724. }, scene?: Nullable<Scene>): Mesh;
  57725. /**
  57726. * Creates a ground mesh
  57727. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57728. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57730. * @param name defines the name of the mesh
  57731. * @param options defines the options used to create the mesh
  57732. * @param scene defines the hosting scene
  57733. * @returns the ground mesh
  57734. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57735. */
  57736. static CreateGround(name: string, options: {
  57737. width?: number;
  57738. height?: number;
  57739. subdivisions?: number;
  57740. subdivisionsX?: number;
  57741. subdivisionsY?: number;
  57742. updatable?: boolean;
  57743. }, scene?: Nullable<Scene>): Mesh;
  57744. /**
  57745. * Creates a tiled ground mesh
  57746. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57747. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57748. * * 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
  57749. * * 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
  57750. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57751. * @param name defines the name of the mesh
  57752. * @param options defines the options used to create the mesh
  57753. * @param scene defines the hosting scene
  57754. * @returns the tiled ground mesh
  57755. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57756. */
  57757. static CreateTiledGround(name: string, options: {
  57758. xmin: number;
  57759. zmin: number;
  57760. xmax: number;
  57761. zmax: number;
  57762. subdivisions?: {
  57763. w: number;
  57764. h: number;
  57765. };
  57766. precision?: {
  57767. w: number;
  57768. h: number;
  57769. };
  57770. updatable?: boolean;
  57771. }, scene?: Nullable<Scene>): Mesh;
  57772. /**
  57773. * Creates a ground mesh from a height map
  57774. * * The parameter `url` sets the URL of the height map image resource.
  57775. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57776. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57777. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57778. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57779. * * 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.
  57780. * * 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).
  57781. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57782. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57783. * @param name defines the name of the mesh
  57784. * @param url defines the url to the height map
  57785. * @param options defines the options used to create the mesh
  57786. * @param scene defines the hosting scene
  57787. * @returns the ground mesh
  57788. * @see https://doc.babylonjs.com/babylon101/height_map
  57789. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57790. */
  57791. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57792. width?: number;
  57793. height?: number;
  57794. subdivisions?: number;
  57795. minHeight?: number;
  57796. maxHeight?: number;
  57797. colorFilter?: Color3;
  57798. alphaFilter?: number;
  57799. updatable?: boolean;
  57800. onReady?: (mesh: GroundMesh) => void;
  57801. }, scene?: Nullable<Scene>): GroundMesh;
  57802. /**
  57803. * Creates a polygon mesh
  57804. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57805. * * 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
  57806. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57808. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57809. * * Remember you can only change the shape positions, not their number when updating a polygon
  57810. * @param name defines the name of the mesh
  57811. * @param options defines the options used to create the mesh
  57812. * @param scene defines the hosting scene
  57813. * @param earcutInjection can be used to inject your own earcut reference
  57814. * @returns the polygon mesh
  57815. */
  57816. static CreatePolygon(name: string, options: {
  57817. shape: Vector3[];
  57818. holes?: Vector3[][];
  57819. depth?: number;
  57820. faceUV?: Vector4[];
  57821. faceColors?: Color4[];
  57822. updatable?: boolean;
  57823. sideOrientation?: number;
  57824. frontUVs?: Vector4;
  57825. backUVs?: Vector4;
  57826. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57827. /**
  57828. * Creates an extruded polygon mesh, with depth in the Y direction.
  57829. * * 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)
  57830. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57831. * @param name defines the name of the mesh
  57832. * @param options defines the options used to create the mesh
  57833. * @param scene defines the hosting scene
  57834. * @param earcutInjection can be used to inject your own earcut reference
  57835. * @returns the polygon mesh
  57836. */
  57837. static ExtrudePolygon(name: string, options: {
  57838. shape: Vector3[];
  57839. holes?: Vector3[][];
  57840. depth?: number;
  57841. faceUV?: Vector4[];
  57842. faceColors?: Color4[];
  57843. updatable?: boolean;
  57844. sideOrientation?: number;
  57845. frontUVs?: Vector4;
  57846. backUVs?: Vector4;
  57847. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57848. /**
  57849. * Creates a tube mesh.
  57850. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57851. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57852. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57853. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57854. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57855. * * 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)
  57856. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57857. * * 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
  57858. * * 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
  57859. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57860. * * If you create a double-sided mesh, you can choose what parts of 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
  57861. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57863. * @param name defines the name of the mesh
  57864. * @param options defines the options used to create the mesh
  57865. * @param scene defines the hosting scene
  57866. * @returns the tube mesh
  57867. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57868. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57869. */
  57870. static CreateTube(name: string, options: {
  57871. path: Vector3[];
  57872. radius?: number;
  57873. tessellation?: number;
  57874. radiusFunction?: {
  57875. (i: number, distance: number): number;
  57876. };
  57877. cap?: number;
  57878. arc?: number;
  57879. updatable?: boolean;
  57880. sideOrientation?: number;
  57881. frontUVs?: Vector4;
  57882. backUVs?: Vector4;
  57883. instance?: Mesh;
  57884. invertUV?: boolean;
  57885. }, scene?: Nullable<Scene>): Mesh;
  57886. /**
  57887. * Creates a polyhedron mesh
  57888. * * 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
  57889. * * The parameter `size` (positive float, default 1) sets the polygon size
  57890. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57891. * * 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`
  57892. * * 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
  57893. * * 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)`)
  57894. * * 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
  57895. * * 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
  57896. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57897. * * If you create a double-sided mesh, you can choose what parts of 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
  57898. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57899. * @param name defines the name of the mesh
  57900. * @param options defines the options used to create the mesh
  57901. * @param scene defines the hosting scene
  57902. * @returns the polyhedron mesh
  57903. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57904. */
  57905. static CreatePolyhedron(name: string, options: {
  57906. type?: number;
  57907. size?: number;
  57908. sizeX?: number;
  57909. sizeY?: number;
  57910. sizeZ?: number;
  57911. custom?: any;
  57912. faceUV?: Vector4[];
  57913. faceColors?: Color4[];
  57914. flat?: boolean;
  57915. updatable?: boolean;
  57916. sideOrientation?: number;
  57917. frontUVs?: Vector4;
  57918. backUVs?: Vector4;
  57919. }, scene?: Nullable<Scene>): Mesh;
  57920. /**
  57921. * Creates a decal mesh.
  57922. * 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
  57923. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57924. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57925. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57926. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57927. * @param name defines the name of the mesh
  57928. * @param sourceMesh defines the mesh where the decal must be applied
  57929. * @param options defines the options used to create the mesh
  57930. * @param scene defines the hosting scene
  57931. * @returns the decal mesh
  57932. * @see https://doc.babylonjs.com/how_to/decals
  57933. */
  57934. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57935. position?: Vector3;
  57936. normal?: Vector3;
  57937. size?: Vector3;
  57938. angle?: number;
  57939. }): Mesh;
  57940. }
  57941. }
  57942. declare module "babylonjs/Meshes/meshSimplification" {
  57943. import { Mesh } from "babylonjs/Meshes/mesh";
  57944. /**
  57945. * A simplifier interface for future simplification implementations
  57946. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57947. */
  57948. export interface ISimplifier {
  57949. /**
  57950. * Simplification of a given mesh according to the given settings.
  57951. * Since this requires computation, it is assumed that the function runs async.
  57952. * @param settings The settings of the simplification, including quality and distance
  57953. * @param successCallback A callback that will be called after the mesh was simplified.
  57954. * @param errorCallback in case of an error, this callback will be called. optional.
  57955. */
  57956. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57957. }
  57958. /**
  57959. * Expected simplification settings.
  57960. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57961. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57962. */
  57963. export interface ISimplificationSettings {
  57964. /**
  57965. * Gets or sets the expected quality
  57966. */
  57967. quality: number;
  57968. /**
  57969. * Gets or sets the distance when this optimized version should be used
  57970. */
  57971. distance: number;
  57972. /**
  57973. * Gets an already optimized mesh
  57974. */
  57975. optimizeMesh?: boolean;
  57976. }
  57977. /**
  57978. * Class used to specify simplification options
  57979. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57980. */
  57981. export class SimplificationSettings implements ISimplificationSettings {
  57982. /** expected quality */
  57983. quality: number;
  57984. /** distance when this optimized version should be used */
  57985. distance: number;
  57986. /** already optimized mesh */
  57987. optimizeMesh?: boolean | undefined;
  57988. /**
  57989. * Creates a SimplificationSettings
  57990. * @param quality expected quality
  57991. * @param distance distance when this optimized version should be used
  57992. * @param optimizeMesh already optimized mesh
  57993. */
  57994. constructor(
  57995. /** expected quality */
  57996. quality: number,
  57997. /** distance when this optimized version should be used */
  57998. distance: number,
  57999. /** already optimized mesh */
  58000. optimizeMesh?: boolean | undefined);
  58001. }
  58002. /**
  58003. * Interface used to define a simplification task
  58004. */
  58005. export interface ISimplificationTask {
  58006. /**
  58007. * Array of settings
  58008. */
  58009. settings: Array<ISimplificationSettings>;
  58010. /**
  58011. * Simplification type
  58012. */
  58013. simplificationType: SimplificationType;
  58014. /**
  58015. * Mesh to simplify
  58016. */
  58017. mesh: Mesh;
  58018. /**
  58019. * Callback called on success
  58020. */
  58021. successCallback?: () => void;
  58022. /**
  58023. * Defines if parallel processing can be used
  58024. */
  58025. parallelProcessing: boolean;
  58026. }
  58027. /**
  58028. * Queue used to order the simplification tasks
  58029. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58030. */
  58031. export class SimplificationQueue {
  58032. private _simplificationArray;
  58033. /**
  58034. * Gets a boolean indicating that the process is still running
  58035. */
  58036. running: boolean;
  58037. /**
  58038. * Creates a new queue
  58039. */
  58040. constructor();
  58041. /**
  58042. * Adds a new simplification task
  58043. * @param task defines a task to add
  58044. */
  58045. addTask(task: ISimplificationTask): void;
  58046. /**
  58047. * Execute next task
  58048. */
  58049. executeNext(): void;
  58050. /**
  58051. * Execute a simplification task
  58052. * @param task defines the task to run
  58053. */
  58054. runSimplification(task: ISimplificationTask): void;
  58055. private getSimplifier;
  58056. }
  58057. /**
  58058. * The implemented types of simplification
  58059. * At the moment only Quadratic Error Decimation is implemented
  58060. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58061. */
  58062. export enum SimplificationType {
  58063. /** Quadratic error decimation */
  58064. QUADRATIC = 0
  58065. }
  58066. }
  58067. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58068. import { Scene } from "babylonjs/scene";
  58069. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58070. import { ISceneComponent } from "babylonjs/sceneComponent";
  58071. module "babylonjs/scene" {
  58072. interface Scene {
  58073. /** @hidden (Backing field) */
  58074. _simplificationQueue: SimplificationQueue;
  58075. /**
  58076. * Gets or sets the simplification queue attached to the scene
  58077. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58078. */
  58079. simplificationQueue: SimplificationQueue;
  58080. }
  58081. }
  58082. module "babylonjs/Meshes/mesh" {
  58083. interface Mesh {
  58084. /**
  58085. * Simplify the mesh according to the given array of settings.
  58086. * Function will return immediately and will simplify async
  58087. * @param settings a collection of simplification settings
  58088. * @param parallelProcessing should all levels calculate parallel or one after the other
  58089. * @param simplificationType the type of simplification to run
  58090. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58091. * @returns the current mesh
  58092. */
  58093. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58094. }
  58095. }
  58096. /**
  58097. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58098. * created in a scene
  58099. */
  58100. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58101. /**
  58102. * The component name helpfull to identify the component in the list of scene components.
  58103. */
  58104. readonly name: string;
  58105. /**
  58106. * The scene the component belongs to.
  58107. */
  58108. scene: Scene;
  58109. /**
  58110. * Creates a new instance of the component for the given scene
  58111. * @param scene Defines the scene to register the component in
  58112. */
  58113. constructor(scene: Scene);
  58114. /**
  58115. * Registers the component in a given scene
  58116. */
  58117. register(): void;
  58118. /**
  58119. * Rebuilds the elements related to this component in case of
  58120. * context lost for instance.
  58121. */
  58122. rebuild(): void;
  58123. /**
  58124. * Disposes the component and the associated ressources
  58125. */
  58126. dispose(): void;
  58127. private _beforeCameraUpdate;
  58128. }
  58129. }
  58130. declare module "babylonjs/Meshes/Builders/index" {
  58131. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58132. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58133. export * from "babylonjs/Meshes/Builders/discBuilder";
  58134. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58135. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58136. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58137. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58138. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58139. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58140. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58141. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58142. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58143. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58144. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58145. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58146. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58147. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58148. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58149. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58150. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58151. }
  58152. declare module "babylonjs/Meshes/index" {
  58153. export * from "babylonjs/Meshes/abstractMesh";
  58154. export * from "babylonjs/Meshes/buffer";
  58155. export * from "babylonjs/Meshes/Compression/index";
  58156. export * from "babylonjs/Meshes/csg";
  58157. export * from "babylonjs/Meshes/geometry";
  58158. export * from "babylonjs/Meshes/groundMesh";
  58159. export * from "babylonjs/Meshes/trailMesh";
  58160. export * from "babylonjs/Meshes/instancedMesh";
  58161. export * from "babylonjs/Meshes/linesMesh";
  58162. export * from "babylonjs/Meshes/mesh";
  58163. export * from "babylonjs/Meshes/mesh.vertexData";
  58164. export * from "babylonjs/Meshes/meshBuilder";
  58165. export * from "babylonjs/Meshes/meshSimplification";
  58166. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58167. export * from "babylonjs/Meshes/polygonMesh";
  58168. export * from "babylonjs/Meshes/subMesh";
  58169. export * from "babylonjs/Meshes/meshLODLevel";
  58170. export * from "babylonjs/Meshes/transformNode";
  58171. export * from "babylonjs/Meshes/Builders/index";
  58172. export * from "babylonjs/Meshes/dataBuffer";
  58173. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58174. }
  58175. declare module "babylonjs/Morph/index" {
  58176. export * from "babylonjs/Morph/morphTarget";
  58177. export * from "babylonjs/Morph/morphTargetManager";
  58178. }
  58179. declare module "babylonjs/Navigation/INavigationEngine" {
  58180. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58181. import { Vector3 } from "babylonjs/Maths/math";
  58182. import { Mesh } from "babylonjs/Meshes/mesh";
  58183. import { Scene } from "babylonjs/scene";
  58184. /**
  58185. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58186. */
  58187. export interface INavigationEnginePlugin {
  58188. /**
  58189. * plugin name
  58190. */
  58191. name: string;
  58192. /**
  58193. * Creates a navigation mesh
  58194. * @param meshes array of all the geometry used to compute the navigatio mesh
  58195. * @param parameters bunch of parameters used to filter geometry
  58196. */
  58197. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58198. /**
  58199. * Create a navigation mesh debug mesh
  58200. * @param scene is where the mesh will be added
  58201. * @returns debug display mesh
  58202. */
  58203. createDebugNavMesh(scene: Scene): Mesh;
  58204. /**
  58205. * Get a navigation mesh constrained position, closest to the parameter position
  58206. * @param position world position
  58207. * @returns the closest point to position constrained by the navigation mesh
  58208. */
  58209. getClosestPoint(position: Vector3): Vector3;
  58210. /**
  58211. * Get a navigation mesh constrained position, within a particular radius
  58212. * @param position world position
  58213. * @param maxRadius the maximum distance to the constrained world position
  58214. * @returns the closest point to position constrained by the navigation mesh
  58215. */
  58216. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58217. /**
  58218. * Compute the final position from a segment made of destination-position
  58219. * @param position world position
  58220. * @param destination world position
  58221. * @returns the resulting point along the navmesh
  58222. */
  58223. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58224. /**
  58225. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58226. * @param start world position
  58227. * @param end world position
  58228. * @returns array containing world position composing the path
  58229. */
  58230. computePath(start: Vector3, end: Vector3): Vector3[];
  58231. /**
  58232. * If this plugin is supported
  58233. * @returns true if plugin is supported
  58234. */
  58235. isSupported(): boolean;
  58236. /**
  58237. * Create a new Crowd so you can add agents
  58238. * @param maxAgents the maximum agent count in the crowd
  58239. * @param maxAgentRadius the maximum radius an agent can have
  58240. * @param scene to attach the crowd to
  58241. * @returns the crowd you can add agents to
  58242. */
  58243. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58244. /**
  58245. * Release all resources
  58246. */
  58247. dispose(): void;
  58248. }
  58249. /**
  58250. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58251. */
  58252. export interface ICrowd {
  58253. /**
  58254. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58255. * You can attach anything to that node. The node position is updated in the scene update tick.
  58256. * @param pos world position that will be constrained by the navigation mesh
  58257. * @param parameters agent parameters
  58258. * @param transform hooked to the agent that will be update by the scene
  58259. * @returns agent index
  58260. */
  58261. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58262. /**
  58263. * Returns the agent position in world space
  58264. * @param index agent index returned by addAgent
  58265. * @returns world space position
  58266. */
  58267. getAgentPosition(index: number): Vector3;
  58268. /**
  58269. * Gets the agent velocity in world space
  58270. * @param index agent index returned by addAgent
  58271. * @returns world space velocity
  58272. */
  58273. getAgentVelocity(index: number): Vector3;
  58274. /**
  58275. * remove a particular agent previously created
  58276. * @param index agent index returned by addAgent
  58277. */
  58278. removeAgent(index: number): void;
  58279. /**
  58280. * get the list of all agents attached to this crowd
  58281. * @returns list of agent indices
  58282. */
  58283. getAgents(): number[];
  58284. /**
  58285. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58286. * @param deltaTime in seconds
  58287. */
  58288. update(deltaTime: number): void;
  58289. /**
  58290. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58291. * @param index agent index returned by addAgent
  58292. * @param destination targeted world position
  58293. */
  58294. agentGoto(index: number, destination: Vector3): void;
  58295. /**
  58296. * Release all resources
  58297. */
  58298. dispose(): void;
  58299. }
  58300. /**
  58301. * Configures an agent
  58302. */
  58303. export interface IAgentParameters {
  58304. /**
  58305. * Agent radius. [Limit: >= 0]
  58306. */
  58307. radius: number;
  58308. /**
  58309. * Agent height. [Limit: > 0]
  58310. */
  58311. height: number;
  58312. /**
  58313. * Maximum allowed acceleration. [Limit: >= 0]
  58314. */
  58315. maxAcceleration: number;
  58316. /**
  58317. * Maximum allowed speed. [Limit: >= 0]
  58318. */
  58319. maxSpeed: number;
  58320. /**
  58321. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58322. */
  58323. collisionQueryRange: number;
  58324. /**
  58325. * The path visibility optimization range. [Limit: > 0]
  58326. */
  58327. pathOptimizationRange: number;
  58328. /**
  58329. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58330. */
  58331. separationWeight: number;
  58332. }
  58333. /**
  58334. * Configures the navigation mesh creation
  58335. */
  58336. export interface INavMeshParameters {
  58337. /**
  58338. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58339. */
  58340. cs: number;
  58341. /**
  58342. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58343. */
  58344. ch: number;
  58345. /**
  58346. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58347. */
  58348. walkableSlopeAngle: number;
  58349. /**
  58350. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58351. * be considered walkable. [Limit: >= 3] [Units: vx]
  58352. */
  58353. walkableHeight: number;
  58354. /**
  58355. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58356. */
  58357. walkableClimb: number;
  58358. /**
  58359. * The distance to erode/shrink the walkable area of the heightfield away from
  58360. * obstructions. [Limit: >=0] [Units: vx]
  58361. */
  58362. walkableRadius: number;
  58363. /**
  58364. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58365. */
  58366. maxEdgeLen: number;
  58367. /**
  58368. * The maximum distance a simplfied contour's border edges should deviate
  58369. * the original raw contour. [Limit: >=0] [Units: vx]
  58370. */
  58371. maxSimplificationError: number;
  58372. /**
  58373. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58374. */
  58375. minRegionArea: number;
  58376. /**
  58377. * Any regions with a span count smaller than this value will, if possible,
  58378. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58379. */
  58380. mergeRegionArea: number;
  58381. /**
  58382. * The maximum number of vertices allowed for polygons generated during the
  58383. * contour to polygon conversion process. [Limit: >= 3]
  58384. */
  58385. maxVertsPerPoly: number;
  58386. /**
  58387. * Sets the sampling distance to use when generating the detail mesh.
  58388. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58389. */
  58390. detailSampleDist: number;
  58391. /**
  58392. * The maximum distance the detail mesh surface should deviate from heightfield
  58393. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58394. */
  58395. detailSampleMaxError: number;
  58396. }
  58397. }
  58398. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58399. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58400. import { Mesh } from "babylonjs/Meshes/mesh";
  58401. import { Scene } from "babylonjs/scene";
  58402. import { Vector3 } from "babylonjs/Maths/math";
  58403. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58404. /**
  58405. * RecastJS navigation plugin
  58406. */
  58407. export class RecastJSPlugin implements INavigationEnginePlugin {
  58408. /**
  58409. * Reference to the Recast library
  58410. */
  58411. bjsRECAST: any;
  58412. /**
  58413. * plugin name
  58414. */
  58415. name: string;
  58416. /**
  58417. * the first navmesh created. We might extend this to support multiple navmeshes
  58418. */
  58419. navMesh: any;
  58420. /**
  58421. * Initializes the recastJS plugin
  58422. * @param recastInjection can be used to inject your own recast reference
  58423. */
  58424. constructor(recastInjection?: any);
  58425. /**
  58426. * Creates a navigation mesh
  58427. * @param meshes array of all the geometry used to compute the navigatio mesh
  58428. * @param parameters bunch of parameters used to filter geometry
  58429. */
  58430. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58431. /**
  58432. * Create a navigation mesh debug mesh
  58433. * @param scene is where the mesh will be added
  58434. * @returns debug display mesh
  58435. */
  58436. createDebugNavMesh(scene: Scene): Mesh;
  58437. /**
  58438. * Get a navigation mesh constrained position, closest to the parameter position
  58439. * @param position world position
  58440. * @returns the closest point to position constrained by the navigation mesh
  58441. */
  58442. getClosestPoint(position: Vector3): Vector3;
  58443. /**
  58444. * Get a navigation mesh constrained position, within a particular radius
  58445. * @param position world position
  58446. * @param maxRadius the maximum distance to the constrained world position
  58447. * @returns the closest point to position constrained by the navigation mesh
  58448. */
  58449. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58450. /**
  58451. * Compute the final position from a segment made of destination-position
  58452. * @param position world position
  58453. * @param destination world position
  58454. * @returns the resulting point along the navmesh
  58455. */
  58456. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58457. /**
  58458. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58459. * @param start world position
  58460. * @param end world position
  58461. * @returns array containing world position composing the path
  58462. */
  58463. computePath(start: Vector3, end: Vector3): Vector3[];
  58464. /**
  58465. * Create a new Crowd so you can add agents
  58466. * @param maxAgents the maximum agent count in the crowd
  58467. * @param maxAgentRadius the maximum radius an agent can have
  58468. * @param scene to attach the crowd to
  58469. * @returns the crowd you can add agents to
  58470. */
  58471. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58472. /**
  58473. * Disposes
  58474. */
  58475. dispose(): void;
  58476. /**
  58477. * If this plugin is supported
  58478. * @returns true if plugin is supported
  58479. */
  58480. isSupported(): boolean;
  58481. }
  58482. /**
  58483. * Recast detour crowd implementation
  58484. */
  58485. export class RecastJSCrowd implements ICrowd {
  58486. /**
  58487. * Recast/detour plugin
  58488. */
  58489. bjsRECASTPlugin: RecastJSPlugin;
  58490. /**
  58491. * Link to the detour crowd
  58492. */
  58493. recastCrowd: any;
  58494. /**
  58495. * One transform per agent
  58496. */
  58497. transforms: TransformNode[];
  58498. /**
  58499. * All agents created
  58500. */
  58501. agents: number[];
  58502. /**
  58503. * Link to the scene is kept to unregister the crowd from the scene
  58504. */
  58505. private _scene;
  58506. /**
  58507. * Observer for crowd updates
  58508. */
  58509. private _onBeforeAnimationsObserver;
  58510. /**
  58511. * Constructor
  58512. * @param plugin recastJS plugin
  58513. * @param maxAgents the maximum agent count in the crowd
  58514. * @param maxAgentRadius the maximum radius an agent can have
  58515. * @param scene to attach the crowd to
  58516. * @returns the crowd you can add agents to
  58517. */
  58518. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58519. /**
  58520. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58521. * You can attach anything to that node. The node position is updated in the scene update tick.
  58522. * @param pos world position that will be constrained by the navigation mesh
  58523. * @param parameters agent parameters
  58524. * @param transform hooked to the agent that will be update by the scene
  58525. * @returns agent index
  58526. */
  58527. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58528. /**
  58529. * Returns the agent position in world space
  58530. * @param index agent index returned by addAgent
  58531. * @returns world space position
  58532. */
  58533. getAgentPosition(index: number): Vector3;
  58534. /**
  58535. * Returns the agent velocity in world space
  58536. * @param index agent index returned by addAgent
  58537. * @returns world space velocity
  58538. */
  58539. getAgentVelocity(index: number): Vector3;
  58540. /**
  58541. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58542. * @param index agent index returned by addAgent
  58543. * @param destination targeted world position
  58544. */
  58545. agentGoto(index: number, destination: Vector3): void;
  58546. /**
  58547. * remove a particular agent previously created
  58548. * @param index agent index returned by addAgent
  58549. */
  58550. removeAgent(index: number): void;
  58551. /**
  58552. * get the list of all agents attached to this crowd
  58553. * @returns list of agent indices
  58554. */
  58555. getAgents(): number[];
  58556. /**
  58557. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58558. * @param deltaTime in seconds
  58559. */
  58560. update(deltaTime: number): void;
  58561. /**
  58562. * Release all resources
  58563. */
  58564. dispose(): void;
  58565. }
  58566. }
  58567. declare module "babylonjs/Navigation/Plugins/index" {
  58568. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58569. }
  58570. declare module "babylonjs/Navigation/index" {
  58571. export * from "babylonjs/Navigation/INavigationEngine";
  58572. export * from "babylonjs/Navigation/Plugins/index";
  58573. }
  58574. declare module "babylonjs/Offline/database" {
  58575. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58576. /**
  58577. * Class used to enable access to IndexedDB
  58578. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58579. */
  58580. export class Database implements IOfflineProvider {
  58581. private _callbackManifestChecked;
  58582. private _currentSceneUrl;
  58583. private _db;
  58584. private _enableSceneOffline;
  58585. private _enableTexturesOffline;
  58586. private _manifestVersionFound;
  58587. private _mustUpdateRessources;
  58588. private _hasReachedQuota;
  58589. private _isSupported;
  58590. private _idbFactory;
  58591. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58592. private static IsUASupportingBlobStorage;
  58593. /**
  58594. * Gets a boolean indicating if Database storate is enabled (off by default)
  58595. */
  58596. static IDBStorageEnabled: boolean;
  58597. /**
  58598. * Gets a boolean indicating if scene must be saved in the database
  58599. */
  58600. readonly enableSceneOffline: boolean;
  58601. /**
  58602. * Gets a boolean indicating if textures must be saved in the database
  58603. */
  58604. readonly enableTexturesOffline: boolean;
  58605. /**
  58606. * Creates a new Database
  58607. * @param urlToScene defines the url to load the scene
  58608. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58609. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58610. */
  58611. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58612. private static _ParseURL;
  58613. private static _ReturnFullUrlLocation;
  58614. private _checkManifestFile;
  58615. /**
  58616. * Open the database and make it available
  58617. * @param successCallback defines the callback to call on success
  58618. * @param errorCallback defines the callback to call on error
  58619. */
  58620. open(successCallback: () => void, errorCallback: () => void): void;
  58621. /**
  58622. * Loads an image from the database
  58623. * @param url defines the url to load from
  58624. * @param image defines the target DOM image
  58625. */
  58626. loadImage(url: string, image: HTMLImageElement): void;
  58627. private _loadImageFromDBAsync;
  58628. private _saveImageIntoDBAsync;
  58629. private _checkVersionFromDB;
  58630. private _loadVersionFromDBAsync;
  58631. private _saveVersionIntoDBAsync;
  58632. /**
  58633. * Loads a file from database
  58634. * @param url defines the URL to load from
  58635. * @param sceneLoaded defines a callback to call on success
  58636. * @param progressCallBack defines a callback to call when progress changed
  58637. * @param errorCallback defines a callback to call on error
  58638. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58639. */
  58640. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58641. private _loadFileAsync;
  58642. private _saveFileAsync;
  58643. /**
  58644. * Validates if xhr data is correct
  58645. * @param xhr defines the request to validate
  58646. * @param dataType defines the expected data type
  58647. * @returns true if data is correct
  58648. */
  58649. private static _ValidateXHRData;
  58650. }
  58651. }
  58652. declare module "babylonjs/Offline/index" {
  58653. export * from "babylonjs/Offline/database";
  58654. export * from "babylonjs/Offline/IOfflineProvider";
  58655. }
  58656. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58657. /** @hidden */
  58658. export var gpuUpdateParticlesPixelShader: {
  58659. name: string;
  58660. shader: string;
  58661. };
  58662. }
  58663. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58664. /** @hidden */
  58665. export var gpuUpdateParticlesVertexShader: {
  58666. name: string;
  58667. shader: string;
  58668. };
  58669. }
  58670. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58671. /** @hidden */
  58672. export var clipPlaneFragmentDeclaration2: {
  58673. name: string;
  58674. shader: string;
  58675. };
  58676. }
  58677. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58678. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58679. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58680. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58681. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58682. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58683. /** @hidden */
  58684. export var gpuRenderParticlesPixelShader: {
  58685. name: string;
  58686. shader: string;
  58687. };
  58688. }
  58689. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58690. /** @hidden */
  58691. export var clipPlaneVertexDeclaration2: {
  58692. name: string;
  58693. shader: string;
  58694. };
  58695. }
  58696. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58697. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58698. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58699. /** @hidden */
  58700. export var gpuRenderParticlesVertexShader: {
  58701. name: string;
  58702. shader: string;
  58703. };
  58704. }
  58705. declare module "babylonjs/Particles/gpuParticleSystem" {
  58706. import { Nullable } from "babylonjs/types";
  58707. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58708. import { Observable } from "babylonjs/Misc/observable";
  58709. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58710. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58711. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58712. import { Scene, IDisposable } from "babylonjs/scene";
  58713. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58714. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58715. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58716. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58717. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58718. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58719. /**
  58720. * This represents a GPU particle system in Babylon
  58721. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58722. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58723. */
  58724. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58725. /**
  58726. * The layer mask we are rendering the particles through.
  58727. */
  58728. layerMask: number;
  58729. private _capacity;
  58730. private _activeCount;
  58731. private _currentActiveCount;
  58732. private _accumulatedCount;
  58733. private _renderEffect;
  58734. private _updateEffect;
  58735. private _buffer0;
  58736. private _buffer1;
  58737. private _spriteBuffer;
  58738. private _updateVAO;
  58739. private _renderVAO;
  58740. private _targetIndex;
  58741. private _sourceBuffer;
  58742. private _targetBuffer;
  58743. private _engine;
  58744. private _currentRenderId;
  58745. private _started;
  58746. private _stopped;
  58747. private _timeDelta;
  58748. private _randomTexture;
  58749. private _randomTexture2;
  58750. private _attributesStrideSize;
  58751. private _updateEffectOptions;
  58752. private _randomTextureSize;
  58753. private _actualFrame;
  58754. private readonly _rawTextureWidth;
  58755. /**
  58756. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58757. */
  58758. static readonly IsSupported: boolean;
  58759. /**
  58760. * An event triggered when the system is disposed.
  58761. */
  58762. onDisposeObservable: Observable<GPUParticleSystem>;
  58763. /**
  58764. * Gets the maximum number of particles active at the same time.
  58765. * @returns The max number of active particles.
  58766. */
  58767. getCapacity(): number;
  58768. /**
  58769. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58770. * to override the particles.
  58771. */
  58772. forceDepthWrite: boolean;
  58773. /**
  58774. * Gets or set the number of active particles
  58775. */
  58776. activeParticleCount: number;
  58777. private _preWarmDone;
  58778. /**
  58779. * Is this system ready to be used/rendered
  58780. * @return true if the system is ready
  58781. */
  58782. isReady(): boolean;
  58783. /**
  58784. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58785. * @returns True if it has been started, otherwise false.
  58786. */
  58787. isStarted(): boolean;
  58788. /**
  58789. * Starts the particle system and begins to emit
  58790. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58791. */
  58792. start(delay?: number): void;
  58793. /**
  58794. * Stops the particle system.
  58795. */
  58796. stop(): void;
  58797. /**
  58798. * Remove all active particles
  58799. */
  58800. reset(): void;
  58801. /**
  58802. * Returns the string "GPUParticleSystem"
  58803. * @returns a string containing the class name
  58804. */
  58805. getClassName(): string;
  58806. private _colorGradientsTexture;
  58807. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58808. /**
  58809. * Adds a new color gradient
  58810. * @param gradient defines the gradient to use (between 0 and 1)
  58811. * @param color1 defines the color to affect to the specified gradient
  58812. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58813. * @returns the current particle system
  58814. */
  58815. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58816. /**
  58817. * Remove a specific color gradient
  58818. * @param gradient defines the gradient to remove
  58819. * @returns the current particle system
  58820. */
  58821. removeColorGradient(gradient: number): GPUParticleSystem;
  58822. private _angularSpeedGradientsTexture;
  58823. private _sizeGradientsTexture;
  58824. private _velocityGradientsTexture;
  58825. private _limitVelocityGradientsTexture;
  58826. private _dragGradientsTexture;
  58827. private _addFactorGradient;
  58828. /**
  58829. * Adds a new size gradient
  58830. * @param gradient defines the gradient to use (between 0 and 1)
  58831. * @param factor defines the size factor to affect to the specified gradient
  58832. * @returns the current particle system
  58833. */
  58834. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58835. /**
  58836. * Remove a specific size gradient
  58837. * @param gradient defines the gradient to remove
  58838. * @returns the current particle system
  58839. */
  58840. removeSizeGradient(gradient: number): GPUParticleSystem;
  58841. /**
  58842. * Adds a new angular speed gradient
  58843. * @param gradient defines the gradient to use (between 0 and 1)
  58844. * @param factor defines the angular speed to affect to the specified gradient
  58845. * @returns the current particle system
  58846. */
  58847. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58848. /**
  58849. * Remove a specific angular speed gradient
  58850. * @param gradient defines the gradient to remove
  58851. * @returns the current particle system
  58852. */
  58853. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58854. /**
  58855. * Adds a new velocity gradient
  58856. * @param gradient defines the gradient to use (between 0 and 1)
  58857. * @param factor defines the velocity to affect to the specified gradient
  58858. * @returns the current particle system
  58859. */
  58860. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58861. /**
  58862. * Remove a specific velocity gradient
  58863. * @param gradient defines the gradient to remove
  58864. * @returns the current particle system
  58865. */
  58866. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58867. /**
  58868. * Adds a new limit velocity gradient
  58869. * @param gradient defines the gradient to use (between 0 and 1)
  58870. * @param factor defines the limit velocity value to affect to the specified gradient
  58871. * @returns the current particle system
  58872. */
  58873. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58874. /**
  58875. * Remove a specific limit velocity gradient
  58876. * @param gradient defines the gradient to remove
  58877. * @returns the current particle system
  58878. */
  58879. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58880. /**
  58881. * Adds a new drag gradient
  58882. * @param gradient defines the gradient to use (between 0 and 1)
  58883. * @param factor defines the drag value to affect to the specified gradient
  58884. * @returns the current particle system
  58885. */
  58886. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58887. /**
  58888. * Remove a specific drag gradient
  58889. * @param gradient defines the gradient to remove
  58890. * @returns the current particle system
  58891. */
  58892. removeDragGradient(gradient: number): GPUParticleSystem;
  58893. /**
  58894. * Not supported by GPUParticleSystem
  58895. * @param gradient defines the gradient to use (between 0 and 1)
  58896. * @param factor defines the emit rate value to affect to the specified gradient
  58897. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58898. * @returns the current particle system
  58899. */
  58900. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58901. /**
  58902. * Not supported by GPUParticleSystem
  58903. * @param gradient defines the gradient to remove
  58904. * @returns the current particle system
  58905. */
  58906. removeEmitRateGradient(gradient: number): IParticleSystem;
  58907. /**
  58908. * Not supported by GPUParticleSystem
  58909. * @param gradient defines the gradient to use (between 0 and 1)
  58910. * @param factor defines the start size value to affect to the specified gradient
  58911. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58912. * @returns the current particle system
  58913. */
  58914. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58915. /**
  58916. * Not supported by GPUParticleSystem
  58917. * @param gradient defines the gradient to remove
  58918. * @returns the current particle system
  58919. */
  58920. removeStartSizeGradient(gradient: number): IParticleSystem;
  58921. /**
  58922. * Not supported by GPUParticleSystem
  58923. * @param gradient defines the gradient to use (between 0 and 1)
  58924. * @param min defines the color remap minimal range
  58925. * @param max defines the color remap maximal range
  58926. * @returns the current particle system
  58927. */
  58928. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58929. /**
  58930. * Not supported by GPUParticleSystem
  58931. * @param gradient defines the gradient to remove
  58932. * @returns the current particle system
  58933. */
  58934. removeColorRemapGradient(): IParticleSystem;
  58935. /**
  58936. * Not supported by GPUParticleSystem
  58937. * @param gradient defines the gradient to use (between 0 and 1)
  58938. * @param min defines the alpha remap minimal range
  58939. * @param max defines the alpha remap maximal range
  58940. * @returns the current particle system
  58941. */
  58942. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58943. /**
  58944. * Not supported by GPUParticleSystem
  58945. * @param gradient defines the gradient to remove
  58946. * @returns the current particle system
  58947. */
  58948. removeAlphaRemapGradient(): IParticleSystem;
  58949. /**
  58950. * Not supported by GPUParticleSystem
  58951. * @param gradient defines the gradient to use (between 0 and 1)
  58952. * @param color defines the color to affect to the specified gradient
  58953. * @returns the current particle system
  58954. */
  58955. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58956. /**
  58957. * Not supported by GPUParticleSystem
  58958. * @param gradient defines the gradient to remove
  58959. * @returns the current particle system
  58960. */
  58961. removeRampGradient(): IParticleSystem;
  58962. /**
  58963. * Not supported by GPUParticleSystem
  58964. * @returns the list of ramp gradients
  58965. */
  58966. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58967. /**
  58968. * Not supported by GPUParticleSystem
  58969. * Gets or sets a boolean indicating that ramp gradients must be used
  58970. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58971. */
  58972. useRampGradients: boolean;
  58973. /**
  58974. * Not supported by GPUParticleSystem
  58975. * @param gradient defines the gradient to use (between 0 and 1)
  58976. * @param factor defines the life time factor to affect to the specified gradient
  58977. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58978. * @returns the current particle system
  58979. */
  58980. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58981. /**
  58982. * Not supported by GPUParticleSystem
  58983. * @param gradient defines the gradient to remove
  58984. * @returns the current particle system
  58985. */
  58986. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58987. /**
  58988. * Instantiates a GPU particle system.
  58989. * 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.
  58990. * @param name The name of the particle system
  58991. * @param options The options used to create the system
  58992. * @param scene The scene the particle system belongs to
  58993. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58994. */
  58995. constructor(name: string, options: Partial<{
  58996. capacity: number;
  58997. randomTextureSize: number;
  58998. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58999. protected _reset(): void;
  59000. private _createUpdateVAO;
  59001. private _createRenderVAO;
  59002. private _initialize;
  59003. /** @hidden */
  59004. _recreateUpdateEffect(): void;
  59005. /** @hidden */
  59006. _recreateRenderEffect(): void;
  59007. /**
  59008. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59009. * @param preWarm defines if we are in the pre-warmimg phase
  59010. */
  59011. animate(preWarm?: boolean): void;
  59012. private _createFactorGradientTexture;
  59013. private _createSizeGradientTexture;
  59014. private _createAngularSpeedGradientTexture;
  59015. private _createVelocityGradientTexture;
  59016. private _createLimitVelocityGradientTexture;
  59017. private _createDragGradientTexture;
  59018. private _createColorGradientTexture;
  59019. /**
  59020. * Renders the particle system in its current state
  59021. * @param preWarm defines if the system should only update the particles but not render them
  59022. * @returns the current number of particles
  59023. */
  59024. render(preWarm?: boolean): number;
  59025. /**
  59026. * Rebuilds the particle system
  59027. */
  59028. rebuild(): void;
  59029. private _releaseBuffers;
  59030. private _releaseVAOs;
  59031. /**
  59032. * Disposes the particle system and free the associated resources
  59033. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59034. */
  59035. dispose(disposeTexture?: boolean): void;
  59036. /**
  59037. * Clones the particle system.
  59038. * @param name The name of the cloned object
  59039. * @param newEmitter The new emitter to use
  59040. * @returns the cloned particle system
  59041. */
  59042. clone(name: string, newEmitter: any): GPUParticleSystem;
  59043. /**
  59044. * Serializes the particle system to a JSON object.
  59045. * @returns the JSON object
  59046. */
  59047. serialize(): any;
  59048. /**
  59049. * Parses a JSON object to create a GPU particle system.
  59050. * @param parsedParticleSystem The JSON object to parse
  59051. * @param scene The scene to create the particle system in
  59052. * @param rootUrl The root url to use to load external dependencies like texture
  59053. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59054. * @returns the parsed GPU particle system
  59055. */
  59056. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59057. }
  59058. }
  59059. declare module "babylonjs/Particles/particleSystemSet" {
  59060. import { Nullable } from "babylonjs/types";
  59061. import { Color3 } from "babylonjs/Maths/math.color";
  59062. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59064. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59065. import { Scene, IDisposable } from "babylonjs/scene";
  59066. /**
  59067. * Represents a set of particle systems working together to create a specific effect
  59068. */
  59069. export class ParticleSystemSet implements IDisposable {
  59070. private _emitterCreationOptions;
  59071. private _emitterNode;
  59072. /**
  59073. * Gets the particle system list
  59074. */
  59075. systems: IParticleSystem[];
  59076. /**
  59077. * Gets the emitter node used with this set
  59078. */
  59079. readonly emitterNode: Nullable<TransformNode>;
  59080. /**
  59081. * Creates a new emitter mesh as a sphere
  59082. * @param options defines the options used to create the sphere
  59083. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59084. * @param scene defines the hosting scene
  59085. */
  59086. setEmitterAsSphere(options: {
  59087. diameter: number;
  59088. segments: number;
  59089. color: Color3;
  59090. }, renderingGroupId: number, scene: Scene): void;
  59091. /**
  59092. * Starts all particle systems of the set
  59093. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59094. */
  59095. start(emitter?: AbstractMesh): void;
  59096. /**
  59097. * Release all associated resources
  59098. */
  59099. dispose(): void;
  59100. /**
  59101. * Serialize the set into a JSON compatible object
  59102. * @returns a JSON compatible representation of the set
  59103. */
  59104. serialize(): any;
  59105. /**
  59106. * Parse a new ParticleSystemSet from a serialized source
  59107. * @param data defines a JSON compatible representation of the set
  59108. * @param scene defines the hosting scene
  59109. * @param gpu defines if we want GPU particles or CPU particles
  59110. * @returns a new ParticleSystemSet
  59111. */
  59112. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59113. }
  59114. }
  59115. declare module "babylonjs/Particles/particleHelper" {
  59116. import { Nullable } from "babylonjs/types";
  59117. import { Scene } from "babylonjs/scene";
  59118. import { Vector3 } from "babylonjs/Maths/math.vector";
  59119. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59120. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59121. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59122. /**
  59123. * This class is made for on one-liner static method to help creating particle system set.
  59124. */
  59125. export class ParticleHelper {
  59126. /**
  59127. * Gets or sets base Assets URL
  59128. */
  59129. static BaseAssetsUrl: string;
  59130. /**
  59131. * Create a default particle system that you can tweak
  59132. * @param emitter defines the emitter to use
  59133. * @param capacity defines the system capacity (default is 500 particles)
  59134. * @param scene defines the hosting scene
  59135. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59136. * @returns the new Particle system
  59137. */
  59138. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59139. /**
  59140. * This is the main static method (one-liner) of this helper to create different particle systems
  59141. * @param type This string represents the type to the particle system to create
  59142. * @param scene The scene where the particle system should live
  59143. * @param gpu If the system will use gpu
  59144. * @returns the ParticleSystemSet created
  59145. */
  59146. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59147. /**
  59148. * Static function used to export a particle system to a ParticleSystemSet variable.
  59149. * Please note that the emitter shape is not exported
  59150. * @param systems defines the particle systems to export
  59151. * @returns the created particle system set
  59152. */
  59153. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59154. }
  59155. }
  59156. declare module "babylonjs/Particles/particleSystemComponent" {
  59157. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59158. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59159. import "babylonjs/Shaders/particles.vertex";
  59160. module "babylonjs/Engines/engine" {
  59161. interface Engine {
  59162. /**
  59163. * Create an effect to use with particle systems.
  59164. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59165. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59166. * @param uniformsNames defines a list of attribute names
  59167. * @param samplers defines an array of string used to represent textures
  59168. * @param defines defines the string containing the defines to use to compile the shaders
  59169. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59170. * @param onCompiled defines a function to call when the effect creation is successful
  59171. * @param onError defines a function to call when the effect creation has failed
  59172. * @returns the new Effect
  59173. */
  59174. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59175. }
  59176. }
  59177. module "babylonjs/Meshes/mesh" {
  59178. interface Mesh {
  59179. /**
  59180. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59181. * @returns an array of IParticleSystem
  59182. */
  59183. getEmittedParticleSystems(): IParticleSystem[];
  59184. /**
  59185. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59186. * @returns an array of IParticleSystem
  59187. */
  59188. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59189. }
  59190. }
  59191. /**
  59192. * @hidden
  59193. */
  59194. export var _IDoNeedToBeInTheBuild: number;
  59195. }
  59196. declare module "babylonjs/Particles/index" {
  59197. export * from "babylonjs/Particles/baseParticleSystem";
  59198. export * from "babylonjs/Particles/EmitterTypes/index";
  59199. export * from "babylonjs/Particles/gpuParticleSystem";
  59200. export * from "babylonjs/Particles/IParticleSystem";
  59201. export * from "babylonjs/Particles/particle";
  59202. export * from "babylonjs/Particles/particleHelper";
  59203. export * from "babylonjs/Particles/particleSystem";
  59204. export * from "babylonjs/Particles/particleSystemComponent";
  59205. export * from "babylonjs/Particles/particleSystemSet";
  59206. export * from "babylonjs/Particles/solidParticle";
  59207. export * from "babylonjs/Particles/solidParticleSystem";
  59208. export * from "babylonjs/Particles/subEmitter";
  59209. }
  59210. declare module "babylonjs/Physics/physicsEngineComponent" {
  59211. import { Nullable } from "babylonjs/types";
  59212. import { Observable, Observer } from "babylonjs/Misc/observable";
  59213. import { Vector3 } from "babylonjs/Maths/math.vector";
  59214. import { Mesh } from "babylonjs/Meshes/mesh";
  59215. import { ISceneComponent } from "babylonjs/sceneComponent";
  59216. import { Scene } from "babylonjs/scene";
  59217. import { Node } from "babylonjs/node";
  59218. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59219. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59220. module "babylonjs/scene" {
  59221. interface Scene {
  59222. /** @hidden (Backing field) */
  59223. _physicsEngine: Nullable<IPhysicsEngine>;
  59224. /**
  59225. * Gets the current physics engine
  59226. * @returns a IPhysicsEngine or null if none attached
  59227. */
  59228. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  59229. /**
  59230. * Enables physics to the current scene
  59231. * @param gravity defines the scene's gravity for the physics engine
  59232. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  59233. * @return a boolean indicating if the physics engine was initialized
  59234. */
  59235. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  59236. /**
  59237. * Disables and disposes the physics engine associated with the scene
  59238. */
  59239. disablePhysicsEngine(): void;
  59240. /**
  59241. * Gets a boolean indicating if there is an active physics engine
  59242. * @returns a boolean indicating if there is an active physics engine
  59243. */
  59244. isPhysicsEnabled(): boolean;
  59245. /**
  59246. * Deletes a physics compound impostor
  59247. * @param compound defines the compound to delete
  59248. */
  59249. deleteCompoundImpostor(compound: any): void;
  59250. /**
  59251. * An event triggered when physic simulation is about to be run
  59252. */
  59253. onBeforePhysicsObservable: Observable<Scene>;
  59254. /**
  59255. * An event triggered when physic simulation has been done
  59256. */
  59257. onAfterPhysicsObservable: Observable<Scene>;
  59258. }
  59259. }
  59260. module "babylonjs/Meshes/abstractMesh" {
  59261. interface AbstractMesh {
  59262. /** @hidden */
  59263. _physicsImpostor: Nullable<PhysicsImpostor>;
  59264. /**
  59265. * Gets or sets impostor used for physic simulation
  59266. * @see http://doc.babylonjs.com/features/physics_engine
  59267. */
  59268. physicsImpostor: Nullable<PhysicsImpostor>;
  59269. /**
  59270. * Gets the current physics impostor
  59271. * @see http://doc.babylonjs.com/features/physics_engine
  59272. * @returns a physics impostor or null
  59273. */
  59274. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  59275. /** Apply a physic impulse to the mesh
  59276. * @param force defines the force to apply
  59277. * @param contactPoint defines where to apply the force
  59278. * @returns the current mesh
  59279. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  59280. */
  59281. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  59282. /**
  59283. * Creates a physic joint between two meshes
  59284. * @param otherMesh defines the other mesh to use
  59285. * @param pivot1 defines the pivot to use on this mesh
  59286. * @param pivot2 defines the pivot to use on the other mesh
  59287. * @param options defines additional options (can be plugin dependent)
  59288. * @returns the current mesh
  59289. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  59290. */
  59291. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  59292. /** @hidden */
  59293. _disposePhysicsObserver: Nullable<Observer<Node>>;
  59294. }
  59295. }
  59296. /**
  59297. * Defines the physics engine scene component responsible to manage a physics engine
  59298. */
  59299. export class PhysicsEngineSceneComponent implements ISceneComponent {
  59300. /**
  59301. * The component name helpful to identify the component in the list of scene components.
  59302. */
  59303. readonly name: string;
  59304. /**
  59305. * The scene the component belongs to.
  59306. */
  59307. scene: Scene;
  59308. /**
  59309. * Creates a new instance of the component for the given scene
  59310. * @param scene Defines the scene to register the component in
  59311. */
  59312. constructor(scene: Scene);
  59313. /**
  59314. * Registers the component in a given scene
  59315. */
  59316. register(): void;
  59317. /**
  59318. * Rebuilds the elements related to this component in case of
  59319. * context lost for instance.
  59320. */
  59321. rebuild(): void;
  59322. /**
  59323. * Disposes the component and the associated ressources
  59324. */
  59325. dispose(): void;
  59326. }
  59327. }
  59328. declare module "babylonjs/Physics/physicsHelper" {
  59329. import { Nullable } from "babylonjs/types";
  59330. import { Vector3 } from "babylonjs/Maths/math.vector";
  59331. import { Mesh } from "babylonjs/Meshes/mesh";
  59332. import { Scene } from "babylonjs/scene";
  59333. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59334. /**
  59335. * A helper for physics simulations
  59336. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59337. */
  59338. export class PhysicsHelper {
  59339. private _scene;
  59340. private _physicsEngine;
  59341. /**
  59342. * Initializes the Physics helper
  59343. * @param scene Babylon.js scene
  59344. */
  59345. constructor(scene: Scene);
  59346. /**
  59347. * Applies a radial explosion impulse
  59348. * @param origin the origin of the explosion
  59349. * @param radiusOrEventOptions the radius or the options of radial explosion
  59350. * @param strength the explosion strength
  59351. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59352. * @returns A physics radial explosion event, or null
  59353. */
  59354. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59355. /**
  59356. * Applies a radial explosion force
  59357. * @param origin the origin of the explosion
  59358. * @param radiusOrEventOptions the radius or the options of radial explosion
  59359. * @param strength the explosion strength
  59360. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59361. * @returns A physics radial explosion event, or null
  59362. */
  59363. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59364. /**
  59365. * Creates a gravitational field
  59366. * @param origin the origin of the explosion
  59367. * @param radiusOrEventOptions the radius or the options of radial explosion
  59368. * @param strength the explosion strength
  59369. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59370. * @returns A physics gravitational field event, or null
  59371. */
  59372. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59373. /**
  59374. * Creates a physics updraft event
  59375. * @param origin the origin of the updraft
  59376. * @param radiusOrEventOptions the radius or the options of the updraft
  59377. * @param strength the strength of the updraft
  59378. * @param height the height of the updraft
  59379. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59380. * @returns A physics updraft event, or null
  59381. */
  59382. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59383. /**
  59384. * Creates a physics vortex event
  59385. * @param origin the of the vortex
  59386. * @param radiusOrEventOptions the radius or the options of the vortex
  59387. * @param strength the strength of the vortex
  59388. * @param height the height of the vortex
  59389. * @returns a Physics vortex event, or null
  59390. * A physics vortex event or null
  59391. */
  59392. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59393. }
  59394. /**
  59395. * Represents a physics radial explosion event
  59396. */
  59397. class PhysicsRadialExplosionEvent {
  59398. private _scene;
  59399. private _options;
  59400. private _sphere;
  59401. private _dataFetched;
  59402. /**
  59403. * Initializes a radial explosioin event
  59404. * @param _scene BabylonJS scene
  59405. * @param _options The options for the vortex event
  59406. */
  59407. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59408. /**
  59409. * Returns the data related to the radial explosion event (sphere).
  59410. * @returns The radial explosion event data
  59411. */
  59412. getData(): PhysicsRadialExplosionEventData;
  59413. /**
  59414. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59415. * @param impostor A physics imposter
  59416. * @param origin the origin of the explosion
  59417. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59418. */
  59419. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59420. /**
  59421. * Triggers affecterd impostors callbacks
  59422. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59423. */
  59424. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59425. /**
  59426. * Disposes the sphere.
  59427. * @param force Specifies if the sphere should be disposed by force
  59428. */
  59429. dispose(force?: boolean): void;
  59430. /*** Helpers ***/
  59431. private _prepareSphere;
  59432. private _intersectsWithSphere;
  59433. }
  59434. /**
  59435. * Represents a gravitational field event
  59436. */
  59437. class PhysicsGravitationalFieldEvent {
  59438. private _physicsHelper;
  59439. private _scene;
  59440. private _origin;
  59441. private _options;
  59442. private _tickCallback;
  59443. private _sphere;
  59444. private _dataFetched;
  59445. /**
  59446. * Initializes the physics gravitational field event
  59447. * @param _physicsHelper A physics helper
  59448. * @param _scene BabylonJS scene
  59449. * @param _origin The origin position of the gravitational field event
  59450. * @param _options The options for the vortex event
  59451. */
  59452. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59453. /**
  59454. * Returns the data related to the gravitational field event (sphere).
  59455. * @returns A gravitational field event
  59456. */
  59457. getData(): PhysicsGravitationalFieldEventData;
  59458. /**
  59459. * Enables the gravitational field.
  59460. */
  59461. enable(): void;
  59462. /**
  59463. * Disables the gravitational field.
  59464. */
  59465. disable(): void;
  59466. /**
  59467. * Disposes the sphere.
  59468. * @param force The force to dispose from the gravitational field event
  59469. */
  59470. dispose(force?: boolean): void;
  59471. private _tick;
  59472. }
  59473. /**
  59474. * Represents a physics updraft event
  59475. */
  59476. class PhysicsUpdraftEvent {
  59477. private _scene;
  59478. private _origin;
  59479. private _options;
  59480. private _physicsEngine;
  59481. private _originTop;
  59482. private _originDirection;
  59483. private _tickCallback;
  59484. private _cylinder;
  59485. private _cylinderPosition;
  59486. private _dataFetched;
  59487. /**
  59488. * Initializes the physics updraft event
  59489. * @param _scene BabylonJS scene
  59490. * @param _origin The origin position of the updraft
  59491. * @param _options The options for the updraft event
  59492. */
  59493. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59494. /**
  59495. * Returns the data related to the updraft event (cylinder).
  59496. * @returns A physics updraft event
  59497. */
  59498. getData(): PhysicsUpdraftEventData;
  59499. /**
  59500. * Enables the updraft.
  59501. */
  59502. enable(): void;
  59503. /**
  59504. * Disables the updraft.
  59505. */
  59506. disable(): void;
  59507. /**
  59508. * Disposes the cylinder.
  59509. * @param force Specifies if the updraft should be disposed by force
  59510. */
  59511. dispose(force?: boolean): void;
  59512. private getImpostorHitData;
  59513. private _tick;
  59514. /*** Helpers ***/
  59515. private _prepareCylinder;
  59516. private _intersectsWithCylinder;
  59517. }
  59518. /**
  59519. * Represents a physics vortex event
  59520. */
  59521. class PhysicsVortexEvent {
  59522. private _scene;
  59523. private _origin;
  59524. private _options;
  59525. private _physicsEngine;
  59526. private _originTop;
  59527. private _tickCallback;
  59528. private _cylinder;
  59529. private _cylinderPosition;
  59530. private _dataFetched;
  59531. /**
  59532. * Initializes the physics vortex event
  59533. * @param _scene The BabylonJS scene
  59534. * @param _origin The origin position of the vortex
  59535. * @param _options The options for the vortex event
  59536. */
  59537. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59538. /**
  59539. * Returns the data related to the vortex event (cylinder).
  59540. * @returns The physics vortex event data
  59541. */
  59542. getData(): PhysicsVortexEventData;
  59543. /**
  59544. * Enables the vortex.
  59545. */
  59546. enable(): void;
  59547. /**
  59548. * Disables the cortex.
  59549. */
  59550. disable(): void;
  59551. /**
  59552. * Disposes the sphere.
  59553. * @param force
  59554. */
  59555. dispose(force?: boolean): void;
  59556. private getImpostorHitData;
  59557. private _tick;
  59558. /*** Helpers ***/
  59559. private _prepareCylinder;
  59560. private _intersectsWithCylinder;
  59561. }
  59562. /**
  59563. * Options fot the radial explosion event
  59564. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59565. */
  59566. export class PhysicsRadialExplosionEventOptions {
  59567. /**
  59568. * The radius of the sphere for the radial explosion.
  59569. */
  59570. radius: number;
  59571. /**
  59572. * The strenth of the explosion.
  59573. */
  59574. strength: number;
  59575. /**
  59576. * The strenght of the force in correspondence to the distance of the affected object
  59577. */
  59578. falloff: PhysicsRadialImpulseFalloff;
  59579. /**
  59580. * Sphere options for the radial explosion.
  59581. */
  59582. sphere: {
  59583. segments: number;
  59584. diameter: number;
  59585. };
  59586. /**
  59587. * Sphere options for the radial explosion.
  59588. */
  59589. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59590. }
  59591. /**
  59592. * Options fot the updraft event
  59593. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59594. */
  59595. export class PhysicsUpdraftEventOptions {
  59596. /**
  59597. * The radius of the cylinder for the vortex
  59598. */
  59599. radius: number;
  59600. /**
  59601. * The strenth of the updraft.
  59602. */
  59603. strength: number;
  59604. /**
  59605. * The height of the cylinder for the updraft.
  59606. */
  59607. height: number;
  59608. /**
  59609. * The mode for the the updraft.
  59610. */
  59611. updraftMode: PhysicsUpdraftMode;
  59612. }
  59613. /**
  59614. * Options fot the vortex event
  59615. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59616. */
  59617. export class PhysicsVortexEventOptions {
  59618. /**
  59619. * The radius of the cylinder for the vortex
  59620. */
  59621. radius: number;
  59622. /**
  59623. * The strenth of the vortex.
  59624. */
  59625. strength: number;
  59626. /**
  59627. * The height of the cylinder for the vortex.
  59628. */
  59629. height: number;
  59630. /**
  59631. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59632. */
  59633. centripetalForceThreshold: number;
  59634. /**
  59635. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59636. */
  59637. centripetalForceMultiplier: number;
  59638. /**
  59639. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59640. */
  59641. centrifugalForceMultiplier: number;
  59642. /**
  59643. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59644. */
  59645. updraftForceMultiplier: number;
  59646. }
  59647. /**
  59648. * The strenght of the force in correspondence to the distance of the affected object
  59649. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59650. */
  59651. export enum PhysicsRadialImpulseFalloff {
  59652. /** Defines that impulse is constant in strength across it's whole radius */
  59653. Constant = 0,
  59654. /** Defines that impulse gets weaker if it's further from the origin */
  59655. Linear = 1
  59656. }
  59657. /**
  59658. * The strength of the force in correspondence to the distance of the affected object
  59659. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59660. */
  59661. export enum PhysicsUpdraftMode {
  59662. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59663. Center = 0,
  59664. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59665. Perpendicular = 1
  59666. }
  59667. /**
  59668. * Interface for a physics hit data
  59669. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59670. */
  59671. export interface PhysicsHitData {
  59672. /**
  59673. * The force applied at the contact point
  59674. */
  59675. force: Vector3;
  59676. /**
  59677. * The contact point
  59678. */
  59679. contactPoint: Vector3;
  59680. /**
  59681. * The distance from the origin to the contact point
  59682. */
  59683. distanceFromOrigin: number;
  59684. }
  59685. /**
  59686. * Interface for radial explosion event data
  59687. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59688. */
  59689. export interface PhysicsRadialExplosionEventData {
  59690. /**
  59691. * A sphere used for the radial explosion event
  59692. */
  59693. sphere: Mesh;
  59694. }
  59695. /**
  59696. * Interface for gravitational field event data
  59697. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59698. */
  59699. export interface PhysicsGravitationalFieldEventData {
  59700. /**
  59701. * A sphere mesh used for the gravitational field event
  59702. */
  59703. sphere: Mesh;
  59704. }
  59705. /**
  59706. * Interface for updraft event data
  59707. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59708. */
  59709. export interface PhysicsUpdraftEventData {
  59710. /**
  59711. * A cylinder used for the updraft event
  59712. */
  59713. cylinder: Mesh;
  59714. }
  59715. /**
  59716. * Interface for vortex event data
  59717. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59718. */
  59719. export interface PhysicsVortexEventData {
  59720. /**
  59721. * A cylinder used for the vortex event
  59722. */
  59723. cylinder: Mesh;
  59724. }
  59725. /**
  59726. * Interface for an affected physics impostor
  59727. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59728. */
  59729. export interface PhysicsAffectedImpostorWithData {
  59730. /**
  59731. * The impostor affected by the effect
  59732. */
  59733. impostor: PhysicsImpostor;
  59734. /**
  59735. * The data about the hit/horce from the explosion
  59736. */
  59737. hitData: PhysicsHitData;
  59738. }
  59739. }
  59740. declare module "babylonjs/Physics/Plugins/index" {
  59741. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59742. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59743. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59744. }
  59745. declare module "babylonjs/Physics/index" {
  59746. export * from "babylonjs/Physics/IPhysicsEngine";
  59747. export * from "babylonjs/Physics/physicsEngine";
  59748. export * from "babylonjs/Physics/physicsEngineComponent";
  59749. export * from "babylonjs/Physics/physicsHelper";
  59750. export * from "babylonjs/Physics/physicsImpostor";
  59751. export * from "babylonjs/Physics/physicsJoint";
  59752. export * from "babylonjs/Physics/Plugins/index";
  59753. }
  59754. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59755. /** @hidden */
  59756. export var blackAndWhitePixelShader: {
  59757. name: string;
  59758. shader: string;
  59759. };
  59760. }
  59761. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59762. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59763. import { Camera } from "babylonjs/Cameras/camera";
  59764. import { Engine } from "babylonjs/Engines/engine";
  59765. import "babylonjs/Shaders/blackAndWhite.fragment";
  59766. /**
  59767. * Post process used to render in black and white
  59768. */
  59769. export class BlackAndWhitePostProcess extends PostProcess {
  59770. /**
  59771. * Linear about to convert he result to black and white (default: 1)
  59772. */
  59773. degree: number;
  59774. /**
  59775. * Creates a black and white post process
  59776. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59777. * @param name The name of the effect.
  59778. * @param options The required width/height ratio to downsize to before computing the render pass.
  59779. * @param camera The camera to apply the render pass to.
  59780. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59781. * @param engine The engine which the post process will be applied. (default: current engine)
  59782. * @param reusable If the post process can be reused on the same frame. (default: false)
  59783. */
  59784. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59785. }
  59786. }
  59787. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59788. import { Nullable } from "babylonjs/types";
  59789. import { Camera } from "babylonjs/Cameras/camera";
  59790. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59791. import { Engine } from "babylonjs/Engines/engine";
  59792. /**
  59793. * This represents a set of one or more post processes in Babylon.
  59794. * A post process can be used to apply a shader to a texture after it is rendered.
  59795. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59796. */
  59797. export class PostProcessRenderEffect {
  59798. private _postProcesses;
  59799. private _getPostProcesses;
  59800. private _singleInstance;
  59801. private _cameras;
  59802. private _indicesForCamera;
  59803. /**
  59804. * Name of the effect
  59805. * @hidden
  59806. */
  59807. _name: string;
  59808. /**
  59809. * Instantiates a post process render effect.
  59810. * A post process can be used to apply a shader to a texture after it is rendered.
  59811. * @param engine The engine the effect is tied to
  59812. * @param name The name of the effect
  59813. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59814. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59815. */
  59816. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59817. /**
  59818. * Checks if all the post processes in the effect are supported.
  59819. */
  59820. readonly isSupported: boolean;
  59821. /**
  59822. * Updates the current state of the effect
  59823. * @hidden
  59824. */
  59825. _update(): void;
  59826. /**
  59827. * Attaches the effect on cameras
  59828. * @param cameras The camera to attach to.
  59829. * @hidden
  59830. */
  59831. _attachCameras(cameras: Camera): void;
  59832. /**
  59833. * Attaches the effect on cameras
  59834. * @param cameras The camera to attach to.
  59835. * @hidden
  59836. */
  59837. _attachCameras(cameras: Camera[]): void;
  59838. /**
  59839. * Detaches the effect on cameras
  59840. * @param cameras The camera to detatch from.
  59841. * @hidden
  59842. */
  59843. _detachCameras(cameras: Camera): void;
  59844. /**
  59845. * Detatches the effect on cameras
  59846. * @param cameras The camera to detatch from.
  59847. * @hidden
  59848. */
  59849. _detachCameras(cameras: Camera[]): void;
  59850. /**
  59851. * Enables the effect on given cameras
  59852. * @param cameras The camera to enable.
  59853. * @hidden
  59854. */
  59855. _enable(cameras: Camera): void;
  59856. /**
  59857. * Enables the effect on given cameras
  59858. * @param cameras The camera to enable.
  59859. * @hidden
  59860. */
  59861. _enable(cameras: Nullable<Camera[]>): void;
  59862. /**
  59863. * Disables the effect on the given cameras
  59864. * @param cameras The camera to disable.
  59865. * @hidden
  59866. */
  59867. _disable(cameras: Camera): void;
  59868. /**
  59869. * Disables the effect on the given cameras
  59870. * @param cameras The camera to disable.
  59871. * @hidden
  59872. */
  59873. _disable(cameras: Nullable<Camera[]>): void;
  59874. /**
  59875. * Gets a list of the post processes contained in the effect.
  59876. * @param camera The camera to get the post processes on.
  59877. * @returns The list of the post processes in the effect.
  59878. */
  59879. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59880. }
  59881. }
  59882. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59883. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59884. /** @hidden */
  59885. export var extractHighlightsPixelShader: {
  59886. name: string;
  59887. shader: string;
  59888. };
  59889. }
  59890. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59891. import { Nullable } from "babylonjs/types";
  59892. import { Camera } from "babylonjs/Cameras/camera";
  59893. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59894. import { Engine } from "babylonjs/Engines/engine";
  59895. import "babylonjs/Shaders/extractHighlights.fragment";
  59896. /**
  59897. * 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.
  59898. */
  59899. export class ExtractHighlightsPostProcess extends PostProcess {
  59900. /**
  59901. * The luminance threshold, pixels below this value will be set to black.
  59902. */
  59903. threshold: number;
  59904. /** @hidden */
  59905. _exposure: number;
  59906. /**
  59907. * Post process which has the input texture to be used when performing highlight extraction
  59908. * @hidden
  59909. */
  59910. _inputPostProcess: Nullable<PostProcess>;
  59911. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59912. }
  59913. }
  59914. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59915. /** @hidden */
  59916. export var bloomMergePixelShader: {
  59917. name: string;
  59918. shader: string;
  59919. };
  59920. }
  59921. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59922. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59923. import { Nullable } from "babylonjs/types";
  59924. import { Engine } from "babylonjs/Engines/engine";
  59925. import { Camera } from "babylonjs/Cameras/camera";
  59926. import "babylonjs/Shaders/bloomMerge.fragment";
  59927. /**
  59928. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59929. */
  59930. export class BloomMergePostProcess extends PostProcess {
  59931. /** Weight of the bloom to be added to the original input. */
  59932. weight: number;
  59933. /**
  59934. * Creates a new instance of @see BloomMergePostProcess
  59935. * @param name The name of the effect.
  59936. * @param originalFromInput Post process which's input will be used for the merge.
  59937. * @param blurred Blurred highlights post process which's output will be used.
  59938. * @param weight Weight of the bloom to be added to the original input.
  59939. * @param options The required width/height ratio to downsize to before computing the render pass.
  59940. * @param camera The camera to apply the render pass to.
  59941. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59942. * @param engine The engine which the post process will be applied. (default: current engine)
  59943. * @param reusable If the post process can be reused on the same frame. (default: false)
  59944. * @param textureType Type of textures used when performing the post process. (default: 0)
  59945. * @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)
  59946. */
  59947. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59948. /** Weight of the bloom to be added to the original input. */
  59949. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59950. }
  59951. }
  59952. declare module "babylonjs/PostProcesses/bloomEffect" {
  59953. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59954. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59955. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59956. import { Camera } from "babylonjs/Cameras/camera";
  59957. import { Scene } from "babylonjs/scene";
  59958. /**
  59959. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59960. */
  59961. export class BloomEffect extends PostProcessRenderEffect {
  59962. private bloomScale;
  59963. /**
  59964. * @hidden Internal
  59965. */
  59966. _effects: Array<PostProcess>;
  59967. /**
  59968. * @hidden Internal
  59969. */
  59970. _downscale: ExtractHighlightsPostProcess;
  59971. private _blurX;
  59972. private _blurY;
  59973. private _merge;
  59974. /**
  59975. * The luminance threshold to find bright areas of the image to bloom.
  59976. */
  59977. threshold: number;
  59978. /**
  59979. * The strength of the bloom.
  59980. */
  59981. weight: number;
  59982. /**
  59983. * Specifies the size of the bloom blur kernel, relative to the final output size
  59984. */
  59985. kernel: number;
  59986. /**
  59987. * Creates a new instance of @see BloomEffect
  59988. * @param scene The scene the effect belongs to.
  59989. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59990. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59991. * @param bloomWeight The the strength of bloom.
  59992. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59993. * @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)
  59994. */
  59995. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59996. /**
  59997. * Disposes each of the internal effects for a given camera.
  59998. * @param camera The camera to dispose the effect on.
  59999. */
  60000. disposeEffects(camera: Camera): void;
  60001. /**
  60002. * @hidden Internal
  60003. */
  60004. _updateEffects(): void;
  60005. /**
  60006. * Internal
  60007. * @returns if all the contained post processes are ready.
  60008. * @hidden
  60009. */
  60010. _isReady(): boolean;
  60011. }
  60012. }
  60013. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60014. /** @hidden */
  60015. export var chromaticAberrationPixelShader: {
  60016. name: string;
  60017. shader: string;
  60018. };
  60019. }
  60020. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60021. import { Vector2 } from "babylonjs/Maths/math.vector";
  60022. import { Nullable } from "babylonjs/types";
  60023. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60024. import { Camera } from "babylonjs/Cameras/camera";
  60025. import { Engine } from "babylonjs/Engines/engine";
  60026. import "babylonjs/Shaders/chromaticAberration.fragment";
  60027. /**
  60028. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60029. */
  60030. export class ChromaticAberrationPostProcess extends PostProcess {
  60031. /**
  60032. * The amount of seperation of rgb channels (default: 30)
  60033. */
  60034. aberrationAmount: number;
  60035. /**
  60036. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60037. */
  60038. radialIntensity: number;
  60039. /**
  60040. * 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))
  60041. */
  60042. direction: Vector2;
  60043. /**
  60044. * 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))
  60045. */
  60046. centerPosition: Vector2;
  60047. /**
  60048. * Creates a new instance ChromaticAberrationPostProcess
  60049. * @param name The name of the effect.
  60050. * @param screenWidth The width of the screen to apply the effect on.
  60051. * @param screenHeight The height of the screen to apply the effect on.
  60052. * @param options The required width/height ratio to downsize to before computing the render pass.
  60053. * @param camera The camera to apply the render pass to.
  60054. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60055. * @param engine The engine which the post process will be applied. (default: current engine)
  60056. * @param reusable If the post process can be reused on the same frame. (default: false)
  60057. * @param textureType Type of textures used when performing the post process. (default: 0)
  60058. * @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)
  60059. */
  60060. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60061. }
  60062. }
  60063. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60064. /** @hidden */
  60065. export var circleOfConfusionPixelShader: {
  60066. name: string;
  60067. shader: string;
  60068. };
  60069. }
  60070. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60071. import { Nullable } from "babylonjs/types";
  60072. import { Engine } from "babylonjs/Engines/engine";
  60073. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60074. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60075. import { Camera } from "babylonjs/Cameras/camera";
  60076. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60077. /**
  60078. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60079. */
  60080. export class CircleOfConfusionPostProcess extends PostProcess {
  60081. /**
  60082. * 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.
  60083. */
  60084. lensSize: number;
  60085. /**
  60086. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60087. */
  60088. fStop: number;
  60089. /**
  60090. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60091. */
  60092. focusDistance: number;
  60093. /**
  60094. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60095. */
  60096. focalLength: number;
  60097. private _depthTexture;
  60098. /**
  60099. * Creates a new instance CircleOfConfusionPostProcess
  60100. * @param name The name of the effect.
  60101. * @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.
  60102. * @param options The required width/height ratio to downsize to before computing the render pass.
  60103. * @param camera The camera to apply the render pass to.
  60104. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60105. * @param engine The engine which the post process will be applied. (default: current engine)
  60106. * @param reusable If the post process can be reused on the same frame. (default: false)
  60107. * @param textureType Type of textures used when performing the post process. (default: 0)
  60108. * @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)
  60109. */
  60110. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60111. /**
  60112. * 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.
  60113. */
  60114. depthTexture: RenderTargetTexture;
  60115. }
  60116. }
  60117. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60118. /** @hidden */
  60119. export var colorCorrectionPixelShader: {
  60120. name: string;
  60121. shader: string;
  60122. };
  60123. }
  60124. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60125. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60126. import { Engine } from "babylonjs/Engines/engine";
  60127. import { Camera } from "babylonjs/Cameras/camera";
  60128. import "babylonjs/Shaders/colorCorrection.fragment";
  60129. /**
  60130. *
  60131. * This post-process allows the modification of rendered colors by using
  60132. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60133. *
  60134. * The object needs to be provided an url to a texture containing the color
  60135. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60136. * Use an image editing software to tweak the LUT to match your needs.
  60137. *
  60138. * For an example of a color LUT, see here:
  60139. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60140. * For explanations on color grading, see here:
  60141. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60142. *
  60143. */
  60144. export class ColorCorrectionPostProcess extends PostProcess {
  60145. private _colorTableTexture;
  60146. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60147. }
  60148. }
  60149. declare module "babylonjs/Shaders/convolution.fragment" {
  60150. /** @hidden */
  60151. export var convolutionPixelShader: {
  60152. name: string;
  60153. shader: string;
  60154. };
  60155. }
  60156. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60157. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60158. import { Nullable } from "babylonjs/types";
  60159. import { Camera } from "babylonjs/Cameras/camera";
  60160. import { Engine } from "babylonjs/Engines/engine";
  60161. import "babylonjs/Shaders/convolution.fragment";
  60162. /**
  60163. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60164. * input texture to perform effects such as edge detection or sharpening
  60165. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60166. */
  60167. export class ConvolutionPostProcess extends PostProcess {
  60168. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60169. kernel: number[];
  60170. /**
  60171. * Creates a new instance ConvolutionPostProcess
  60172. * @param name The name of the effect.
  60173. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60174. * @param options The required width/height ratio to downsize to before computing the render pass.
  60175. * @param camera The camera to apply the render pass to.
  60176. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60177. * @param engine The engine which the post process will be applied. (default: current engine)
  60178. * @param reusable If the post process can be reused on the same frame. (default: false)
  60179. * @param textureType Type of textures used when performing the post process. (default: 0)
  60180. */
  60181. constructor(name: string,
  60182. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60183. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60184. /**
  60185. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60186. */
  60187. static EdgeDetect0Kernel: number[];
  60188. /**
  60189. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60190. */
  60191. static EdgeDetect1Kernel: number[];
  60192. /**
  60193. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60194. */
  60195. static EdgeDetect2Kernel: number[];
  60196. /**
  60197. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60198. */
  60199. static SharpenKernel: number[];
  60200. /**
  60201. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60202. */
  60203. static EmbossKernel: number[];
  60204. /**
  60205. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60206. */
  60207. static GaussianKernel: number[];
  60208. }
  60209. }
  60210. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60211. import { Nullable } from "babylonjs/types";
  60212. import { Vector2 } from "babylonjs/Maths/math.vector";
  60213. import { Camera } from "babylonjs/Cameras/camera";
  60214. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60215. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60216. import { Engine } from "babylonjs/Engines/engine";
  60217. import { Scene } from "babylonjs/scene";
  60218. /**
  60219. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60220. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  60221. * based on samples that have a large difference in distance than the center pixel.
  60222. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  60223. */
  60224. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  60225. direction: Vector2;
  60226. /**
  60227. * Creates a new instance CircleOfConfusionPostProcess
  60228. * @param name The name of the effect.
  60229. * @param scene The scene the effect belongs to.
  60230. * @param direction The direction the blur should be applied.
  60231. * @param kernel The size of the kernel used to blur.
  60232. * @param options The required width/height ratio to downsize to before computing the render pass.
  60233. * @param camera The camera to apply the render pass to.
  60234. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  60235. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  60236. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60237. * @param engine The engine which the post process will be applied. (default: current engine)
  60238. * @param reusable If the post process can be reused on the same frame. (default: false)
  60239. * @param textureType Type of textures used when performing the post process. (default: 0)
  60240. * @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)
  60241. */
  60242. 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);
  60243. }
  60244. }
  60245. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  60246. /** @hidden */
  60247. export var depthOfFieldMergePixelShader: {
  60248. name: string;
  60249. shader: string;
  60250. };
  60251. }
  60252. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  60253. import { Nullable } from "babylonjs/types";
  60254. import { Camera } from "babylonjs/Cameras/camera";
  60255. import { Effect } from "babylonjs/Materials/effect";
  60256. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60257. import { Engine } from "babylonjs/Engines/engine";
  60258. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  60259. /**
  60260. * Options to be set when merging outputs from the default pipeline.
  60261. */
  60262. export class DepthOfFieldMergePostProcessOptions {
  60263. /**
  60264. * The original image to merge on top of
  60265. */
  60266. originalFromInput: PostProcess;
  60267. /**
  60268. * Parameters to perform the merge of the depth of field effect
  60269. */
  60270. depthOfField?: {
  60271. circleOfConfusion: PostProcess;
  60272. blurSteps: Array<PostProcess>;
  60273. };
  60274. /**
  60275. * Parameters to perform the merge of bloom effect
  60276. */
  60277. bloom?: {
  60278. blurred: PostProcess;
  60279. weight: number;
  60280. };
  60281. }
  60282. /**
  60283. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60284. */
  60285. export class DepthOfFieldMergePostProcess extends PostProcess {
  60286. private blurSteps;
  60287. /**
  60288. * Creates a new instance of DepthOfFieldMergePostProcess
  60289. * @param name The name of the effect.
  60290. * @param originalFromInput Post process which's input will be used for the merge.
  60291. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  60292. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  60293. * @param options The required width/height ratio to downsize to before computing the render pass.
  60294. * @param camera The camera to apply the render pass to.
  60295. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60296. * @param engine The engine which the post process will be applied. (default: current engine)
  60297. * @param reusable If the post process can be reused on the same frame. (default: false)
  60298. * @param textureType Type of textures used when performing the post process. (default: 0)
  60299. * @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)
  60300. */
  60301. 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);
  60302. /**
  60303. * Updates the effect with the current post process compile time values and recompiles the shader.
  60304. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60305. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60306. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60307. * @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
  60308. * @param onCompiled Called when the shader has been compiled.
  60309. * @param onError Called if there is an error when compiling a shader.
  60310. */
  60311. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60312. }
  60313. }
  60314. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60315. import { Nullable } from "babylonjs/types";
  60316. import { Camera } from "babylonjs/Cameras/camera";
  60317. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60318. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60319. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60320. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60321. import { Scene } from "babylonjs/scene";
  60322. /**
  60323. * Specifies the level of max blur that should be applied when using the depth of field effect
  60324. */
  60325. export enum DepthOfFieldEffectBlurLevel {
  60326. /**
  60327. * Subtle blur
  60328. */
  60329. Low = 0,
  60330. /**
  60331. * Medium blur
  60332. */
  60333. Medium = 1,
  60334. /**
  60335. * Large blur
  60336. */
  60337. High = 2
  60338. }
  60339. /**
  60340. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60341. */
  60342. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60343. private _circleOfConfusion;
  60344. /**
  60345. * @hidden Internal, blurs from high to low
  60346. */
  60347. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60348. private _depthOfFieldBlurY;
  60349. private _dofMerge;
  60350. /**
  60351. * @hidden Internal post processes in depth of field effect
  60352. */
  60353. _effects: Array<PostProcess>;
  60354. /**
  60355. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60356. */
  60357. focalLength: number;
  60358. /**
  60359. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60360. */
  60361. fStop: number;
  60362. /**
  60363. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60364. */
  60365. focusDistance: number;
  60366. /**
  60367. * 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.
  60368. */
  60369. lensSize: number;
  60370. /**
  60371. * Creates a new instance DepthOfFieldEffect
  60372. * @param scene The scene the effect belongs to.
  60373. * @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.
  60374. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60375. * @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)
  60376. */
  60377. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60378. /**
  60379. * Get the current class name of the current effet
  60380. * @returns "DepthOfFieldEffect"
  60381. */
  60382. getClassName(): string;
  60383. /**
  60384. * 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.
  60385. */
  60386. depthTexture: RenderTargetTexture;
  60387. /**
  60388. * Disposes each of the internal effects for a given camera.
  60389. * @param camera The camera to dispose the effect on.
  60390. */
  60391. disposeEffects(camera: Camera): void;
  60392. /**
  60393. * @hidden Internal
  60394. */
  60395. _updateEffects(): void;
  60396. /**
  60397. * Internal
  60398. * @returns if all the contained post processes are ready.
  60399. * @hidden
  60400. */
  60401. _isReady(): boolean;
  60402. }
  60403. }
  60404. declare module "babylonjs/Shaders/displayPass.fragment" {
  60405. /** @hidden */
  60406. export var displayPassPixelShader: {
  60407. name: string;
  60408. shader: string;
  60409. };
  60410. }
  60411. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60412. import { Nullable } from "babylonjs/types";
  60413. import { Camera } from "babylonjs/Cameras/camera";
  60414. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60415. import { Engine } from "babylonjs/Engines/engine";
  60416. import "babylonjs/Shaders/displayPass.fragment";
  60417. /**
  60418. * DisplayPassPostProcess which produces an output the same as it's input
  60419. */
  60420. export class DisplayPassPostProcess extends PostProcess {
  60421. /**
  60422. * Creates the DisplayPassPostProcess
  60423. * @param name The name of the effect.
  60424. * @param options The required width/height ratio to downsize to before computing the render pass.
  60425. * @param camera The camera to apply the render pass to.
  60426. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60427. * @param engine The engine which the post process will be applied. (default: current engine)
  60428. * @param reusable If the post process can be reused on the same frame. (default: false)
  60429. */
  60430. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60431. }
  60432. }
  60433. declare module "babylonjs/Shaders/filter.fragment" {
  60434. /** @hidden */
  60435. export var filterPixelShader: {
  60436. name: string;
  60437. shader: string;
  60438. };
  60439. }
  60440. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60441. import { Nullable } from "babylonjs/types";
  60442. import { Matrix } from "babylonjs/Maths/math.vector";
  60443. import { Camera } from "babylonjs/Cameras/camera";
  60444. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60445. import { Engine } from "babylonjs/Engines/engine";
  60446. import "babylonjs/Shaders/filter.fragment";
  60447. /**
  60448. * Applies a kernel filter to the image
  60449. */
  60450. export class FilterPostProcess extends PostProcess {
  60451. /** The matrix to be applied to the image */
  60452. kernelMatrix: Matrix;
  60453. /**
  60454. *
  60455. * @param name The name of the effect.
  60456. * @param kernelMatrix The matrix to be applied to the image
  60457. * @param options The required width/height ratio to downsize to before computing the render pass.
  60458. * @param camera The camera to apply the render pass to.
  60459. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60460. * @param engine The engine which the post process will be applied. (default: current engine)
  60461. * @param reusable If the post process can be reused on the same frame. (default: false)
  60462. */
  60463. constructor(name: string,
  60464. /** The matrix to be applied to the image */
  60465. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60466. }
  60467. }
  60468. declare module "babylonjs/Shaders/fxaa.fragment" {
  60469. /** @hidden */
  60470. export var fxaaPixelShader: {
  60471. name: string;
  60472. shader: string;
  60473. };
  60474. }
  60475. declare module "babylonjs/Shaders/fxaa.vertex" {
  60476. /** @hidden */
  60477. export var fxaaVertexShader: {
  60478. name: string;
  60479. shader: string;
  60480. };
  60481. }
  60482. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60483. import { Nullable } from "babylonjs/types";
  60484. import { Camera } from "babylonjs/Cameras/camera";
  60485. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60486. import { Engine } from "babylonjs/Engines/engine";
  60487. import "babylonjs/Shaders/fxaa.fragment";
  60488. import "babylonjs/Shaders/fxaa.vertex";
  60489. /**
  60490. * Fxaa post process
  60491. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60492. */
  60493. export class FxaaPostProcess extends PostProcess {
  60494. /** @hidden */
  60495. texelWidth: number;
  60496. /** @hidden */
  60497. texelHeight: number;
  60498. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60499. private _getDefines;
  60500. }
  60501. }
  60502. declare module "babylonjs/Shaders/grain.fragment" {
  60503. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60504. /** @hidden */
  60505. export var grainPixelShader: {
  60506. name: string;
  60507. shader: string;
  60508. };
  60509. }
  60510. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60511. import { Nullable } from "babylonjs/types";
  60512. import { Camera } from "babylonjs/Cameras/camera";
  60513. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60514. import { Engine } from "babylonjs/Engines/engine";
  60515. import "babylonjs/Shaders/grain.fragment";
  60516. /**
  60517. * The GrainPostProcess adds noise to the image at mid luminance levels
  60518. */
  60519. export class GrainPostProcess extends PostProcess {
  60520. /**
  60521. * The intensity of the grain added (default: 30)
  60522. */
  60523. intensity: number;
  60524. /**
  60525. * If the grain should be randomized on every frame
  60526. */
  60527. animated: boolean;
  60528. /**
  60529. * Creates a new instance of @see GrainPostProcess
  60530. * @param name The name of the effect.
  60531. * @param options The required width/height ratio to downsize to before computing the render pass.
  60532. * @param camera The camera to apply the render pass to.
  60533. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60534. * @param engine The engine which the post process will be applied. (default: current engine)
  60535. * @param reusable If the post process can be reused on the same frame. (default: false)
  60536. * @param textureType Type of textures used when performing the post process. (default: 0)
  60537. * @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)
  60538. */
  60539. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60540. }
  60541. }
  60542. declare module "babylonjs/Shaders/highlights.fragment" {
  60543. /** @hidden */
  60544. export var highlightsPixelShader: {
  60545. name: string;
  60546. shader: string;
  60547. };
  60548. }
  60549. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60550. import { Nullable } from "babylonjs/types";
  60551. import { Camera } from "babylonjs/Cameras/camera";
  60552. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60553. import { Engine } from "babylonjs/Engines/engine";
  60554. import "babylonjs/Shaders/highlights.fragment";
  60555. /**
  60556. * Extracts highlights from the image
  60557. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60558. */
  60559. export class HighlightsPostProcess extends PostProcess {
  60560. /**
  60561. * Extracts highlights from the image
  60562. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60563. * @param name The name of the effect.
  60564. * @param options The required width/height ratio to downsize to before computing the render pass.
  60565. * @param camera The camera to apply the render pass to.
  60566. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60567. * @param engine The engine which the post process will be applied. (default: current engine)
  60568. * @param reusable If the post process can be reused on the same frame. (default: false)
  60569. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60570. */
  60571. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60572. }
  60573. }
  60574. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60575. /** @hidden */
  60576. export var mrtFragmentDeclaration: {
  60577. name: string;
  60578. shader: string;
  60579. };
  60580. }
  60581. declare module "babylonjs/Shaders/geometry.fragment" {
  60582. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60583. /** @hidden */
  60584. export var geometryPixelShader: {
  60585. name: string;
  60586. shader: string;
  60587. };
  60588. }
  60589. declare module "babylonjs/Shaders/geometry.vertex" {
  60590. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60591. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60592. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60593. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60594. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60595. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60596. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60597. /** @hidden */
  60598. export var geometryVertexShader: {
  60599. name: string;
  60600. shader: string;
  60601. };
  60602. }
  60603. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60604. import { Matrix } from "babylonjs/Maths/math.vector";
  60605. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60606. import { Mesh } from "babylonjs/Meshes/mesh";
  60607. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60608. import { Effect } from "babylonjs/Materials/effect";
  60609. import { Scene } from "babylonjs/scene";
  60610. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60611. import "babylonjs/Shaders/geometry.fragment";
  60612. import "babylonjs/Shaders/geometry.vertex";
  60613. /** @hidden */
  60614. interface ISavedTransformationMatrix {
  60615. world: Matrix;
  60616. viewProjection: Matrix;
  60617. }
  60618. /**
  60619. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60620. */
  60621. export class GeometryBufferRenderer {
  60622. /**
  60623. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60624. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60625. */
  60626. static readonly POSITION_TEXTURE_TYPE: number;
  60627. /**
  60628. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60629. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60630. */
  60631. static readonly VELOCITY_TEXTURE_TYPE: number;
  60632. /**
  60633. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60634. * in order to compute objects velocities when enableVelocity is set to "true"
  60635. * @hidden
  60636. */
  60637. _previousTransformationMatrices: {
  60638. [index: number]: ISavedTransformationMatrix;
  60639. };
  60640. /**
  60641. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60642. * in order to compute objects velocities when enableVelocity is set to "true"
  60643. * @hidden
  60644. */
  60645. _previousBonesTransformationMatrices: {
  60646. [index: number]: Float32Array;
  60647. };
  60648. /**
  60649. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60650. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60651. */
  60652. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60653. private _scene;
  60654. private _multiRenderTarget;
  60655. private _ratio;
  60656. private _enablePosition;
  60657. private _enableVelocity;
  60658. private _positionIndex;
  60659. private _velocityIndex;
  60660. protected _effect: Effect;
  60661. protected _cachedDefines: string;
  60662. /**
  60663. * Set the render list (meshes to be rendered) used in the G buffer.
  60664. */
  60665. renderList: Mesh[];
  60666. /**
  60667. * Gets wether or not G buffer are supported by the running hardware.
  60668. * This requires draw buffer supports
  60669. */
  60670. readonly isSupported: boolean;
  60671. /**
  60672. * Returns the index of the given texture type in the G-Buffer textures array
  60673. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60674. * @returns the index of the given texture type in the G-Buffer textures array
  60675. */
  60676. getTextureIndex(textureType: number): number;
  60677. /**
  60678. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60679. */
  60680. /**
  60681. * Sets whether or not objects positions are enabled for the G buffer.
  60682. */
  60683. enablePosition: boolean;
  60684. /**
  60685. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60686. */
  60687. /**
  60688. * Sets wether or not objects velocities are enabled for the G buffer.
  60689. */
  60690. enableVelocity: boolean;
  60691. /**
  60692. * Gets the scene associated with the buffer.
  60693. */
  60694. readonly scene: Scene;
  60695. /**
  60696. * Gets the ratio used by the buffer during its creation.
  60697. * How big is the buffer related to the main canvas.
  60698. */
  60699. readonly ratio: number;
  60700. /** @hidden */
  60701. static _SceneComponentInitialization: (scene: Scene) => void;
  60702. /**
  60703. * Creates a new G Buffer for the scene
  60704. * @param scene The scene the buffer belongs to
  60705. * @param ratio How big is the buffer related to the main canvas.
  60706. */
  60707. constructor(scene: Scene, ratio?: number);
  60708. /**
  60709. * Checks wether everything is ready to render a submesh to the G buffer.
  60710. * @param subMesh the submesh to check readiness for
  60711. * @param useInstances is the mesh drawn using instance or not
  60712. * @returns true if ready otherwise false
  60713. */
  60714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60715. /**
  60716. * Gets the current underlying G Buffer.
  60717. * @returns the buffer
  60718. */
  60719. getGBuffer(): MultiRenderTarget;
  60720. /**
  60721. * Gets the number of samples used to render the buffer (anti aliasing).
  60722. */
  60723. /**
  60724. * Sets the number of samples used to render the buffer (anti aliasing).
  60725. */
  60726. samples: number;
  60727. /**
  60728. * Disposes the renderer and frees up associated resources.
  60729. */
  60730. dispose(): void;
  60731. protected _createRenderTargets(): void;
  60732. private _copyBonesTransformationMatrices;
  60733. }
  60734. }
  60735. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60736. import { Nullable } from "babylonjs/types";
  60737. import { Scene } from "babylonjs/scene";
  60738. import { ISceneComponent } from "babylonjs/sceneComponent";
  60739. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60740. module "babylonjs/scene" {
  60741. interface Scene {
  60742. /** @hidden (Backing field) */
  60743. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60744. /**
  60745. * Gets or Sets the current geometry buffer associated to the scene.
  60746. */
  60747. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60748. /**
  60749. * Enables a GeometryBufferRender and associates it with the scene
  60750. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60751. * @returns the GeometryBufferRenderer
  60752. */
  60753. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60754. /**
  60755. * Disables the GeometryBufferRender associated with the scene
  60756. */
  60757. disableGeometryBufferRenderer(): void;
  60758. }
  60759. }
  60760. /**
  60761. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60762. * in several rendering techniques.
  60763. */
  60764. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60765. /**
  60766. * The component name helpful to identify the component in the list of scene components.
  60767. */
  60768. readonly name: string;
  60769. /**
  60770. * The scene the component belongs to.
  60771. */
  60772. scene: Scene;
  60773. /**
  60774. * Creates a new instance of the component for the given scene
  60775. * @param scene Defines the scene to register the component in
  60776. */
  60777. constructor(scene: Scene);
  60778. /**
  60779. * Registers the component in a given scene
  60780. */
  60781. register(): void;
  60782. /**
  60783. * Rebuilds the elements related to this component in case of
  60784. * context lost for instance.
  60785. */
  60786. rebuild(): void;
  60787. /**
  60788. * Disposes the component and the associated ressources
  60789. */
  60790. dispose(): void;
  60791. private _gatherRenderTargets;
  60792. }
  60793. }
  60794. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60795. /** @hidden */
  60796. export var motionBlurPixelShader: {
  60797. name: string;
  60798. shader: string;
  60799. };
  60800. }
  60801. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60802. import { Nullable } from "babylonjs/types";
  60803. import { Camera } from "babylonjs/Cameras/camera";
  60804. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60805. import { Scene } from "babylonjs/scene";
  60806. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60807. import "babylonjs/Animations/animatable";
  60808. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60809. import "babylonjs/Shaders/motionBlur.fragment";
  60810. import { Engine } from "babylonjs/Engines/engine";
  60811. /**
  60812. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60813. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60814. * As an example, all you have to do is to create the post-process:
  60815. * var mb = new BABYLON.MotionBlurPostProcess(
  60816. * 'mb', // The name of the effect.
  60817. * scene, // The scene containing the objects to blur according to their velocity.
  60818. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60819. * camera // The camera to apply the render pass to.
  60820. * );
  60821. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60822. */
  60823. export class MotionBlurPostProcess extends PostProcess {
  60824. /**
  60825. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60826. */
  60827. motionStrength: number;
  60828. /**
  60829. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60830. */
  60831. /**
  60832. * Sets the number of iterations to be used for motion blur quality
  60833. */
  60834. motionBlurSamples: number;
  60835. private _motionBlurSamples;
  60836. private _geometryBufferRenderer;
  60837. /**
  60838. * Creates a new instance MotionBlurPostProcess
  60839. * @param name The name of the effect.
  60840. * @param scene The scene containing the objects to blur according to their velocity.
  60841. * @param options The required width/height ratio to downsize to before computing the render pass.
  60842. * @param camera The camera to apply the render pass to.
  60843. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60844. * @param engine The engine which the post process will be applied. (default: current engine)
  60845. * @param reusable If the post process can be reused on the same frame. (default: false)
  60846. * @param textureType Type of textures used when performing the post process. (default: 0)
  60847. * @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)
  60848. */
  60849. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60850. /**
  60851. * Excludes the given skinned mesh from computing bones velocities.
  60852. * 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.
  60853. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60854. */
  60855. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60856. /**
  60857. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60858. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60859. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60860. */
  60861. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60862. /**
  60863. * Disposes the post process.
  60864. * @param camera The camera to dispose the post process on.
  60865. */
  60866. dispose(camera?: Camera): void;
  60867. }
  60868. }
  60869. declare module "babylonjs/Shaders/refraction.fragment" {
  60870. /** @hidden */
  60871. export var refractionPixelShader: {
  60872. name: string;
  60873. shader: string;
  60874. };
  60875. }
  60876. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60877. import { Color3 } from "babylonjs/Maths/math.color";
  60878. import { Camera } from "babylonjs/Cameras/camera";
  60879. import { Texture } from "babylonjs/Materials/Textures/texture";
  60880. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60881. import { Engine } from "babylonjs/Engines/engine";
  60882. import "babylonjs/Shaders/refraction.fragment";
  60883. /**
  60884. * Post process which applies a refractin texture
  60885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60886. */
  60887. export class RefractionPostProcess extends PostProcess {
  60888. /** the base color of the refraction (used to taint the rendering) */
  60889. color: Color3;
  60890. /** simulated refraction depth */
  60891. depth: number;
  60892. /** the coefficient of the base color (0 to remove base color tainting) */
  60893. colorLevel: number;
  60894. private _refTexture;
  60895. private _ownRefractionTexture;
  60896. /**
  60897. * Gets or sets the refraction texture
  60898. * Please note that you are responsible for disposing the texture if you set it manually
  60899. */
  60900. refractionTexture: Texture;
  60901. /**
  60902. * Initializes the RefractionPostProcess
  60903. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60904. * @param name The name of the effect.
  60905. * @param refractionTextureUrl Url of the refraction texture to use
  60906. * @param color the base color of the refraction (used to taint the rendering)
  60907. * @param depth simulated refraction depth
  60908. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60909. * @param camera The camera to apply the render pass to.
  60910. * @param options The required width/height ratio to downsize to before computing the render pass.
  60911. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60912. * @param engine The engine which the post process will be applied. (default: current engine)
  60913. * @param reusable If the post process can be reused on the same frame. (default: false)
  60914. */
  60915. constructor(name: string, refractionTextureUrl: string,
  60916. /** the base color of the refraction (used to taint the rendering) */
  60917. color: Color3,
  60918. /** simulated refraction depth */
  60919. depth: number,
  60920. /** the coefficient of the base color (0 to remove base color tainting) */
  60921. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60922. /**
  60923. * Disposes of the post process
  60924. * @param camera Camera to dispose post process on
  60925. */
  60926. dispose(camera: Camera): void;
  60927. }
  60928. }
  60929. declare module "babylonjs/Shaders/sharpen.fragment" {
  60930. /** @hidden */
  60931. export var sharpenPixelShader: {
  60932. name: string;
  60933. shader: string;
  60934. };
  60935. }
  60936. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60937. import { Nullable } from "babylonjs/types";
  60938. import { Camera } from "babylonjs/Cameras/camera";
  60939. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60940. import "babylonjs/Shaders/sharpen.fragment";
  60941. import { Engine } from "babylonjs/Engines/engine";
  60942. /**
  60943. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60944. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60945. */
  60946. export class SharpenPostProcess extends PostProcess {
  60947. /**
  60948. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60949. */
  60950. colorAmount: number;
  60951. /**
  60952. * How much sharpness should be applied (default: 0.3)
  60953. */
  60954. edgeAmount: number;
  60955. /**
  60956. * Creates a new instance ConvolutionPostProcess
  60957. * @param name The name of the effect.
  60958. * @param options The required width/height ratio to downsize to before computing the render pass.
  60959. * @param camera The camera to apply the render pass to.
  60960. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60961. * @param engine The engine which the post process will be applied. (default: current engine)
  60962. * @param reusable If the post process can be reused on the same frame. (default: false)
  60963. * @param textureType Type of textures used when performing the post process. (default: 0)
  60964. * @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)
  60965. */
  60966. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60967. }
  60968. }
  60969. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60970. import { Nullable } from "babylonjs/types";
  60971. import { Camera } from "babylonjs/Cameras/camera";
  60972. import { Engine } from "babylonjs/Engines/engine";
  60973. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60974. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60975. /**
  60976. * PostProcessRenderPipeline
  60977. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60978. */
  60979. export class PostProcessRenderPipeline {
  60980. private engine;
  60981. private _renderEffects;
  60982. private _renderEffectsForIsolatedPass;
  60983. /**
  60984. * List of inspectable custom properties (used by the Inspector)
  60985. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60986. */
  60987. inspectableCustomProperties: IInspectable[];
  60988. /**
  60989. * @hidden
  60990. */
  60991. protected _cameras: Camera[];
  60992. /** @hidden */
  60993. _name: string;
  60994. /**
  60995. * Gets pipeline name
  60996. */
  60997. readonly name: string;
  60998. /**
  60999. * Initializes a PostProcessRenderPipeline
  61000. * @param engine engine to add the pipeline to
  61001. * @param name name of the pipeline
  61002. */
  61003. constructor(engine: Engine, name: string);
  61004. /**
  61005. * Gets the class name
  61006. * @returns "PostProcessRenderPipeline"
  61007. */
  61008. getClassName(): string;
  61009. /**
  61010. * If all the render effects in the pipeline are supported
  61011. */
  61012. readonly isSupported: boolean;
  61013. /**
  61014. * Adds an effect to the pipeline
  61015. * @param renderEffect the effect to add
  61016. */
  61017. addEffect(renderEffect: PostProcessRenderEffect): void;
  61018. /** @hidden */
  61019. _rebuild(): void;
  61020. /** @hidden */
  61021. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61022. /** @hidden */
  61023. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61024. /** @hidden */
  61025. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61026. /** @hidden */
  61027. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61028. /** @hidden */
  61029. _attachCameras(cameras: Camera, unique: boolean): void;
  61030. /** @hidden */
  61031. _attachCameras(cameras: Camera[], unique: boolean): void;
  61032. /** @hidden */
  61033. _detachCameras(cameras: Camera): void;
  61034. /** @hidden */
  61035. _detachCameras(cameras: Nullable<Camera[]>): void;
  61036. /** @hidden */
  61037. _update(): void;
  61038. /** @hidden */
  61039. _reset(): void;
  61040. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61041. /**
  61042. * Disposes of the pipeline
  61043. */
  61044. dispose(): void;
  61045. }
  61046. }
  61047. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61048. import { Camera } from "babylonjs/Cameras/camera";
  61049. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61050. /**
  61051. * PostProcessRenderPipelineManager class
  61052. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61053. */
  61054. export class PostProcessRenderPipelineManager {
  61055. private _renderPipelines;
  61056. /**
  61057. * Initializes a PostProcessRenderPipelineManager
  61058. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61059. */
  61060. constructor();
  61061. /**
  61062. * Gets the list of supported render pipelines
  61063. */
  61064. readonly supportedPipelines: PostProcessRenderPipeline[];
  61065. /**
  61066. * Adds a pipeline to the manager
  61067. * @param renderPipeline The pipeline to add
  61068. */
  61069. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61070. /**
  61071. * Attaches a camera to the pipeline
  61072. * @param renderPipelineName The name of the pipeline to attach to
  61073. * @param cameras the camera to attach
  61074. * @param unique if the camera can be attached multiple times to the pipeline
  61075. */
  61076. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61077. /**
  61078. * Detaches a camera from the pipeline
  61079. * @param renderPipelineName The name of the pipeline to detach from
  61080. * @param cameras the camera to detach
  61081. */
  61082. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61083. /**
  61084. * Enables an effect by name on a pipeline
  61085. * @param renderPipelineName the name of the pipeline to enable the effect in
  61086. * @param renderEffectName the name of the effect to enable
  61087. * @param cameras the cameras that the effect should be enabled on
  61088. */
  61089. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61090. /**
  61091. * Disables an effect by name on a pipeline
  61092. * @param renderPipelineName the name of the pipeline to disable the effect in
  61093. * @param renderEffectName the name of the effect to disable
  61094. * @param cameras the cameras that the effect should be disabled on
  61095. */
  61096. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61097. /**
  61098. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61099. */
  61100. update(): void;
  61101. /** @hidden */
  61102. _rebuild(): void;
  61103. /**
  61104. * Disposes of the manager and pipelines
  61105. */
  61106. dispose(): void;
  61107. }
  61108. }
  61109. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61110. import { ISceneComponent } from "babylonjs/sceneComponent";
  61111. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61112. import { Scene } from "babylonjs/scene";
  61113. module "babylonjs/scene" {
  61114. interface Scene {
  61115. /** @hidden (Backing field) */
  61116. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61117. /**
  61118. * Gets the postprocess render pipeline manager
  61119. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61120. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61121. */
  61122. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61123. }
  61124. }
  61125. /**
  61126. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61127. */
  61128. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61129. /**
  61130. * The component name helpfull to identify the component in the list of scene components.
  61131. */
  61132. readonly name: string;
  61133. /**
  61134. * The scene the component belongs to.
  61135. */
  61136. scene: Scene;
  61137. /**
  61138. * Creates a new instance of the component for the given scene
  61139. * @param scene Defines the scene to register the component in
  61140. */
  61141. constructor(scene: Scene);
  61142. /**
  61143. * Registers the component in a given scene
  61144. */
  61145. register(): void;
  61146. /**
  61147. * Rebuilds the elements related to this component in case of
  61148. * context lost for instance.
  61149. */
  61150. rebuild(): void;
  61151. /**
  61152. * Disposes the component and the associated ressources
  61153. */
  61154. dispose(): void;
  61155. private _gatherRenderTargets;
  61156. }
  61157. }
  61158. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61159. import { Nullable } from "babylonjs/types";
  61160. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61161. import { Camera } from "babylonjs/Cameras/camera";
  61162. import { IDisposable } from "babylonjs/scene";
  61163. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61164. import { Scene } from "babylonjs/scene";
  61165. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61166. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61167. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61168. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61169. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61170. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61171. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61172. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61173. import { Animation } from "babylonjs/Animations/animation";
  61174. /**
  61175. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61176. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61177. */
  61178. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61179. private _scene;
  61180. private _camerasToBeAttached;
  61181. /**
  61182. * ID of the sharpen post process,
  61183. */
  61184. private readonly SharpenPostProcessId;
  61185. /**
  61186. * @ignore
  61187. * ID of the image processing post process;
  61188. */
  61189. readonly ImageProcessingPostProcessId: string;
  61190. /**
  61191. * @ignore
  61192. * ID of the Fast Approximate Anti-Aliasing post process;
  61193. */
  61194. readonly FxaaPostProcessId: string;
  61195. /**
  61196. * ID of the chromatic aberration post process,
  61197. */
  61198. private readonly ChromaticAberrationPostProcessId;
  61199. /**
  61200. * ID of the grain post process
  61201. */
  61202. private readonly GrainPostProcessId;
  61203. /**
  61204. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61205. */
  61206. sharpen: SharpenPostProcess;
  61207. private _sharpenEffect;
  61208. private bloom;
  61209. /**
  61210. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61211. */
  61212. depthOfField: DepthOfFieldEffect;
  61213. /**
  61214. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61215. */
  61216. fxaa: FxaaPostProcess;
  61217. /**
  61218. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61219. */
  61220. imageProcessing: ImageProcessingPostProcess;
  61221. /**
  61222. * Chromatic aberration post process which will shift rgb colors in the image
  61223. */
  61224. chromaticAberration: ChromaticAberrationPostProcess;
  61225. private _chromaticAberrationEffect;
  61226. /**
  61227. * Grain post process which add noise to the image
  61228. */
  61229. grain: GrainPostProcess;
  61230. private _grainEffect;
  61231. /**
  61232. * Glow post process which adds a glow to emissive areas of the image
  61233. */
  61234. private _glowLayer;
  61235. /**
  61236. * Animations which can be used to tweak settings over a period of time
  61237. */
  61238. animations: Animation[];
  61239. private _imageProcessingConfigurationObserver;
  61240. private _sharpenEnabled;
  61241. private _bloomEnabled;
  61242. private _depthOfFieldEnabled;
  61243. private _depthOfFieldBlurLevel;
  61244. private _fxaaEnabled;
  61245. private _imageProcessingEnabled;
  61246. private _defaultPipelineTextureType;
  61247. private _bloomScale;
  61248. private _chromaticAberrationEnabled;
  61249. private _grainEnabled;
  61250. private _buildAllowed;
  61251. /**
  61252. * Gets active scene
  61253. */
  61254. readonly scene: Scene;
  61255. /**
  61256. * Enable or disable the sharpen process from the pipeline
  61257. */
  61258. sharpenEnabled: boolean;
  61259. private _resizeObserver;
  61260. private _hardwareScaleLevel;
  61261. private _bloomKernel;
  61262. /**
  61263. * Specifies the size of the bloom blur kernel, relative to the final output size
  61264. */
  61265. bloomKernel: number;
  61266. /**
  61267. * Specifies the weight of the bloom in the final rendering
  61268. */
  61269. private _bloomWeight;
  61270. /**
  61271. * Specifies the luma threshold for the area that will be blurred by the bloom
  61272. */
  61273. private _bloomThreshold;
  61274. private _hdr;
  61275. /**
  61276. * The strength of the bloom.
  61277. */
  61278. bloomWeight: number;
  61279. /**
  61280. * The strength of the bloom.
  61281. */
  61282. bloomThreshold: number;
  61283. /**
  61284. * The scale of the bloom, lower value will provide better performance.
  61285. */
  61286. bloomScale: number;
  61287. /**
  61288. * Enable or disable the bloom from the pipeline
  61289. */
  61290. bloomEnabled: boolean;
  61291. private _rebuildBloom;
  61292. /**
  61293. * If the depth of field is enabled.
  61294. */
  61295. depthOfFieldEnabled: boolean;
  61296. /**
  61297. * Blur level of the depth of field effect. (Higher blur will effect performance)
  61298. */
  61299. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  61300. /**
  61301. * If the anti aliasing is enabled.
  61302. */
  61303. fxaaEnabled: boolean;
  61304. private _samples;
  61305. /**
  61306. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61307. */
  61308. samples: number;
  61309. /**
  61310. * If image processing is enabled.
  61311. */
  61312. imageProcessingEnabled: boolean;
  61313. /**
  61314. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61315. */
  61316. glowLayerEnabled: boolean;
  61317. /**
  61318. * Gets the glow layer (or null if not defined)
  61319. */
  61320. readonly glowLayer: Nullable<GlowLayer>;
  61321. /**
  61322. * Enable or disable the chromaticAberration process from the pipeline
  61323. */
  61324. chromaticAberrationEnabled: boolean;
  61325. /**
  61326. * Enable or disable the grain process from the pipeline
  61327. */
  61328. grainEnabled: boolean;
  61329. /**
  61330. * @constructor
  61331. * @param name - The rendering pipeline name (default: "")
  61332. * @param hdr - If high dynamic range textures should be used (default: true)
  61333. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61334. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61335. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61336. */
  61337. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61338. /**
  61339. * Get the class name
  61340. * @returns "DefaultRenderingPipeline"
  61341. */
  61342. getClassName(): string;
  61343. /**
  61344. * Force the compilation of the entire pipeline.
  61345. */
  61346. prepare(): void;
  61347. private _hasCleared;
  61348. private _prevPostProcess;
  61349. private _prevPrevPostProcess;
  61350. private _setAutoClearAndTextureSharing;
  61351. private _depthOfFieldSceneObserver;
  61352. private _buildPipeline;
  61353. private _disposePostProcesses;
  61354. /**
  61355. * Adds a camera to the pipeline
  61356. * @param camera the camera to be added
  61357. */
  61358. addCamera(camera: Camera): void;
  61359. /**
  61360. * Removes a camera from the pipeline
  61361. * @param camera the camera to remove
  61362. */
  61363. removeCamera(camera: Camera): void;
  61364. /**
  61365. * Dispose of the pipeline and stop all post processes
  61366. */
  61367. dispose(): void;
  61368. /**
  61369. * Serialize the rendering pipeline (Used when exporting)
  61370. * @returns the serialized object
  61371. */
  61372. serialize(): any;
  61373. /**
  61374. * Parse the serialized pipeline
  61375. * @param source Source pipeline.
  61376. * @param scene The scene to load the pipeline to.
  61377. * @param rootUrl The URL of the serialized pipeline.
  61378. * @returns An instantiated pipeline from the serialized object.
  61379. */
  61380. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61381. }
  61382. }
  61383. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61384. /** @hidden */
  61385. export var lensHighlightsPixelShader: {
  61386. name: string;
  61387. shader: string;
  61388. };
  61389. }
  61390. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61391. /** @hidden */
  61392. export var depthOfFieldPixelShader: {
  61393. name: string;
  61394. shader: string;
  61395. };
  61396. }
  61397. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61398. import { Camera } from "babylonjs/Cameras/camera";
  61399. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61400. import { Scene } from "babylonjs/scene";
  61401. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61402. import "babylonjs/Shaders/chromaticAberration.fragment";
  61403. import "babylonjs/Shaders/lensHighlights.fragment";
  61404. import "babylonjs/Shaders/depthOfField.fragment";
  61405. /**
  61406. * BABYLON.JS Chromatic Aberration GLSL Shader
  61407. * Author: Olivier Guyot
  61408. * Separates very slightly R, G and B colors on the edges of the screen
  61409. * Inspired by Francois Tarlier & Martins Upitis
  61410. */
  61411. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61412. /**
  61413. * @ignore
  61414. * The chromatic aberration PostProcess id in the pipeline
  61415. */
  61416. LensChromaticAberrationEffect: string;
  61417. /**
  61418. * @ignore
  61419. * The highlights enhancing PostProcess id in the pipeline
  61420. */
  61421. HighlightsEnhancingEffect: string;
  61422. /**
  61423. * @ignore
  61424. * The depth-of-field PostProcess id in the pipeline
  61425. */
  61426. LensDepthOfFieldEffect: string;
  61427. private _scene;
  61428. private _depthTexture;
  61429. private _grainTexture;
  61430. private _chromaticAberrationPostProcess;
  61431. private _highlightsPostProcess;
  61432. private _depthOfFieldPostProcess;
  61433. private _edgeBlur;
  61434. private _grainAmount;
  61435. private _chromaticAberration;
  61436. private _distortion;
  61437. private _highlightsGain;
  61438. private _highlightsThreshold;
  61439. private _dofDistance;
  61440. private _dofAperture;
  61441. private _dofDarken;
  61442. private _dofPentagon;
  61443. private _blurNoise;
  61444. /**
  61445. * @constructor
  61446. *
  61447. * Effect parameters are as follow:
  61448. * {
  61449. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61450. * edge_blur: number; // from 0 to x (1 for realism)
  61451. * distortion: number; // from 0 to x (1 for realism)
  61452. * grain_amount: number; // from 0 to 1
  61453. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61454. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61455. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61456. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61457. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61458. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61459. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61460. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61461. * }
  61462. * Note: if an effect parameter is unset, effect is disabled
  61463. *
  61464. * @param name The rendering pipeline name
  61465. * @param parameters - An object containing all parameters (see above)
  61466. * @param scene The scene linked to this pipeline
  61467. * @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)
  61468. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61469. */
  61470. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61471. /**
  61472. * Get the class name
  61473. * @returns "LensRenderingPipeline"
  61474. */
  61475. getClassName(): string;
  61476. /**
  61477. * Gets associated scene
  61478. */
  61479. readonly scene: Scene;
  61480. /**
  61481. * Gets or sets the edge blur
  61482. */
  61483. edgeBlur: number;
  61484. /**
  61485. * Gets or sets the grain amount
  61486. */
  61487. grainAmount: number;
  61488. /**
  61489. * Gets or sets the chromatic aberration amount
  61490. */
  61491. chromaticAberration: number;
  61492. /**
  61493. * Gets or sets the depth of field aperture
  61494. */
  61495. dofAperture: number;
  61496. /**
  61497. * Gets or sets the edge distortion
  61498. */
  61499. edgeDistortion: number;
  61500. /**
  61501. * Gets or sets the depth of field distortion
  61502. */
  61503. dofDistortion: number;
  61504. /**
  61505. * Gets or sets the darken out of focus amount
  61506. */
  61507. darkenOutOfFocus: number;
  61508. /**
  61509. * Gets or sets a boolean indicating if blur noise is enabled
  61510. */
  61511. blurNoise: boolean;
  61512. /**
  61513. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61514. */
  61515. pentagonBokeh: boolean;
  61516. /**
  61517. * Gets or sets the highlight grain amount
  61518. */
  61519. highlightsGain: number;
  61520. /**
  61521. * Gets or sets the highlight threshold
  61522. */
  61523. highlightsThreshold: number;
  61524. /**
  61525. * Sets the amount of blur at the edges
  61526. * @param amount blur amount
  61527. */
  61528. setEdgeBlur(amount: number): void;
  61529. /**
  61530. * Sets edge blur to 0
  61531. */
  61532. disableEdgeBlur(): void;
  61533. /**
  61534. * Sets the amout of grain
  61535. * @param amount Amount of grain
  61536. */
  61537. setGrainAmount(amount: number): void;
  61538. /**
  61539. * Set grain amount to 0
  61540. */
  61541. disableGrain(): void;
  61542. /**
  61543. * Sets the chromatic aberration amount
  61544. * @param amount amount of chromatic aberration
  61545. */
  61546. setChromaticAberration(amount: number): void;
  61547. /**
  61548. * Sets chromatic aberration amount to 0
  61549. */
  61550. disableChromaticAberration(): void;
  61551. /**
  61552. * Sets the EdgeDistortion amount
  61553. * @param amount amount of EdgeDistortion
  61554. */
  61555. setEdgeDistortion(amount: number): void;
  61556. /**
  61557. * Sets edge distortion to 0
  61558. */
  61559. disableEdgeDistortion(): void;
  61560. /**
  61561. * Sets the FocusDistance amount
  61562. * @param amount amount of FocusDistance
  61563. */
  61564. setFocusDistance(amount: number): void;
  61565. /**
  61566. * Disables depth of field
  61567. */
  61568. disableDepthOfField(): void;
  61569. /**
  61570. * Sets the Aperture amount
  61571. * @param amount amount of Aperture
  61572. */
  61573. setAperture(amount: number): void;
  61574. /**
  61575. * Sets the DarkenOutOfFocus amount
  61576. * @param amount amount of DarkenOutOfFocus
  61577. */
  61578. setDarkenOutOfFocus(amount: number): void;
  61579. private _pentagonBokehIsEnabled;
  61580. /**
  61581. * Creates a pentagon bokeh effect
  61582. */
  61583. enablePentagonBokeh(): void;
  61584. /**
  61585. * Disables the pentagon bokeh effect
  61586. */
  61587. disablePentagonBokeh(): void;
  61588. /**
  61589. * Enables noise blur
  61590. */
  61591. enableNoiseBlur(): void;
  61592. /**
  61593. * Disables noise blur
  61594. */
  61595. disableNoiseBlur(): void;
  61596. /**
  61597. * Sets the HighlightsGain amount
  61598. * @param amount amount of HighlightsGain
  61599. */
  61600. setHighlightsGain(amount: number): void;
  61601. /**
  61602. * Sets the HighlightsThreshold amount
  61603. * @param amount amount of HighlightsThreshold
  61604. */
  61605. setHighlightsThreshold(amount: number): void;
  61606. /**
  61607. * Disables highlights
  61608. */
  61609. disableHighlights(): void;
  61610. /**
  61611. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61612. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61613. */
  61614. dispose(disableDepthRender?: boolean): void;
  61615. private _createChromaticAberrationPostProcess;
  61616. private _createHighlightsPostProcess;
  61617. private _createDepthOfFieldPostProcess;
  61618. private _createGrainTexture;
  61619. }
  61620. }
  61621. declare module "babylonjs/Shaders/ssao2.fragment" {
  61622. /** @hidden */
  61623. export var ssao2PixelShader: {
  61624. name: string;
  61625. shader: string;
  61626. };
  61627. }
  61628. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61629. /** @hidden */
  61630. export var ssaoCombinePixelShader: {
  61631. name: string;
  61632. shader: string;
  61633. };
  61634. }
  61635. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61636. import { Camera } from "babylonjs/Cameras/camera";
  61637. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61638. import { Scene } from "babylonjs/scene";
  61639. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61640. import "babylonjs/Shaders/ssao2.fragment";
  61641. import "babylonjs/Shaders/ssaoCombine.fragment";
  61642. /**
  61643. * Render pipeline to produce ssao effect
  61644. */
  61645. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61646. /**
  61647. * @ignore
  61648. * The PassPostProcess id in the pipeline that contains the original scene color
  61649. */
  61650. SSAOOriginalSceneColorEffect: string;
  61651. /**
  61652. * @ignore
  61653. * The SSAO PostProcess id in the pipeline
  61654. */
  61655. SSAORenderEffect: string;
  61656. /**
  61657. * @ignore
  61658. * The horizontal blur PostProcess id in the pipeline
  61659. */
  61660. SSAOBlurHRenderEffect: string;
  61661. /**
  61662. * @ignore
  61663. * The vertical blur PostProcess id in the pipeline
  61664. */
  61665. SSAOBlurVRenderEffect: string;
  61666. /**
  61667. * @ignore
  61668. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61669. */
  61670. SSAOCombineRenderEffect: string;
  61671. /**
  61672. * The output strength of the SSAO post-process. Default value is 1.0.
  61673. */
  61674. totalStrength: number;
  61675. /**
  61676. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61677. */
  61678. maxZ: number;
  61679. /**
  61680. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61681. */
  61682. minZAspect: number;
  61683. private _samples;
  61684. /**
  61685. * Number of samples used for the SSAO calculations. Default value is 8
  61686. */
  61687. samples: number;
  61688. private _textureSamples;
  61689. /**
  61690. * Number of samples to use for antialiasing
  61691. */
  61692. textureSamples: number;
  61693. /**
  61694. * Ratio object used for SSAO ratio and blur ratio
  61695. */
  61696. private _ratio;
  61697. /**
  61698. * Dynamically generated sphere sampler.
  61699. */
  61700. private _sampleSphere;
  61701. /**
  61702. * Blur filter offsets
  61703. */
  61704. private _samplerOffsets;
  61705. private _expensiveBlur;
  61706. /**
  61707. * If bilateral blur should be used
  61708. */
  61709. expensiveBlur: boolean;
  61710. /**
  61711. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61712. */
  61713. radius: number;
  61714. /**
  61715. * The base color of the SSAO post-process
  61716. * The final result is "base + ssao" between [0, 1]
  61717. */
  61718. base: number;
  61719. /**
  61720. * Support test.
  61721. */
  61722. static readonly IsSupported: boolean;
  61723. private _scene;
  61724. private _depthTexture;
  61725. private _normalTexture;
  61726. private _randomTexture;
  61727. private _originalColorPostProcess;
  61728. private _ssaoPostProcess;
  61729. private _blurHPostProcess;
  61730. private _blurVPostProcess;
  61731. private _ssaoCombinePostProcess;
  61732. private _firstUpdate;
  61733. /**
  61734. * Gets active scene
  61735. */
  61736. readonly scene: Scene;
  61737. /**
  61738. * @constructor
  61739. * @param name The rendering pipeline name
  61740. * @param scene The scene linked to this pipeline
  61741. * @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 }
  61742. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61743. */
  61744. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61745. /**
  61746. * Get the class name
  61747. * @returns "SSAO2RenderingPipeline"
  61748. */
  61749. getClassName(): string;
  61750. /**
  61751. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61752. */
  61753. dispose(disableGeometryBufferRenderer?: boolean): void;
  61754. private _createBlurPostProcess;
  61755. /** @hidden */
  61756. _rebuild(): void;
  61757. private _bits;
  61758. private _radicalInverse_VdC;
  61759. private _hammersley;
  61760. private _hemisphereSample_uniform;
  61761. private _generateHemisphere;
  61762. private _createSSAOPostProcess;
  61763. private _createSSAOCombinePostProcess;
  61764. private _createRandomTexture;
  61765. /**
  61766. * Serialize the rendering pipeline (Used when exporting)
  61767. * @returns the serialized object
  61768. */
  61769. serialize(): any;
  61770. /**
  61771. * Parse the serialized pipeline
  61772. * @param source Source pipeline.
  61773. * @param scene The scene to load the pipeline to.
  61774. * @param rootUrl The URL of the serialized pipeline.
  61775. * @returns An instantiated pipeline from the serialized object.
  61776. */
  61777. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61778. }
  61779. }
  61780. declare module "babylonjs/Shaders/ssao.fragment" {
  61781. /** @hidden */
  61782. export var ssaoPixelShader: {
  61783. name: string;
  61784. shader: string;
  61785. };
  61786. }
  61787. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61788. import { Camera } from "babylonjs/Cameras/camera";
  61789. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61790. import { Scene } from "babylonjs/scene";
  61791. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61792. import "babylonjs/Shaders/ssao.fragment";
  61793. import "babylonjs/Shaders/ssaoCombine.fragment";
  61794. /**
  61795. * Render pipeline to produce ssao effect
  61796. */
  61797. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61798. /**
  61799. * @ignore
  61800. * The PassPostProcess id in the pipeline that contains the original scene color
  61801. */
  61802. SSAOOriginalSceneColorEffect: string;
  61803. /**
  61804. * @ignore
  61805. * The SSAO PostProcess id in the pipeline
  61806. */
  61807. SSAORenderEffect: string;
  61808. /**
  61809. * @ignore
  61810. * The horizontal blur PostProcess id in the pipeline
  61811. */
  61812. SSAOBlurHRenderEffect: string;
  61813. /**
  61814. * @ignore
  61815. * The vertical blur PostProcess id in the pipeline
  61816. */
  61817. SSAOBlurVRenderEffect: string;
  61818. /**
  61819. * @ignore
  61820. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61821. */
  61822. SSAOCombineRenderEffect: string;
  61823. /**
  61824. * The output strength of the SSAO post-process. Default value is 1.0.
  61825. */
  61826. totalStrength: number;
  61827. /**
  61828. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61829. */
  61830. radius: number;
  61831. /**
  61832. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61833. * Must not be equal to fallOff and superior to fallOff.
  61834. * Default value is 0.0075
  61835. */
  61836. area: number;
  61837. /**
  61838. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61839. * Must not be equal to area and inferior to area.
  61840. * Default value is 0.000001
  61841. */
  61842. fallOff: number;
  61843. /**
  61844. * The base color of the SSAO post-process
  61845. * The final result is "base + ssao" between [0, 1]
  61846. */
  61847. base: number;
  61848. private _scene;
  61849. private _depthTexture;
  61850. private _randomTexture;
  61851. private _originalColorPostProcess;
  61852. private _ssaoPostProcess;
  61853. private _blurHPostProcess;
  61854. private _blurVPostProcess;
  61855. private _ssaoCombinePostProcess;
  61856. private _firstUpdate;
  61857. /**
  61858. * Gets active scene
  61859. */
  61860. readonly scene: Scene;
  61861. /**
  61862. * @constructor
  61863. * @param name - The rendering pipeline name
  61864. * @param scene - The scene linked to this pipeline
  61865. * @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 }
  61866. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61867. */
  61868. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61869. /**
  61870. * Get the class name
  61871. * @returns "SSAORenderingPipeline"
  61872. */
  61873. getClassName(): string;
  61874. /**
  61875. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61876. */
  61877. dispose(disableDepthRender?: boolean): void;
  61878. private _createBlurPostProcess;
  61879. /** @hidden */
  61880. _rebuild(): void;
  61881. private _createSSAOPostProcess;
  61882. private _createSSAOCombinePostProcess;
  61883. private _createRandomTexture;
  61884. }
  61885. }
  61886. declare module "babylonjs/Shaders/standard.fragment" {
  61887. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61888. /** @hidden */
  61889. export var standardPixelShader: {
  61890. name: string;
  61891. shader: string;
  61892. };
  61893. }
  61894. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61895. import { Nullable } from "babylonjs/types";
  61896. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61897. import { Camera } from "babylonjs/Cameras/camera";
  61898. import { Texture } from "babylonjs/Materials/Textures/texture";
  61899. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61900. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61901. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61902. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61903. import { IDisposable } from "babylonjs/scene";
  61904. import { SpotLight } from "babylonjs/Lights/spotLight";
  61905. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61906. import { Scene } from "babylonjs/scene";
  61907. import { Animation } from "babylonjs/Animations/animation";
  61908. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61909. import "babylonjs/Shaders/standard.fragment";
  61910. /**
  61911. * Standard rendering pipeline
  61912. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61913. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61914. */
  61915. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61916. /**
  61917. * Public members
  61918. */
  61919. /**
  61920. * Post-process which contains the original scene color before the pipeline applies all the effects
  61921. */
  61922. originalPostProcess: Nullable<PostProcess>;
  61923. /**
  61924. * Post-process used to down scale an image x4
  61925. */
  61926. downSampleX4PostProcess: Nullable<PostProcess>;
  61927. /**
  61928. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61929. */
  61930. brightPassPostProcess: Nullable<PostProcess>;
  61931. /**
  61932. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61933. */
  61934. blurHPostProcesses: PostProcess[];
  61935. /**
  61936. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61937. */
  61938. blurVPostProcesses: PostProcess[];
  61939. /**
  61940. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61941. */
  61942. textureAdderPostProcess: Nullable<PostProcess>;
  61943. /**
  61944. * Post-process used to create volumetric lighting effect
  61945. */
  61946. volumetricLightPostProcess: Nullable<PostProcess>;
  61947. /**
  61948. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61949. */
  61950. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61951. /**
  61952. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61953. */
  61954. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61955. /**
  61956. * Post-process used to merge the volumetric light effect and the real scene color
  61957. */
  61958. volumetricLightMergePostProces: Nullable<PostProcess>;
  61959. /**
  61960. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61961. */
  61962. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61963. /**
  61964. * Base post-process used to calculate the average luminance of the final image for HDR
  61965. */
  61966. luminancePostProcess: Nullable<PostProcess>;
  61967. /**
  61968. * Post-processes used to create down sample post-processes in order to get
  61969. * the average luminance of the final image for HDR
  61970. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61971. */
  61972. luminanceDownSamplePostProcesses: PostProcess[];
  61973. /**
  61974. * Post-process used to create a HDR effect (light adaptation)
  61975. */
  61976. hdrPostProcess: Nullable<PostProcess>;
  61977. /**
  61978. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61979. */
  61980. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61981. /**
  61982. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61983. */
  61984. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61985. /**
  61986. * Post-process used to merge the final HDR post-process and the real scene color
  61987. */
  61988. hdrFinalPostProcess: Nullable<PostProcess>;
  61989. /**
  61990. * Post-process used to create a lens flare effect
  61991. */
  61992. lensFlarePostProcess: Nullable<PostProcess>;
  61993. /**
  61994. * Post-process that merges the result of the lens flare post-process and the real scene color
  61995. */
  61996. lensFlareComposePostProcess: Nullable<PostProcess>;
  61997. /**
  61998. * Post-process used to create a motion blur effect
  61999. */
  62000. motionBlurPostProcess: Nullable<PostProcess>;
  62001. /**
  62002. * Post-process used to create a depth of field effect
  62003. */
  62004. depthOfFieldPostProcess: Nullable<PostProcess>;
  62005. /**
  62006. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62007. */
  62008. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62009. /**
  62010. * Represents the brightness threshold in order to configure the illuminated surfaces
  62011. */
  62012. brightThreshold: number;
  62013. /**
  62014. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62015. */
  62016. blurWidth: number;
  62017. /**
  62018. * Sets if the blur for highlighted surfaces must be only horizontal
  62019. */
  62020. horizontalBlur: boolean;
  62021. /**
  62022. * Gets the overall exposure used by the pipeline
  62023. */
  62024. /**
  62025. * Sets the overall exposure used by the pipeline
  62026. */
  62027. exposure: number;
  62028. /**
  62029. * Texture used typically to simulate "dirty" on camera lens
  62030. */
  62031. lensTexture: Nullable<Texture>;
  62032. /**
  62033. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62034. */
  62035. volumetricLightCoefficient: number;
  62036. /**
  62037. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62038. */
  62039. volumetricLightPower: number;
  62040. /**
  62041. * Used the set the blur intensity to smooth the volumetric lights
  62042. */
  62043. volumetricLightBlurScale: number;
  62044. /**
  62045. * Light (spot or directional) used to generate the volumetric lights rays
  62046. * The source light must have a shadow generate so the pipeline can get its
  62047. * depth map
  62048. */
  62049. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62050. /**
  62051. * For eye adaptation, represents the minimum luminance the eye can see
  62052. */
  62053. hdrMinimumLuminance: number;
  62054. /**
  62055. * For eye adaptation, represents the decrease luminance speed
  62056. */
  62057. hdrDecreaseRate: number;
  62058. /**
  62059. * For eye adaptation, represents the increase luminance speed
  62060. */
  62061. hdrIncreaseRate: number;
  62062. /**
  62063. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62064. */
  62065. /**
  62066. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62067. */
  62068. hdrAutoExposure: boolean;
  62069. /**
  62070. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62071. */
  62072. lensColorTexture: Nullable<Texture>;
  62073. /**
  62074. * The overall strengh for the lens flare effect
  62075. */
  62076. lensFlareStrength: number;
  62077. /**
  62078. * Dispersion coefficient for lens flare ghosts
  62079. */
  62080. lensFlareGhostDispersal: number;
  62081. /**
  62082. * Main lens flare halo width
  62083. */
  62084. lensFlareHaloWidth: number;
  62085. /**
  62086. * Based on the lens distortion effect, defines how much the lens flare result
  62087. * is distorted
  62088. */
  62089. lensFlareDistortionStrength: number;
  62090. /**
  62091. * Lens star texture must be used to simulate rays on the flares and is available
  62092. * in the documentation
  62093. */
  62094. lensStarTexture: Nullable<Texture>;
  62095. /**
  62096. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62097. * flare effect by taking account of the dirt texture
  62098. */
  62099. lensFlareDirtTexture: Nullable<Texture>;
  62100. /**
  62101. * Represents the focal length for the depth of field effect
  62102. */
  62103. depthOfFieldDistance: number;
  62104. /**
  62105. * Represents the blur intensity for the blurred part of the depth of field effect
  62106. */
  62107. depthOfFieldBlurWidth: number;
  62108. /**
  62109. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62110. */
  62111. /**
  62112. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62113. */
  62114. motionStrength: number;
  62115. /**
  62116. * Gets wether or not the motion blur post-process is object based or screen based.
  62117. */
  62118. /**
  62119. * Sets wether or not the motion blur post-process should be object based or screen based
  62120. */
  62121. objectBasedMotionBlur: boolean;
  62122. /**
  62123. * List of animations for the pipeline (IAnimatable implementation)
  62124. */
  62125. animations: Animation[];
  62126. /**
  62127. * Private members
  62128. */
  62129. private _scene;
  62130. private _currentDepthOfFieldSource;
  62131. private _basePostProcess;
  62132. private _fixedExposure;
  62133. private _currentExposure;
  62134. private _hdrAutoExposure;
  62135. private _hdrCurrentLuminance;
  62136. private _motionStrength;
  62137. private _isObjectBasedMotionBlur;
  62138. private _floatTextureType;
  62139. private _camerasToBeAttached;
  62140. private _ratio;
  62141. private _bloomEnabled;
  62142. private _depthOfFieldEnabled;
  62143. private _vlsEnabled;
  62144. private _lensFlareEnabled;
  62145. private _hdrEnabled;
  62146. private _motionBlurEnabled;
  62147. private _fxaaEnabled;
  62148. private _motionBlurSamples;
  62149. private _volumetricLightStepsCount;
  62150. private _samples;
  62151. /**
  62152. * @ignore
  62153. * Specifies if the bloom pipeline is enabled
  62154. */
  62155. BloomEnabled: boolean;
  62156. /**
  62157. * @ignore
  62158. * Specifies if the depth of field pipeline is enabed
  62159. */
  62160. DepthOfFieldEnabled: boolean;
  62161. /**
  62162. * @ignore
  62163. * Specifies if the lens flare pipeline is enabed
  62164. */
  62165. LensFlareEnabled: boolean;
  62166. /**
  62167. * @ignore
  62168. * Specifies if the HDR pipeline is enabled
  62169. */
  62170. HDREnabled: boolean;
  62171. /**
  62172. * @ignore
  62173. * Specifies if the volumetric lights scattering effect is enabled
  62174. */
  62175. VLSEnabled: boolean;
  62176. /**
  62177. * @ignore
  62178. * Specifies if the motion blur effect is enabled
  62179. */
  62180. MotionBlurEnabled: boolean;
  62181. /**
  62182. * Specifies if anti-aliasing is enabled
  62183. */
  62184. fxaaEnabled: boolean;
  62185. /**
  62186. * Specifies the number of steps used to calculate the volumetric lights
  62187. * Typically in interval [50, 200]
  62188. */
  62189. volumetricLightStepsCount: number;
  62190. /**
  62191. * Specifies the number of samples used for the motion blur effect
  62192. * Typically in interval [16, 64]
  62193. */
  62194. motionBlurSamples: number;
  62195. /**
  62196. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62197. */
  62198. samples: number;
  62199. /**
  62200. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62201. * @constructor
  62202. * @param name The rendering pipeline name
  62203. * @param scene The scene linked to this pipeline
  62204. * @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)
  62205. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62206. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62207. */
  62208. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62209. private _buildPipeline;
  62210. private _createDownSampleX4PostProcess;
  62211. private _createBrightPassPostProcess;
  62212. private _createBlurPostProcesses;
  62213. private _createTextureAdderPostProcess;
  62214. private _createVolumetricLightPostProcess;
  62215. private _createLuminancePostProcesses;
  62216. private _createHdrPostProcess;
  62217. private _createLensFlarePostProcess;
  62218. private _createDepthOfFieldPostProcess;
  62219. private _createMotionBlurPostProcess;
  62220. private _getDepthTexture;
  62221. private _disposePostProcesses;
  62222. /**
  62223. * Dispose of the pipeline and stop all post processes
  62224. */
  62225. dispose(): void;
  62226. /**
  62227. * Serialize the rendering pipeline (Used when exporting)
  62228. * @returns the serialized object
  62229. */
  62230. serialize(): any;
  62231. /**
  62232. * Parse the serialized pipeline
  62233. * @param source Source pipeline.
  62234. * @param scene The scene to load the pipeline to.
  62235. * @param rootUrl The URL of the serialized pipeline.
  62236. * @returns An instantiated pipeline from the serialized object.
  62237. */
  62238. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  62239. /**
  62240. * Luminance steps
  62241. */
  62242. static LuminanceSteps: number;
  62243. }
  62244. }
  62245. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  62246. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  62247. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  62248. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  62249. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  62250. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  62251. }
  62252. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  62253. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  62254. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62255. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62256. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62257. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62258. }
  62259. declare module "babylonjs/Shaders/tonemap.fragment" {
  62260. /** @hidden */
  62261. export var tonemapPixelShader: {
  62262. name: string;
  62263. shader: string;
  62264. };
  62265. }
  62266. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  62267. import { Camera } from "babylonjs/Cameras/camera";
  62268. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62269. import "babylonjs/Shaders/tonemap.fragment";
  62270. import { Engine } from "babylonjs/Engines/engine";
  62271. /** Defines operator used for tonemapping */
  62272. export enum TonemappingOperator {
  62273. /** Hable */
  62274. Hable = 0,
  62275. /** Reinhard */
  62276. Reinhard = 1,
  62277. /** HejiDawson */
  62278. HejiDawson = 2,
  62279. /** Photographic */
  62280. Photographic = 3
  62281. }
  62282. /**
  62283. * Defines a post process to apply tone mapping
  62284. */
  62285. export class TonemapPostProcess extends PostProcess {
  62286. private _operator;
  62287. /** Defines the required exposure adjustement */
  62288. exposureAdjustment: number;
  62289. /**
  62290. * Creates a new TonemapPostProcess
  62291. * @param name defines the name of the postprocess
  62292. * @param _operator defines the operator to use
  62293. * @param exposureAdjustment defines the required exposure adjustement
  62294. * @param camera defines the camera to use (can be null)
  62295. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  62296. * @param engine defines the hosting engine (can be ignore if camera is set)
  62297. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  62298. */
  62299. constructor(name: string, _operator: TonemappingOperator,
  62300. /** Defines the required exposure adjustement */
  62301. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62302. }
  62303. }
  62304. declare module "babylonjs/Shaders/depth.vertex" {
  62305. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62306. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62308. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62309. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62310. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62311. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62312. /** @hidden */
  62313. export var depthVertexShader: {
  62314. name: string;
  62315. shader: string;
  62316. };
  62317. }
  62318. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62319. /** @hidden */
  62320. export var volumetricLightScatteringPixelShader: {
  62321. name: string;
  62322. shader: string;
  62323. };
  62324. }
  62325. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62326. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62327. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62328. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62329. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62330. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62331. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62332. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62333. /** @hidden */
  62334. export var volumetricLightScatteringPassVertexShader: {
  62335. name: string;
  62336. shader: string;
  62337. };
  62338. }
  62339. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62340. /** @hidden */
  62341. export var volumetricLightScatteringPassPixelShader: {
  62342. name: string;
  62343. shader: string;
  62344. };
  62345. }
  62346. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62347. import { Vector3 } from "babylonjs/Maths/math.vector";
  62348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62349. import { Mesh } from "babylonjs/Meshes/mesh";
  62350. import { Camera } from "babylonjs/Cameras/camera";
  62351. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62352. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62353. import { Scene } from "babylonjs/scene";
  62354. import "babylonjs/Meshes/Builders/planeBuilder";
  62355. import "babylonjs/Shaders/depth.vertex";
  62356. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62357. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62358. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62359. import { Engine } from "babylonjs/Engines/engine";
  62360. /**
  62361. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62362. */
  62363. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62364. private _volumetricLightScatteringPass;
  62365. private _volumetricLightScatteringRTT;
  62366. private _viewPort;
  62367. private _screenCoordinates;
  62368. private _cachedDefines;
  62369. /**
  62370. * If not undefined, the mesh position is computed from the attached node position
  62371. */
  62372. attachedNode: {
  62373. position: Vector3;
  62374. };
  62375. /**
  62376. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62377. */
  62378. customMeshPosition: Vector3;
  62379. /**
  62380. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62381. */
  62382. useCustomMeshPosition: boolean;
  62383. /**
  62384. * If the post-process should inverse the light scattering direction
  62385. */
  62386. invert: boolean;
  62387. /**
  62388. * The internal mesh used by the post-process
  62389. */
  62390. mesh: Mesh;
  62391. /**
  62392. * @hidden
  62393. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62394. */
  62395. useDiffuseColor: boolean;
  62396. /**
  62397. * Array containing the excluded meshes not rendered in the internal pass
  62398. */
  62399. excludedMeshes: AbstractMesh[];
  62400. /**
  62401. * Controls the overall intensity of the post-process
  62402. */
  62403. exposure: number;
  62404. /**
  62405. * Dissipates each sample's contribution in range [0, 1]
  62406. */
  62407. decay: number;
  62408. /**
  62409. * Controls the overall intensity of each sample
  62410. */
  62411. weight: number;
  62412. /**
  62413. * Controls the density of each sample
  62414. */
  62415. density: number;
  62416. /**
  62417. * @constructor
  62418. * @param name The post-process name
  62419. * @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)
  62420. * @param camera The camera that the post-process will be attached to
  62421. * @param mesh The mesh used to create the light scattering
  62422. * @param samples The post-process quality, default 100
  62423. * @param samplingModeThe post-process filtering mode
  62424. * @param engine The babylon engine
  62425. * @param reusable If the post-process is reusable
  62426. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62427. */
  62428. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62429. /**
  62430. * Returns the string "VolumetricLightScatteringPostProcess"
  62431. * @returns "VolumetricLightScatteringPostProcess"
  62432. */
  62433. getClassName(): string;
  62434. private _isReady;
  62435. /**
  62436. * Sets the new light position for light scattering effect
  62437. * @param position The new custom light position
  62438. */
  62439. setCustomMeshPosition(position: Vector3): void;
  62440. /**
  62441. * Returns the light position for light scattering effect
  62442. * @return Vector3 The custom light position
  62443. */
  62444. getCustomMeshPosition(): Vector3;
  62445. /**
  62446. * Disposes the internal assets and detaches the post-process from the camera
  62447. */
  62448. dispose(camera: Camera): void;
  62449. /**
  62450. * Returns the render target texture used by the post-process
  62451. * @return the render target texture used by the post-process
  62452. */
  62453. getPass(): RenderTargetTexture;
  62454. private _meshExcluded;
  62455. private _createPass;
  62456. private _updateMeshScreenCoordinates;
  62457. /**
  62458. * Creates a default mesh for the Volumeric Light Scattering post-process
  62459. * @param name The mesh name
  62460. * @param scene The scene where to create the mesh
  62461. * @return the default mesh
  62462. */
  62463. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62464. }
  62465. }
  62466. declare module "babylonjs/PostProcesses/index" {
  62467. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62468. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62469. export * from "babylonjs/PostProcesses/bloomEffect";
  62470. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62471. export * from "babylonjs/PostProcesses/blurPostProcess";
  62472. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62473. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62474. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62475. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62476. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62477. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62478. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62479. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62480. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62481. export * from "babylonjs/PostProcesses/filterPostProcess";
  62482. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62483. export * from "babylonjs/PostProcesses/grainPostProcess";
  62484. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62485. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62486. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62487. export * from "babylonjs/PostProcesses/passPostProcess";
  62488. export * from "babylonjs/PostProcesses/postProcess";
  62489. export * from "babylonjs/PostProcesses/postProcessManager";
  62490. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62491. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62492. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62493. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62494. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62495. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62496. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62497. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62498. }
  62499. declare module "babylonjs/Probes/index" {
  62500. export * from "babylonjs/Probes/reflectionProbe";
  62501. }
  62502. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62503. import { Scene } from "babylonjs/scene";
  62504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62505. import { SmartArray } from "babylonjs/Misc/smartArray";
  62506. import { ISceneComponent } from "babylonjs/sceneComponent";
  62507. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62508. import "babylonjs/Meshes/Builders/boxBuilder";
  62509. import "babylonjs/Shaders/color.fragment";
  62510. import "babylonjs/Shaders/color.vertex";
  62511. import { Color3 } from "babylonjs/Maths/math.color";
  62512. module "babylonjs/scene" {
  62513. interface Scene {
  62514. /** @hidden (Backing field) */
  62515. _boundingBoxRenderer: BoundingBoxRenderer;
  62516. /** @hidden (Backing field) */
  62517. _forceShowBoundingBoxes: boolean;
  62518. /**
  62519. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62520. */
  62521. forceShowBoundingBoxes: boolean;
  62522. /**
  62523. * Gets the bounding box renderer associated with the scene
  62524. * @returns a BoundingBoxRenderer
  62525. */
  62526. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62527. }
  62528. }
  62529. module "babylonjs/Meshes/abstractMesh" {
  62530. interface AbstractMesh {
  62531. /** @hidden (Backing field) */
  62532. _showBoundingBox: boolean;
  62533. /**
  62534. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62535. */
  62536. showBoundingBox: boolean;
  62537. }
  62538. }
  62539. /**
  62540. * Component responsible of rendering the bounding box of the meshes in a scene.
  62541. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62542. */
  62543. export class BoundingBoxRenderer implements ISceneComponent {
  62544. /**
  62545. * The component name helpfull to identify the component in the list of scene components.
  62546. */
  62547. readonly name: string;
  62548. /**
  62549. * The scene the component belongs to.
  62550. */
  62551. scene: Scene;
  62552. /**
  62553. * Color of the bounding box lines placed in front of an object
  62554. */
  62555. frontColor: Color3;
  62556. /**
  62557. * Color of the bounding box lines placed behind an object
  62558. */
  62559. backColor: Color3;
  62560. /**
  62561. * Defines if the renderer should show the back lines or not
  62562. */
  62563. showBackLines: boolean;
  62564. /**
  62565. * @hidden
  62566. */
  62567. renderList: SmartArray<BoundingBox>;
  62568. private _colorShader;
  62569. private _vertexBuffers;
  62570. private _indexBuffer;
  62571. private _fillIndexBuffer;
  62572. private _fillIndexData;
  62573. /**
  62574. * Instantiates a new bounding box renderer in a scene.
  62575. * @param scene the scene the renderer renders in
  62576. */
  62577. constructor(scene: Scene);
  62578. /**
  62579. * Registers the component in a given scene
  62580. */
  62581. register(): void;
  62582. private _evaluateSubMesh;
  62583. private _activeMesh;
  62584. private _prepareRessources;
  62585. private _createIndexBuffer;
  62586. /**
  62587. * Rebuilds the elements related to this component in case of
  62588. * context lost for instance.
  62589. */
  62590. rebuild(): void;
  62591. /**
  62592. * @hidden
  62593. */
  62594. reset(): void;
  62595. /**
  62596. * Render the bounding boxes of a specific rendering group
  62597. * @param renderingGroupId defines the rendering group to render
  62598. */
  62599. render(renderingGroupId: number): void;
  62600. /**
  62601. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62602. * @param mesh Define the mesh to render the occlusion bounding box for
  62603. */
  62604. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62605. /**
  62606. * Dispose and release the resources attached to this renderer.
  62607. */
  62608. dispose(): void;
  62609. }
  62610. }
  62611. declare module "babylonjs/Shaders/depth.fragment" {
  62612. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62613. /** @hidden */
  62614. export var depthPixelShader: {
  62615. name: string;
  62616. shader: string;
  62617. };
  62618. }
  62619. declare module "babylonjs/Rendering/depthRenderer" {
  62620. import { Nullable } from "babylonjs/types";
  62621. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62622. import { Scene } from "babylonjs/scene";
  62623. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62624. import { Camera } from "babylonjs/Cameras/camera";
  62625. import "babylonjs/Shaders/depth.fragment";
  62626. import "babylonjs/Shaders/depth.vertex";
  62627. /**
  62628. * This represents a depth renderer in Babylon.
  62629. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62630. */
  62631. export class DepthRenderer {
  62632. private _scene;
  62633. private _depthMap;
  62634. private _effect;
  62635. private readonly _storeNonLinearDepth;
  62636. private readonly _clearColor;
  62637. /** Get if the depth renderer is using packed depth or not */
  62638. readonly isPacked: boolean;
  62639. private _cachedDefines;
  62640. private _camera;
  62641. /**
  62642. * Specifiess that the depth renderer will only be used within
  62643. * the camera it is created for.
  62644. * This can help forcing its rendering during the camera processing.
  62645. */
  62646. useOnlyInActiveCamera: boolean;
  62647. /** @hidden */
  62648. static _SceneComponentInitialization: (scene: Scene) => void;
  62649. /**
  62650. * Instantiates a depth renderer
  62651. * @param scene The scene the renderer belongs to
  62652. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62653. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62654. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62655. */
  62656. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62657. /**
  62658. * Creates the depth rendering effect and checks if the effect is ready.
  62659. * @param subMesh The submesh to be used to render the depth map of
  62660. * @param useInstances If multiple world instances should be used
  62661. * @returns if the depth renderer is ready to render the depth map
  62662. */
  62663. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62664. /**
  62665. * Gets the texture which the depth map will be written to.
  62666. * @returns The depth map texture
  62667. */
  62668. getDepthMap(): RenderTargetTexture;
  62669. /**
  62670. * Disposes of the depth renderer.
  62671. */
  62672. dispose(): void;
  62673. }
  62674. }
  62675. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62676. import { Nullable } from "babylonjs/types";
  62677. import { Scene } from "babylonjs/scene";
  62678. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62679. import { Camera } from "babylonjs/Cameras/camera";
  62680. import { ISceneComponent } from "babylonjs/sceneComponent";
  62681. module "babylonjs/scene" {
  62682. interface Scene {
  62683. /** @hidden (Backing field) */
  62684. _depthRenderer: {
  62685. [id: string]: DepthRenderer;
  62686. };
  62687. /**
  62688. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62689. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62690. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62691. * @returns the created depth renderer
  62692. */
  62693. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62694. /**
  62695. * Disables a depth renderer for a given camera
  62696. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62697. */
  62698. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62699. }
  62700. }
  62701. /**
  62702. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62703. * in several rendering techniques.
  62704. */
  62705. export class DepthRendererSceneComponent implements ISceneComponent {
  62706. /**
  62707. * The component name helpfull to identify the component in the list of scene components.
  62708. */
  62709. readonly name: string;
  62710. /**
  62711. * The scene the component belongs to.
  62712. */
  62713. scene: Scene;
  62714. /**
  62715. * Creates a new instance of the component for the given scene
  62716. * @param scene Defines the scene to register the component in
  62717. */
  62718. constructor(scene: Scene);
  62719. /**
  62720. * Registers the component in a given scene
  62721. */
  62722. register(): void;
  62723. /**
  62724. * Rebuilds the elements related to this component in case of
  62725. * context lost for instance.
  62726. */
  62727. rebuild(): void;
  62728. /**
  62729. * Disposes the component and the associated ressources
  62730. */
  62731. dispose(): void;
  62732. private _gatherRenderTargets;
  62733. private _gatherActiveCameraRenderTargets;
  62734. }
  62735. }
  62736. declare module "babylonjs/Shaders/outline.fragment" {
  62737. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62738. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62739. /** @hidden */
  62740. export var outlinePixelShader: {
  62741. name: string;
  62742. shader: string;
  62743. };
  62744. }
  62745. declare module "babylonjs/Shaders/outline.vertex" {
  62746. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62747. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62748. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62749. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62750. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62751. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62752. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62753. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62754. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62755. /** @hidden */
  62756. export var outlineVertexShader: {
  62757. name: string;
  62758. shader: string;
  62759. };
  62760. }
  62761. declare module "babylonjs/Rendering/outlineRenderer" {
  62762. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62763. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62764. import { Scene } from "babylonjs/scene";
  62765. import { ISceneComponent } from "babylonjs/sceneComponent";
  62766. import "babylonjs/Shaders/outline.fragment";
  62767. import "babylonjs/Shaders/outline.vertex";
  62768. module "babylonjs/scene" {
  62769. interface Scene {
  62770. /** @hidden */
  62771. _outlineRenderer: OutlineRenderer;
  62772. /**
  62773. * Gets the outline renderer associated with the scene
  62774. * @returns a OutlineRenderer
  62775. */
  62776. getOutlineRenderer(): OutlineRenderer;
  62777. }
  62778. }
  62779. module "babylonjs/Meshes/abstractMesh" {
  62780. interface AbstractMesh {
  62781. /** @hidden (Backing field) */
  62782. _renderOutline: boolean;
  62783. /**
  62784. * Gets or sets a boolean indicating if the outline must be rendered as well
  62785. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62786. */
  62787. renderOutline: boolean;
  62788. /** @hidden (Backing field) */
  62789. _renderOverlay: boolean;
  62790. /**
  62791. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62792. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62793. */
  62794. renderOverlay: boolean;
  62795. }
  62796. }
  62797. /**
  62798. * This class is responsible to draw bothe outline/overlay of meshes.
  62799. * It should not be used directly but through the available method on mesh.
  62800. */
  62801. export class OutlineRenderer implements ISceneComponent {
  62802. /**
  62803. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62804. */
  62805. private static _StencilReference;
  62806. /**
  62807. * The name of the component. Each component must have a unique name.
  62808. */
  62809. name: string;
  62810. /**
  62811. * The scene the component belongs to.
  62812. */
  62813. scene: Scene;
  62814. /**
  62815. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62816. */
  62817. zOffset: number;
  62818. private _engine;
  62819. private _effect;
  62820. private _cachedDefines;
  62821. private _savedDepthWrite;
  62822. /**
  62823. * Instantiates a new outline renderer. (There could be only one per scene).
  62824. * @param scene Defines the scene it belongs to
  62825. */
  62826. constructor(scene: Scene);
  62827. /**
  62828. * Register the component to one instance of a scene.
  62829. */
  62830. register(): void;
  62831. /**
  62832. * Rebuilds the elements related to this component in case of
  62833. * context lost for instance.
  62834. */
  62835. rebuild(): void;
  62836. /**
  62837. * Disposes the component and the associated ressources.
  62838. */
  62839. dispose(): void;
  62840. /**
  62841. * Renders the outline in the canvas.
  62842. * @param subMesh Defines the sumesh to render
  62843. * @param batch Defines the batch of meshes in case of instances
  62844. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62845. */
  62846. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62847. /**
  62848. * Returns whether or not the outline renderer is ready for a given submesh.
  62849. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62850. * @param subMesh Defines the submesh to check readyness for
  62851. * @param useInstances Defines wheter wee are trying to render instances or not
  62852. * @returns true if ready otherwise false
  62853. */
  62854. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62855. private _beforeRenderingMesh;
  62856. private _afterRenderingMesh;
  62857. }
  62858. }
  62859. declare module "babylonjs/Rendering/index" {
  62860. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62861. export * from "babylonjs/Rendering/depthRenderer";
  62862. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62863. export * from "babylonjs/Rendering/edgesRenderer";
  62864. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62865. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62866. export * from "babylonjs/Rendering/outlineRenderer";
  62867. export * from "babylonjs/Rendering/renderingGroup";
  62868. export * from "babylonjs/Rendering/renderingManager";
  62869. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62870. }
  62871. declare module "babylonjs/Sprites/spritePackedManager" {
  62872. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  62873. import { Scene } from "babylonjs/scene";
  62874. /**
  62875. * Class used to manage multiple sprites of different sizes on the same spritesheet
  62876. * @see http://doc.babylonjs.com/babylon101/sprites
  62877. */
  62878. export class SpritePackedManager extends SpriteManager {
  62879. /** defines the packed manager's name */
  62880. name: string;
  62881. /**
  62882. * Creates a new sprite manager from a packed sprite sheet
  62883. * @param name defines the manager's name
  62884. * @param imgUrl defines the sprite sheet url
  62885. * @param capacity defines the maximum allowed number of sprites
  62886. * @param scene defines the hosting scene
  62887. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  62888. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  62889. * @param samplingMode defines the smapling mode to use with spritesheet
  62890. * @param fromPacked set to true; do not alter
  62891. */
  62892. constructor(
  62893. /** defines the packed manager's name */
  62894. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  62895. }
  62896. }
  62897. declare module "babylonjs/Sprites/index" {
  62898. export * from "babylonjs/Sprites/sprite";
  62899. export * from "babylonjs/Sprites/spriteManager";
  62900. export * from "babylonjs/Sprites/spritePackedManager";
  62901. export * from "babylonjs/Sprites/spriteSceneComponent";
  62902. }
  62903. declare module "babylonjs/Misc/assetsManager" {
  62904. import { Scene } from "babylonjs/scene";
  62905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62906. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62907. import { Skeleton } from "babylonjs/Bones/skeleton";
  62908. import { Observable } from "babylonjs/Misc/observable";
  62909. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62910. import { Texture } from "babylonjs/Materials/Textures/texture";
  62911. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62912. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62913. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62914. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62915. /**
  62916. * Defines the list of states available for a task inside a AssetsManager
  62917. */
  62918. export enum AssetTaskState {
  62919. /**
  62920. * Initialization
  62921. */
  62922. INIT = 0,
  62923. /**
  62924. * Running
  62925. */
  62926. RUNNING = 1,
  62927. /**
  62928. * Done
  62929. */
  62930. DONE = 2,
  62931. /**
  62932. * Error
  62933. */
  62934. ERROR = 3
  62935. }
  62936. /**
  62937. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62938. */
  62939. export abstract class AbstractAssetTask {
  62940. /**
  62941. * Task name
  62942. */ name: string;
  62943. /**
  62944. * Callback called when the task is successful
  62945. */
  62946. onSuccess: (task: any) => void;
  62947. /**
  62948. * Callback called when the task is not successful
  62949. */
  62950. onError: (task: any, message?: string, exception?: any) => void;
  62951. /**
  62952. * Creates a new AssetsManager
  62953. * @param name defines the name of the task
  62954. */
  62955. constructor(
  62956. /**
  62957. * Task name
  62958. */ name: string);
  62959. private _isCompleted;
  62960. private _taskState;
  62961. private _errorObject;
  62962. /**
  62963. * Get if the task is completed
  62964. */
  62965. readonly isCompleted: boolean;
  62966. /**
  62967. * Gets the current state of the task
  62968. */
  62969. readonly taskState: AssetTaskState;
  62970. /**
  62971. * Gets the current error object (if task is in error)
  62972. */
  62973. readonly errorObject: {
  62974. message?: string;
  62975. exception?: any;
  62976. };
  62977. /**
  62978. * Internal only
  62979. * @hidden
  62980. */
  62981. _setErrorObject(message?: string, exception?: any): void;
  62982. /**
  62983. * Execute the current task
  62984. * @param scene defines the scene where you want your assets to be loaded
  62985. * @param onSuccess is a callback called when the task is successfully executed
  62986. * @param onError is a callback called if an error occurs
  62987. */
  62988. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62989. /**
  62990. * Execute the current task
  62991. * @param scene defines the scene where you want your assets to be loaded
  62992. * @param onSuccess is a callback called when the task is successfully executed
  62993. * @param onError is a callback called if an error occurs
  62994. */
  62995. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62996. /**
  62997. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62998. * This can be used with failed tasks that have the reason for failure fixed.
  62999. */
  63000. reset(): void;
  63001. private onErrorCallback;
  63002. private onDoneCallback;
  63003. }
  63004. /**
  63005. * Define the interface used by progress events raised during assets loading
  63006. */
  63007. export interface IAssetsProgressEvent {
  63008. /**
  63009. * Defines the number of remaining tasks to process
  63010. */
  63011. remainingCount: number;
  63012. /**
  63013. * Defines the total number of tasks
  63014. */
  63015. totalCount: number;
  63016. /**
  63017. * Defines the task that was just processed
  63018. */
  63019. task: AbstractAssetTask;
  63020. }
  63021. /**
  63022. * Class used to share progress information about assets loading
  63023. */
  63024. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63025. /**
  63026. * Defines the number of remaining tasks to process
  63027. */
  63028. remainingCount: number;
  63029. /**
  63030. * Defines the total number of tasks
  63031. */
  63032. totalCount: number;
  63033. /**
  63034. * Defines the task that was just processed
  63035. */
  63036. task: AbstractAssetTask;
  63037. /**
  63038. * Creates a AssetsProgressEvent
  63039. * @param remainingCount defines the number of remaining tasks to process
  63040. * @param totalCount defines the total number of tasks
  63041. * @param task defines the task that was just processed
  63042. */
  63043. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63044. }
  63045. /**
  63046. * Define a task used by AssetsManager to load meshes
  63047. */
  63048. export class MeshAssetTask extends AbstractAssetTask {
  63049. /**
  63050. * Defines the name of the task
  63051. */
  63052. name: string;
  63053. /**
  63054. * Defines the list of mesh's names you want to load
  63055. */
  63056. meshesNames: any;
  63057. /**
  63058. * Defines the root url to use as a base to load your meshes and associated resources
  63059. */
  63060. rootUrl: string;
  63061. /**
  63062. * Defines the filename of the scene to load from
  63063. */
  63064. sceneFilename: string;
  63065. /**
  63066. * Gets the list of loaded meshes
  63067. */
  63068. loadedMeshes: Array<AbstractMesh>;
  63069. /**
  63070. * Gets the list of loaded particle systems
  63071. */
  63072. loadedParticleSystems: Array<IParticleSystem>;
  63073. /**
  63074. * Gets the list of loaded skeletons
  63075. */
  63076. loadedSkeletons: Array<Skeleton>;
  63077. /**
  63078. * Gets the list of loaded animation groups
  63079. */
  63080. loadedAnimationGroups: Array<AnimationGroup>;
  63081. /**
  63082. * Callback called when the task is successful
  63083. */
  63084. onSuccess: (task: MeshAssetTask) => void;
  63085. /**
  63086. * Callback called when the task is successful
  63087. */
  63088. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63089. /**
  63090. * Creates a new MeshAssetTask
  63091. * @param name defines the name of the task
  63092. * @param meshesNames defines the list of mesh's names you want to load
  63093. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63094. * @param sceneFilename defines the filename of the scene to load from
  63095. */
  63096. constructor(
  63097. /**
  63098. * Defines the name of the task
  63099. */
  63100. name: string,
  63101. /**
  63102. * Defines the list of mesh's names you want to load
  63103. */
  63104. meshesNames: any,
  63105. /**
  63106. * Defines the root url to use as a base to load your meshes and associated resources
  63107. */
  63108. rootUrl: string,
  63109. /**
  63110. * Defines the filename of the scene to load from
  63111. */
  63112. sceneFilename: string);
  63113. /**
  63114. * Execute the current task
  63115. * @param scene defines the scene where you want your assets to be loaded
  63116. * @param onSuccess is a callback called when the task is successfully executed
  63117. * @param onError is a callback called if an error occurs
  63118. */
  63119. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63120. }
  63121. /**
  63122. * Define a task used by AssetsManager to load text content
  63123. */
  63124. export class TextFileAssetTask extends AbstractAssetTask {
  63125. /**
  63126. * Defines the name of the task
  63127. */
  63128. name: string;
  63129. /**
  63130. * Defines the location of the file to load
  63131. */
  63132. url: string;
  63133. /**
  63134. * Gets the loaded text string
  63135. */
  63136. text: string;
  63137. /**
  63138. * Callback called when the task is successful
  63139. */
  63140. onSuccess: (task: TextFileAssetTask) => void;
  63141. /**
  63142. * Callback called when the task is successful
  63143. */
  63144. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63145. /**
  63146. * Creates a new TextFileAssetTask object
  63147. * @param name defines the name of the task
  63148. * @param url defines the location of the file to load
  63149. */
  63150. constructor(
  63151. /**
  63152. * Defines the name of the task
  63153. */
  63154. name: string,
  63155. /**
  63156. * Defines the location of the file to load
  63157. */
  63158. url: string);
  63159. /**
  63160. * Execute the current task
  63161. * @param scene defines the scene where you want your assets to be loaded
  63162. * @param onSuccess is a callback called when the task is successfully executed
  63163. * @param onError is a callback called if an error occurs
  63164. */
  63165. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63166. }
  63167. /**
  63168. * Define a task used by AssetsManager to load binary data
  63169. */
  63170. export class BinaryFileAssetTask extends AbstractAssetTask {
  63171. /**
  63172. * Defines the name of the task
  63173. */
  63174. name: string;
  63175. /**
  63176. * Defines the location of the file to load
  63177. */
  63178. url: string;
  63179. /**
  63180. * Gets the lodaded data (as an array buffer)
  63181. */
  63182. data: ArrayBuffer;
  63183. /**
  63184. * Callback called when the task is successful
  63185. */
  63186. onSuccess: (task: BinaryFileAssetTask) => void;
  63187. /**
  63188. * Callback called when the task is successful
  63189. */
  63190. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63191. /**
  63192. * Creates a new BinaryFileAssetTask object
  63193. * @param name defines the name of the new task
  63194. * @param url defines the location of the file to load
  63195. */
  63196. constructor(
  63197. /**
  63198. * Defines the name of the task
  63199. */
  63200. name: string,
  63201. /**
  63202. * Defines the location of the file to load
  63203. */
  63204. url: string);
  63205. /**
  63206. * Execute the current task
  63207. * @param scene defines the scene where you want your assets to be loaded
  63208. * @param onSuccess is a callback called when the task is successfully executed
  63209. * @param onError is a callback called if an error occurs
  63210. */
  63211. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63212. }
  63213. /**
  63214. * Define a task used by AssetsManager to load images
  63215. */
  63216. export class ImageAssetTask extends AbstractAssetTask {
  63217. /**
  63218. * Defines the name of the task
  63219. */
  63220. name: string;
  63221. /**
  63222. * Defines the location of the image to load
  63223. */
  63224. url: string;
  63225. /**
  63226. * Gets the loaded images
  63227. */
  63228. image: HTMLImageElement;
  63229. /**
  63230. * Callback called when the task is successful
  63231. */
  63232. onSuccess: (task: ImageAssetTask) => void;
  63233. /**
  63234. * Callback called when the task is successful
  63235. */
  63236. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  63237. /**
  63238. * Creates a new ImageAssetTask
  63239. * @param name defines the name of the task
  63240. * @param url defines the location of the image to load
  63241. */
  63242. constructor(
  63243. /**
  63244. * Defines the name of the task
  63245. */
  63246. name: string,
  63247. /**
  63248. * Defines the location of the image to load
  63249. */
  63250. url: string);
  63251. /**
  63252. * Execute the current task
  63253. * @param scene defines the scene where you want your assets to be loaded
  63254. * @param onSuccess is a callback called when the task is successfully executed
  63255. * @param onError is a callback called if an error occurs
  63256. */
  63257. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63258. }
  63259. /**
  63260. * Defines the interface used by texture loading tasks
  63261. */
  63262. export interface ITextureAssetTask<TEX extends BaseTexture> {
  63263. /**
  63264. * Gets the loaded texture
  63265. */
  63266. texture: TEX;
  63267. }
  63268. /**
  63269. * Define a task used by AssetsManager to load 2D textures
  63270. */
  63271. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  63272. /**
  63273. * Defines the name of the task
  63274. */
  63275. name: string;
  63276. /**
  63277. * Defines the location of the file to load
  63278. */
  63279. url: string;
  63280. /**
  63281. * Defines if mipmap should not be generated (default is false)
  63282. */
  63283. noMipmap?: boolean | undefined;
  63284. /**
  63285. * Defines if texture must be inverted on Y axis (default is false)
  63286. */
  63287. invertY?: boolean | undefined;
  63288. /**
  63289. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63290. */
  63291. samplingMode: number;
  63292. /**
  63293. * Gets the loaded texture
  63294. */
  63295. texture: Texture;
  63296. /**
  63297. * Callback called when the task is successful
  63298. */
  63299. onSuccess: (task: TextureAssetTask) => void;
  63300. /**
  63301. * Callback called when the task is successful
  63302. */
  63303. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  63304. /**
  63305. * Creates a new TextureAssetTask object
  63306. * @param name defines the name of the task
  63307. * @param url defines the location of the file to load
  63308. * @param noMipmap defines if mipmap should not be generated (default is false)
  63309. * @param invertY defines if texture must be inverted on Y axis (default is false)
  63310. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63311. */
  63312. constructor(
  63313. /**
  63314. * Defines the name of the task
  63315. */
  63316. name: string,
  63317. /**
  63318. * Defines the location of the file to load
  63319. */
  63320. url: string,
  63321. /**
  63322. * Defines if mipmap should not be generated (default is false)
  63323. */
  63324. noMipmap?: boolean | undefined,
  63325. /**
  63326. * Defines if texture must be inverted on Y axis (default is false)
  63327. */
  63328. invertY?: boolean | undefined,
  63329. /**
  63330. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63331. */
  63332. samplingMode?: number);
  63333. /**
  63334. * Execute the current task
  63335. * @param scene defines the scene where you want your assets to be loaded
  63336. * @param onSuccess is a callback called when the task is successfully executed
  63337. * @param onError is a callback called if an error occurs
  63338. */
  63339. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63340. }
  63341. /**
  63342. * Define a task used by AssetsManager to load cube textures
  63343. */
  63344. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63345. /**
  63346. * Defines the name of the task
  63347. */
  63348. name: string;
  63349. /**
  63350. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63351. */
  63352. url: string;
  63353. /**
  63354. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63355. */
  63356. extensions?: string[] | undefined;
  63357. /**
  63358. * Defines if mipmaps should not be generated (default is false)
  63359. */
  63360. noMipmap?: boolean | undefined;
  63361. /**
  63362. * Defines the explicit list of files (undefined by default)
  63363. */
  63364. files?: string[] | undefined;
  63365. /**
  63366. * Gets the loaded texture
  63367. */
  63368. texture: CubeTexture;
  63369. /**
  63370. * Callback called when the task is successful
  63371. */
  63372. onSuccess: (task: CubeTextureAssetTask) => void;
  63373. /**
  63374. * Callback called when the task is successful
  63375. */
  63376. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63377. /**
  63378. * Creates a new CubeTextureAssetTask
  63379. * @param name defines the name of the task
  63380. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63381. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63382. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63383. * @param files defines the explicit list of files (undefined by default)
  63384. */
  63385. constructor(
  63386. /**
  63387. * Defines the name of the task
  63388. */
  63389. name: string,
  63390. /**
  63391. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63392. */
  63393. url: string,
  63394. /**
  63395. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63396. */
  63397. extensions?: string[] | undefined,
  63398. /**
  63399. * Defines if mipmaps should not be generated (default is false)
  63400. */
  63401. noMipmap?: boolean | undefined,
  63402. /**
  63403. * Defines the explicit list of files (undefined by default)
  63404. */
  63405. files?: string[] | undefined);
  63406. /**
  63407. * Execute the current task
  63408. * @param scene defines the scene where you want your assets to be loaded
  63409. * @param onSuccess is a callback called when the task is successfully executed
  63410. * @param onError is a callback called if an error occurs
  63411. */
  63412. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63413. }
  63414. /**
  63415. * Define a task used by AssetsManager to load HDR cube textures
  63416. */
  63417. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63418. /**
  63419. * Defines the name of the task
  63420. */
  63421. name: string;
  63422. /**
  63423. * Defines the location of the file to load
  63424. */
  63425. url: string;
  63426. /**
  63427. * Defines the desired size (the more it increases the longer the generation will be)
  63428. */
  63429. size: number;
  63430. /**
  63431. * Defines if mipmaps should not be generated (default is false)
  63432. */
  63433. noMipmap: boolean;
  63434. /**
  63435. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63436. */
  63437. generateHarmonics: boolean;
  63438. /**
  63439. * 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)
  63440. */
  63441. gammaSpace: boolean;
  63442. /**
  63443. * Internal Use Only
  63444. */
  63445. reserved: boolean;
  63446. /**
  63447. * Gets the loaded texture
  63448. */
  63449. texture: HDRCubeTexture;
  63450. /**
  63451. * Callback called when the task is successful
  63452. */
  63453. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63454. /**
  63455. * Callback called when the task is successful
  63456. */
  63457. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63458. /**
  63459. * Creates a new HDRCubeTextureAssetTask object
  63460. * @param name defines the name of the task
  63461. * @param url defines the location of the file to load
  63462. * @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.
  63463. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63464. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63465. * @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)
  63466. * @param reserved Internal use only
  63467. */
  63468. constructor(
  63469. /**
  63470. * Defines the name of the task
  63471. */
  63472. name: string,
  63473. /**
  63474. * Defines the location of the file to load
  63475. */
  63476. url: string,
  63477. /**
  63478. * Defines the desired size (the more it increases the longer the generation will be)
  63479. */
  63480. size: number,
  63481. /**
  63482. * Defines if mipmaps should not be generated (default is false)
  63483. */
  63484. noMipmap?: boolean,
  63485. /**
  63486. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63487. */
  63488. generateHarmonics?: boolean,
  63489. /**
  63490. * 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)
  63491. */
  63492. gammaSpace?: boolean,
  63493. /**
  63494. * Internal Use Only
  63495. */
  63496. reserved?: boolean);
  63497. /**
  63498. * Execute the current task
  63499. * @param scene defines the scene where you want your assets to be loaded
  63500. * @param onSuccess is a callback called when the task is successfully executed
  63501. * @param onError is a callback called if an error occurs
  63502. */
  63503. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63504. }
  63505. /**
  63506. * Define a task used by AssetsManager to load Equirectangular cube textures
  63507. */
  63508. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63509. /**
  63510. * Defines the name of the task
  63511. */
  63512. name: string;
  63513. /**
  63514. * Defines the location of the file to load
  63515. */
  63516. url: string;
  63517. /**
  63518. * Defines the desired size (the more it increases the longer the generation will be)
  63519. */
  63520. size: number;
  63521. /**
  63522. * Defines if mipmaps should not be generated (default is false)
  63523. */
  63524. noMipmap: boolean;
  63525. /**
  63526. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63527. * but the standard material would require them in Gamma space) (default is true)
  63528. */
  63529. gammaSpace: boolean;
  63530. /**
  63531. * Gets the loaded texture
  63532. */
  63533. texture: EquiRectangularCubeTexture;
  63534. /**
  63535. * Callback called when the task is successful
  63536. */
  63537. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63538. /**
  63539. * Callback called when the task is successful
  63540. */
  63541. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63542. /**
  63543. * Creates a new EquiRectangularCubeTextureAssetTask object
  63544. * @param name defines the name of the task
  63545. * @param url defines the location of the file to load
  63546. * @param size defines the desired size (the more it increases the longer the generation will be)
  63547. * If the size is omitted this implies you are using a preprocessed cubemap.
  63548. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63549. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63550. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63551. * (default is true)
  63552. */
  63553. constructor(
  63554. /**
  63555. * Defines the name of the task
  63556. */
  63557. name: string,
  63558. /**
  63559. * Defines the location of the file to load
  63560. */
  63561. url: string,
  63562. /**
  63563. * Defines the desired size (the more it increases the longer the generation will be)
  63564. */
  63565. size: number,
  63566. /**
  63567. * Defines if mipmaps should not be generated (default is false)
  63568. */
  63569. noMipmap?: boolean,
  63570. /**
  63571. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63572. * but the standard material would require them in Gamma space) (default is true)
  63573. */
  63574. gammaSpace?: boolean);
  63575. /**
  63576. * Execute the current task
  63577. * @param scene defines the scene where you want your assets to be loaded
  63578. * @param onSuccess is a callback called when the task is successfully executed
  63579. * @param onError is a callback called if an error occurs
  63580. */
  63581. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63582. }
  63583. /**
  63584. * This class can be used to easily import assets into a scene
  63585. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63586. */
  63587. export class AssetsManager {
  63588. private _scene;
  63589. private _isLoading;
  63590. protected _tasks: AbstractAssetTask[];
  63591. protected _waitingTasksCount: number;
  63592. protected _totalTasksCount: number;
  63593. /**
  63594. * Callback called when all tasks are processed
  63595. */
  63596. onFinish: (tasks: AbstractAssetTask[]) => void;
  63597. /**
  63598. * Callback called when a task is successful
  63599. */
  63600. onTaskSuccess: (task: AbstractAssetTask) => void;
  63601. /**
  63602. * Callback called when a task had an error
  63603. */
  63604. onTaskError: (task: AbstractAssetTask) => void;
  63605. /**
  63606. * Callback called when a task is done (whatever the result is)
  63607. */
  63608. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63609. /**
  63610. * Observable called when all tasks are processed
  63611. */
  63612. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63613. /**
  63614. * Observable called when a task had an error
  63615. */
  63616. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63617. /**
  63618. * Observable called when all tasks were executed
  63619. */
  63620. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63621. /**
  63622. * Observable called when a task is done (whatever the result is)
  63623. */
  63624. onProgressObservable: Observable<IAssetsProgressEvent>;
  63625. /**
  63626. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63627. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63628. */
  63629. useDefaultLoadingScreen: boolean;
  63630. /**
  63631. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63632. * when all assets have been downloaded.
  63633. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63634. */
  63635. autoHideLoadingUI: boolean;
  63636. /**
  63637. * Creates a new AssetsManager
  63638. * @param scene defines the scene to work on
  63639. */
  63640. constructor(scene: Scene);
  63641. /**
  63642. * Add a MeshAssetTask to the list of active tasks
  63643. * @param taskName defines the name of the new task
  63644. * @param meshesNames defines the name of meshes to load
  63645. * @param rootUrl defines the root url to use to locate files
  63646. * @param sceneFilename defines the filename of the scene file
  63647. * @returns a new MeshAssetTask object
  63648. */
  63649. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63650. /**
  63651. * Add a TextFileAssetTask to the list of active tasks
  63652. * @param taskName defines the name of the new task
  63653. * @param url defines the url of the file to load
  63654. * @returns a new TextFileAssetTask object
  63655. */
  63656. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63657. /**
  63658. * Add a BinaryFileAssetTask to the list of active tasks
  63659. * @param taskName defines the name of the new task
  63660. * @param url defines the url of the file to load
  63661. * @returns a new BinaryFileAssetTask object
  63662. */
  63663. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63664. /**
  63665. * Add a ImageAssetTask to the list of active tasks
  63666. * @param taskName defines the name of the new task
  63667. * @param url defines the url of the file to load
  63668. * @returns a new ImageAssetTask object
  63669. */
  63670. addImageTask(taskName: string, url: string): ImageAssetTask;
  63671. /**
  63672. * Add a TextureAssetTask to the list of active tasks
  63673. * @param taskName defines the name of the new task
  63674. * @param url defines the url of the file to load
  63675. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63676. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63677. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63678. * @returns a new TextureAssetTask object
  63679. */
  63680. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63681. /**
  63682. * Add a CubeTextureAssetTask to the list of active tasks
  63683. * @param taskName defines the name of the new task
  63684. * @param url defines the url of the file to load
  63685. * @param extensions defines the extension to use to load the cube map (can be null)
  63686. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63687. * @param files defines the list of files to load (can be null)
  63688. * @returns a new CubeTextureAssetTask object
  63689. */
  63690. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63691. /**
  63692. *
  63693. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63694. * @param taskName defines the name of the new task
  63695. * @param url defines the url of the file to load
  63696. * @param size defines the size you want for the cubemap (can be null)
  63697. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63698. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63699. * @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)
  63700. * @param reserved Internal use only
  63701. * @returns a new HDRCubeTextureAssetTask object
  63702. */
  63703. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63704. /**
  63705. *
  63706. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63707. * @param taskName defines the name of the new task
  63708. * @param url defines the url of the file to load
  63709. * @param size defines the size you want for the cubemap (can be null)
  63710. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63711. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63712. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63713. * @returns a new EquiRectangularCubeTextureAssetTask object
  63714. */
  63715. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63716. /**
  63717. * Remove a task from the assets manager.
  63718. * @param task the task to remove
  63719. */
  63720. removeTask(task: AbstractAssetTask): void;
  63721. private _decreaseWaitingTasksCount;
  63722. private _runTask;
  63723. /**
  63724. * Reset the AssetsManager and remove all tasks
  63725. * @return the current instance of the AssetsManager
  63726. */
  63727. reset(): AssetsManager;
  63728. /**
  63729. * Start the loading process
  63730. * @return the current instance of the AssetsManager
  63731. */
  63732. load(): AssetsManager;
  63733. /**
  63734. * Start the loading process as an async operation
  63735. * @return a promise returning the list of failed tasks
  63736. */
  63737. loadAsync(): Promise<void>;
  63738. }
  63739. }
  63740. declare module "babylonjs/Misc/deferred" {
  63741. /**
  63742. * Wrapper class for promise with external resolve and reject.
  63743. */
  63744. export class Deferred<T> {
  63745. /**
  63746. * The promise associated with this deferred object.
  63747. */
  63748. readonly promise: Promise<T>;
  63749. private _resolve;
  63750. private _reject;
  63751. /**
  63752. * The resolve method of the promise associated with this deferred object.
  63753. */
  63754. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63755. /**
  63756. * The reject method of the promise associated with this deferred object.
  63757. */
  63758. readonly reject: (reason?: any) => void;
  63759. /**
  63760. * Constructor for this deferred object.
  63761. */
  63762. constructor();
  63763. }
  63764. }
  63765. declare module "babylonjs/Misc/meshExploder" {
  63766. import { Mesh } from "babylonjs/Meshes/mesh";
  63767. /**
  63768. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63769. */
  63770. export class MeshExploder {
  63771. private _centerMesh;
  63772. private _meshes;
  63773. private _meshesOrigins;
  63774. private _toCenterVectors;
  63775. private _scaledDirection;
  63776. private _newPosition;
  63777. private _centerPosition;
  63778. /**
  63779. * Explodes meshes from a center mesh.
  63780. * @param meshes The meshes to explode.
  63781. * @param centerMesh The mesh to be center of explosion.
  63782. */
  63783. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63784. private _setCenterMesh;
  63785. /**
  63786. * Get class name
  63787. * @returns "MeshExploder"
  63788. */
  63789. getClassName(): string;
  63790. /**
  63791. * "Exploded meshes"
  63792. * @returns Array of meshes with the centerMesh at index 0.
  63793. */
  63794. getMeshes(): Array<Mesh>;
  63795. /**
  63796. * Explodes meshes giving a specific direction
  63797. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63798. */
  63799. explode(direction?: number): void;
  63800. }
  63801. }
  63802. declare module "babylonjs/Misc/filesInput" {
  63803. import { Engine } from "babylonjs/Engines/engine";
  63804. import { Scene } from "babylonjs/scene";
  63805. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63806. /**
  63807. * Class used to help managing file picking and drag'n'drop
  63808. */
  63809. export class FilesInput {
  63810. /**
  63811. * List of files ready to be loaded
  63812. */
  63813. static readonly FilesToLoad: {
  63814. [key: string]: File;
  63815. };
  63816. /**
  63817. * Callback called when a file is processed
  63818. */
  63819. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63820. private _engine;
  63821. private _currentScene;
  63822. private _sceneLoadedCallback;
  63823. private _progressCallback;
  63824. private _additionalRenderLoopLogicCallback;
  63825. private _textureLoadingCallback;
  63826. private _startingProcessingFilesCallback;
  63827. private _onReloadCallback;
  63828. private _errorCallback;
  63829. private _elementToMonitor;
  63830. private _sceneFileToLoad;
  63831. private _filesToLoad;
  63832. /**
  63833. * Creates a new FilesInput
  63834. * @param engine defines the rendering engine
  63835. * @param scene defines the hosting scene
  63836. * @param sceneLoadedCallback callback called when scene is loaded
  63837. * @param progressCallback callback called to track progress
  63838. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63839. * @param textureLoadingCallback callback called when a texture is loading
  63840. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63841. * @param onReloadCallback callback called when a reload is requested
  63842. * @param errorCallback callback call if an error occurs
  63843. */
  63844. 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);
  63845. private _dragEnterHandler;
  63846. private _dragOverHandler;
  63847. private _dropHandler;
  63848. /**
  63849. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63850. * @param elementToMonitor defines the DOM element to track
  63851. */
  63852. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63853. /**
  63854. * Release all associated resources
  63855. */
  63856. dispose(): void;
  63857. private renderFunction;
  63858. private drag;
  63859. private drop;
  63860. private _traverseFolder;
  63861. private _processFiles;
  63862. /**
  63863. * Load files from a drop event
  63864. * @param event defines the drop event to use as source
  63865. */
  63866. loadFiles(event: any): void;
  63867. private _processReload;
  63868. /**
  63869. * Reload the current scene from the loaded files
  63870. */
  63871. reload(): void;
  63872. }
  63873. }
  63874. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63875. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63876. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63877. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63878. }
  63879. declare module "babylonjs/Misc/sceneOptimizer" {
  63880. import { Scene, IDisposable } from "babylonjs/scene";
  63881. import { Observable } from "babylonjs/Misc/observable";
  63882. /**
  63883. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63884. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63885. */
  63886. export class SceneOptimization {
  63887. /**
  63888. * Defines the priority of this optimization (0 by default which means first in the list)
  63889. */
  63890. priority: number;
  63891. /**
  63892. * Gets a string describing the action executed by the current optimization
  63893. * @returns description string
  63894. */
  63895. getDescription(): string;
  63896. /**
  63897. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63898. * @param scene defines the current scene where to apply this optimization
  63899. * @param optimizer defines the current optimizer
  63900. * @returns true if everything that can be done was applied
  63901. */
  63902. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63903. /**
  63904. * Creates the SceneOptimization object
  63905. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63906. * @param desc defines the description associated with the optimization
  63907. */
  63908. constructor(
  63909. /**
  63910. * Defines the priority of this optimization (0 by default which means first in the list)
  63911. */
  63912. priority?: number);
  63913. }
  63914. /**
  63915. * Defines an optimization used to reduce the size of render target textures
  63916. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63917. */
  63918. export class TextureOptimization extends SceneOptimization {
  63919. /**
  63920. * Defines the priority of this optimization (0 by default which means first in the list)
  63921. */
  63922. priority: number;
  63923. /**
  63924. * 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
  63925. */
  63926. maximumSize: number;
  63927. /**
  63928. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63929. */
  63930. step: number;
  63931. /**
  63932. * Gets a string describing the action executed by the current optimization
  63933. * @returns description string
  63934. */
  63935. getDescription(): string;
  63936. /**
  63937. * Creates the TextureOptimization object
  63938. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63939. * @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
  63940. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63941. */
  63942. constructor(
  63943. /**
  63944. * Defines the priority of this optimization (0 by default which means first in the list)
  63945. */
  63946. priority?: number,
  63947. /**
  63948. * 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
  63949. */
  63950. maximumSize?: number,
  63951. /**
  63952. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63953. */
  63954. step?: number);
  63955. /**
  63956. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63957. * @param scene defines the current scene where to apply this optimization
  63958. * @param optimizer defines the current optimizer
  63959. * @returns true if everything that can be done was applied
  63960. */
  63961. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63962. }
  63963. /**
  63964. * Defines an optimization used to increase or decrease the rendering resolution
  63965. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63966. */
  63967. export class HardwareScalingOptimization extends SceneOptimization {
  63968. /**
  63969. * Defines the priority of this optimization (0 by default which means first in the list)
  63970. */
  63971. priority: number;
  63972. /**
  63973. * Defines the maximum scale to use (2 by default)
  63974. */
  63975. maximumScale: number;
  63976. /**
  63977. * Defines the step to use between two passes (0.5 by default)
  63978. */
  63979. step: number;
  63980. private _currentScale;
  63981. private _directionOffset;
  63982. /**
  63983. * Gets a string describing the action executed by the current optimization
  63984. * @return description string
  63985. */
  63986. getDescription(): string;
  63987. /**
  63988. * Creates the HardwareScalingOptimization object
  63989. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63990. * @param maximumScale defines the maximum scale to use (2 by default)
  63991. * @param step defines the step to use between two passes (0.5 by default)
  63992. */
  63993. constructor(
  63994. /**
  63995. * Defines the priority of this optimization (0 by default which means first in the list)
  63996. */
  63997. priority?: number,
  63998. /**
  63999. * Defines the maximum scale to use (2 by default)
  64000. */
  64001. maximumScale?: number,
  64002. /**
  64003. * Defines the step to use between two passes (0.5 by default)
  64004. */
  64005. step?: number);
  64006. /**
  64007. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64008. * @param scene defines the current scene where to apply this optimization
  64009. * @param optimizer defines the current optimizer
  64010. * @returns true if everything that can be done was applied
  64011. */
  64012. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64013. }
  64014. /**
  64015. * Defines an optimization used to remove shadows
  64016. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64017. */
  64018. export class ShadowsOptimization extends SceneOptimization {
  64019. /**
  64020. * Gets a string describing the action executed by the current optimization
  64021. * @return description string
  64022. */
  64023. getDescription(): string;
  64024. /**
  64025. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64026. * @param scene defines the current scene where to apply this optimization
  64027. * @param optimizer defines the current optimizer
  64028. * @returns true if everything that can be done was applied
  64029. */
  64030. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64031. }
  64032. /**
  64033. * Defines an optimization used to turn post-processes off
  64034. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64035. */
  64036. export class PostProcessesOptimization extends SceneOptimization {
  64037. /**
  64038. * Gets a string describing the action executed by the current optimization
  64039. * @return description string
  64040. */
  64041. getDescription(): string;
  64042. /**
  64043. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64044. * @param scene defines the current scene where to apply this optimization
  64045. * @param optimizer defines the current optimizer
  64046. * @returns true if everything that can be done was applied
  64047. */
  64048. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64049. }
  64050. /**
  64051. * Defines an optimization used to turn lens flares off
  64052. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64053. */
  64054. export class LensFlaresOptimization extends SceneOptimization {
  64055. /**
  64056. * Gets a string describing the action executed by the current optimization
  64057. * @return description string
  64058. */
  64059. getDescription(): string;
  64060. /**
  64061. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64062. * @param scene defines the current scene where to apply this optimization
  64063. * @param optimizer defines the current optimizer
  64064. * @returns true if everything that can be done was applied
  64065. */
  64066. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64067. }
  64068. /**
  64069. * Defines an optimization based on user defined callback.
  64070. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64071. */
  64072. export class CustomOptimization extends SceneOptimization {
  64073. /**
  64074. * Callback called to apply the custom optimization.
  64075. */
  64076. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64077. /**
  64078. * Callback called to get custom description
  64079. */
  64080. onGetDescription: () => string;
  64081. /**
  64082. * Gets a string describing the action executed by the current optimization
  64083. * @returns description string
  64084. */
  64085. getDescription(): string;
  64086. /**
  64087. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64088. * @param scene defines the current scene where to apply this optimization
  64089. * @param optimizer defines the current optimizer
  64090. * @returns true if everything that can be done was applied
  64091. */
  64092. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64093. }
  64094. /**
  64095. * Defines an optimization used to turn particles off
  64096. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64097. */
  64098. export class ParticlesOptimization extends SceneOptimization {
  64099. /**
  64100. * Gets a string describing the action executed by the current optimization
  64101. * @return description string
  64102. */
  64103. getDescription(): string;
  64104. /**
  64105. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64106. * @param scene defines the current scene where to apply this optimization
  64107. * @param optimizer defines the current optimizer
  64108. * @returns true if everything that can be done was applied
  64109. */
  64110. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64111. }
  64112. /**
  64113. * Defines an optimization used to turn render targets off
  64114. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64115. */
  64116. export class RenderTargetsOptimization extends SceneOptimization {
  64117. /**
  64118. * Gets a string describing the action executed by the current optimization
  64119. * @return description string
  64120. */
  64121. getDescription(): string;
  64122. /**
  64123. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64124. * @param scene defines the current scene where to apply this optimization
  64125. * @param optimizer defines the current optimizer
  64126. * @returns true if everything that can be done was applied
  64127. */
  64128. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64129. }
  64130. /**
  64131. * Defines an optimization used to merge meshes with compatible materials
  64132. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64133. */
  64134. export class MergeMeshesOptimization extends SceneOptimization {
  64135. private static _UpdateSelectionTree;
  64136. /**
  64137. * Gets or sets a boolean which defines if optimization octree has to be updated
  64138. */
  64139. /**
  64140. * Gets or sets a boolean which defines if optimization octree has to be updated
  64141. */
  64142. static UpdateSelectionTree: boolean;
  64143. /**
  64144. * Gets a string describing the action executed by the current optimization
  64145. * @return description string
  64146. */
  64147. getDescription(): string;
  64148. private _canBeMerged;
  64149. /**
  64150. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64151. * @param scene defines the current scene where to apply this optimization
  64152. * @param optimizer defines the current optimizer
  64153. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64154. * @returns true if everything that can be done was applied
  64155. */
  64156. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64157. }
  64158. /**
  64159. * Defines a list of options used by SceneOptimizer
  64160. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64161. */
  64162. export class SceneOptimizerOptions {
  64163. /**
  64164. * Defines the target frame rate to reach (60 by default)
  64165. */
  64166. targetFrameRate: number;
  64167. /**
  64168. * Defines the interval between two checkes (2000ms by default)
  64169. */
  64170. trackerDuration: number;
  64171. /**
  64172. * Gets the list of optimizations to apply
  64173. */
  64174. optimizations: SceneOptimization[];
  64175. /**
  64176. * Creates a new list of options used by SceneOptimizer
  64177. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64178. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64179. */
  64180. constructor(
  64181. /**
  64182. * Defines the target frame rate to reach (60 by default)
  64183. */
  64184. targetFrameRate?: number,
  64185. /**
  64186. * Defines the interval between two checkes (2000ms by default)
  64187. */
  64188. trackerDuration?: number);
  64189. /**
  64190. * Add a new optimization
  64191. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64192. * @returns the current SceneOptimizerOptions
  64193. */
  64194. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64195. /**
  64196. * Add a new custom optimization
  64197. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64198. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64199. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64200. * @returns the current SceneOptimizerOptions
  64201. */
  64202. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64203. /**
  64204. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64205. * @param targetFrameRate defines the target frame rate (60 by default)
  64206. * @returns a SceneOptimizerOptions object
  64207. */
  64208. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64209. /**
  64210. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64211. * @param targetFrameRate defines the target frame rate (60 by default)
  64212. * @returns a SceneOptimizerOptions object
  64213. */
  64214. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64215. /**
  64216. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  64217. * @param targetFrameRate defines the target frame rate (60 by default)
  64218. * @returns a SceneOptimizerOptions object
  64219. */
  64220. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64221. }
  64222. /**
  64223. * Class used to run optimizations in order to reach a target frame rate
  64224. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64225. */
  64226. export class SceneOptimizer implements IDisposable {
  64227. private _isRunning;
  64228. private _options;
  64229. private _scene;
  64230. private _currentPriorityLevel;
  64231. private _targetFrameRate;
  64232. private _trackerDuration;
  64233. private _currentFrameRate;
  64234. private _sceneDisposeObserver;
  64235. private _improvementMode;
  64236. /**
  64237. * Defines an observable called when the optimizer reaches the target frame rate
  64238. */
  64239. onSuccessObservable: Observable<SceneOptimizer>;
  64240. /**
  64241. * Defines an observable called when the optimizer enables an optimization
  64242. */
  64243. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  64244. /**
  64245. * Defines an observable called when the optimizer is not able to reach the target frame rate
  64246. */
  64247. onFailureObservable: Observable<SceneOptimizer>;
  64248. /**
  64249. * Gets a boolean indicating if the optimizer is in improvement mode
  64250. */
  64251. readonly isInImprovementMode: boolean;
  64252. /**
  64253. * Gets the current priority level (0 at start)
  64254. */
  64255. readonly currentPriorityLevel: number;
  64256. /**
  64257. * Gets the current frame rate checked by the SceneOptimizer
  64258. */
  64259. readonly currentFrameRate: number;
  64260. /**
  64261. * Gets or sets the current target frame rate (60 by default)
  64262. */
  64263. /**
  64264. * Gets or sets the current target frame rate (60 by default)
  64265. */
  64266. targetFrameRate: number;
  64267. /**
  64268. * Gets or sets the current interval between two checks (every 2000ms by default)
  64269. */
  64270. /**
  64271. * Gets or sets the current interval between two checks (every 2000ms by default)
  64272. */
  64273. trackerDuration: number;
  64274. /**
  64275. * Gets the list of active optimizations
  64276. */
  64277. readonly optimizations: SceneOptimization[];
  64278. /**
  64279. * Creates a new SceneOptimizer
  64280. * @param scene defines the scene to work on
  64281. * @param options defines the options to use with the SceneOptimizer
  64282. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  64283. * @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)
  64284. */
  64285. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  64286. /**
  64287. * Stops the current optimizer
  64288. */
  64289. stop(): void;
  64290. /**
  64291. * Reset the optimizer to initial step (current priority level = 0)
  64292. */
  64293. reset(): void;
  64294. /**
  64295. * Start the optimizer. By default it will try to reach a specific framerate
  64296. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  64297. */
  64298. start(): void;
  64299. private _checkCurrentState;
  64300. /**
  64301. * Release all resources
  64302. */
  64303. dispose(): void;
  64304. /**
  64305. * Helper function to create a SceneOptimizer with one single line of code
  64306. * @param scene defines the scene to work on
  64307. * @param options defines the options to use with the SceneOptimizer
  64308. * @param onSuccess defines a callback to call on success
  64309. * @param onFailure defines a callback to call on failure
  64310. * @returns the new SceneOptimizer object
  64311. */
  64312. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  64313. }
  64314. }
  64315. declare module "babylonjs/Misc/sceneSerializer" {
  64316. import { Scene } from "babylonjs/scene";
  64317. /**
  64318. * Class used to serialize a scene into a string
  64319. */
  64320. export class SceneSerializer {
  64321. /**
  64322. * Clear cache used by a previous serialization
  64323. */
  64324. static ClearCache(): void;
  64325. /**
  64326. * Serialize a scene into a JSON compatible object
  64327. * @param scene defines the scene to serialize
  64328. * @returns a JSON compatible object
  64329. */
  64330. static Serialize(scene: Scene): any;
  64331. /**
  64332. * Serialize a mesh into a JSON compatible object
  64333. * @param toSerialize defines the mesh to serialize
  64334. * @param withParents defines if parents must be serialized as well
  64335. * @param withChildren defines if children must be serialized as well
  64336. * @returns a JSON compatible object
  64337. */
  64338. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64339. }
  64340. }
  64341. declare module "babylonjs/Misc/textureTools" {
  64342. import { Texture } from "babylonjs/Materials/Textures/texture";
  64343. /**
  64344. * Class used to host texture specific utilities
  64345. */
  64346. export class TextureTools {
  64347. /**
  64348. * Uses the GPU to create a copy texture rescaled at a given size
  64349. * @param texture Texture to copy from
  64350. * @param width defines the desired width
  64351. * @param height defines the desired height
  64352. * @param useBilinearMode defines if bilinear mode has to be used
  64353. * @return the generated texture
  64354. */
  64355. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64356. }
  64357. }
  64358. declare module "babylonjs/Misc/videoRecorder" {
  64359. import { Nullable } from "babylonjs/types";
  64360. import { Engine } from "babylonjs/Engines/engine";
  64361. /**
  64362. * This represents the different options available for the video capture.
  64363. */
  64364. export interface VideoRecorderOptions {
  64365. /** Defines the mime type of the video. */
  64366. mimeType: string;
  64367. /** Defines the FPS the video should be recorded at. */
  64368. fps: number;
  64369. /** Defines the chunk size for the recording data. */
  64370. recordChunckSize: number;
  64371. /** The audio tracks to attach to the recording. */
  64372. audioTracks?: MediaStreamTrack[];
  64373. }
  64374. /**
  64375. * This can help with recording videos from BabylonJS.
  64376. * This is based on the available WebRTC functionalities of the browser.
  64377. *
  64378. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64379. */
  64380. export class VideoRecorder {
  64381. private static readonly _defaultOptions;
  64382. /**
  64383. * Returns whether or not the VideoRecorder is available in your browser.
  64384. * @param engine Defines the Babylon Engine.
  64385. * @returns true if supported otherwise false.
  64386. */
  64387. static IsSupported(engine: Engine): boolean;
  64388. private readonly _options;
  64389. private _canvas;
  64390. private _mediaRecorder;
  64391. private _recordedChunks;
  64392. private _fileName;
  64393. private _resolve;
  64394. private _reject;
  64395. /**
  64396. * True when a recording is already in progress.
  64397. */
  64398. readonly isRecording: boolean;
  64399. /**
  64400. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64401. * @param engine Defines the BabylonJS Engine you wish to record.
  64402. * @param options Defines options that can be used to customize the capture.
  64403. */
  64404. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64405. /**
  64406. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64407. */
  64408. stopRecording(): void;
  64409. /**
  64410. * Starts recording the canvas for a max duration specified in parameters.
  64411. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64412. * If null no automatic download will start and you can rely on the promise to get the data back.
  64413. * @param maxDuration Defines the maximum recording time in seconds.
  64414. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64415. * @return A promise callback at the end of the recording with the video data in Blob.
  64416. */
  64417. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64418. /**
  64419. * Releases internal resources used during the recording.
  64420. */
  64421. dispose(): void;
  64422. private _handleDataAvailable;
  64423. private _handleError;
  64424. private _handleStop;
  64425. }
  64426. }
  64427. declare module "babylonjs/Misc/screenshotTools" {
  64428. import { Camera } from "babylonjs/Cameras/camera";
  64429. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64430. import { Engine } from "babylonjs/Engines/engine";
  64431. /**
  64432. * Class containing a set of static utilities functions for screenshots
  64433. */
  64434. export class ScreenshotTools {
  64435. /**
  64436. * Captures a screenshot of the current rendering
  64437. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64438. * @param engine defines the rendering engine
  64439. * @param camera defines the source camera
  64440. * @param size This parameter can be set to a single number or to an object with the
  64441. * following (optional) properties: precision, width, height. If a single number is passed,
  64442. * it will be used for both width and height. If an object is passed, the screenshot size
  64443. * will be derived from the parameters. The precision property is a multiplier allowing
  64444. * rendering at a higher or lower resolution
  64445. * @param successCallback defines the callback receives a single parameter which contains the
  64446. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64447. * src parameter of an <img> to display it
  64448. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64449. * Check your browser for supported MIME types
  64450. */
  64451. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64452. /**
  64453. * Captures a screenshot of the current rendering
  64454. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64455. * @param engine defines the rendering engine
  64456. * @param camera defines the source camera
  64457. * @param size This parameter can be set to a single number or to an object with the
  64458. * following (optional) properties: precision, width, height. If a single number is passed,
  64459. * it will be used for both width and height. If an object is passed, the screenshot size
  64460. * will be derived from the parameters. The precision property is a multiplier allowing
  64461. * rendering at a higher or lower resolution
  64462. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64463. * Check your browser for supported MIME types
  64464. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64465. * to the src parameter of an <img> to display it
  64466. */
  64467. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64468. /**
  64469. * Generates an image screenshot from the specified camera.
  64470. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64471. * @param engine The engine to use for rendering
  64472. * @param camera The camera to use for rendering
  64473. * @param size This parameter can be set to a single number or to an object with the
  64474. * following (optional) properties: precision, width, height. If a single number is passed,
  64475. * it will be used for both width and height. If an object is passed, the screenshot size
  64476. * will be derived from the parameters. The precision property is a multiplier allowing
  64477. * rendering at a higher or lower resolution
  64478. * @param successCallback The callback receives a single parameter which contains the
  64479. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64480. * src parameter of an <img> to display it
  64481. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64482. * Check your browser for supported MIME types
  64483. * @param samples Texture samples (default: 1)
  64484. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64485. * @param fileName A name for for the downloaded file.
  64486. */
  64487. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64488. /**
  64489. * Generates an image screenshot from the specified camera.
  64490. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64491. * @param engine The engine to use for rendering
  64492. * @param camera The camera to use for rendering
  64493. * @param size This parameter can be set to a single number or to an object with the
  64494. * following (optional) properties: precision, width, height. If a single number is passed,
  64495. * it will be used for both width and height. If an object is passed, the screenshot size
  64496. * will be derived from the parameters. The precision property is a multiplier allowing
  64497. * rendering at a higher or lower resolution
  64498. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64499. * Check your browser for supported MIME types
  64500. * @param samples Texture samples (default: 1)
  64501. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64502. * @param fileName A name for for the downloaded file.
  64503. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64504. * to the src parameter of an <img> to display it
  64505. */
  64506. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64507. /**
  64508. * Gets height and width for screenshot size
  64509. * @private
  64510. */
  64511. private static _getScreenshotSize;
  64512. }
  64513. }
  64514. declare module "babylonjs/Misc/index" {
  64515. export * from "babylonjs/Misc/andOrNotEvaluator";
  64516. export * from "babylonjs/Misc/assetsManager";
  64517. export * from "babylonjs/Misc/dds";
  64518. export * from "babylonjs/Misc/decorators";
  64519. export * from "babylonjs/Misc/deferred";
  64520. export * from "babylonjs/Misc/environmentTextureTools";
  64521. export * from "babylonjs/Misc/meshExploder";
  64522. export * from "babylonjs/Misc/filesInput";
  64523. export * from "babylonjs/Misc/HighDynamicRange/index";
  64524. export * from "babylonjs/Misc/khronosTextureContainer";
  64525. export * from "babylonjs/Misc/observable";
  64526. export * from "babylonjs/Misc/performanceMonitor";
  64527. export * from "babylonjs/Misc/promise";
  64528. export * from "babylonjs/Misc/sceneOptimizer";
  64529. export * from "babylonjs/Misc/sceneSerializer";
  64530. export * from "babylonjs/Misc/smartArray";
  64531. export * from "babylonjs/Misc/stringDictionary";
  64532. export * from "babylonjs/Misc/tags";
  64533. export * from "babylonjs/Misc/textureTools";
  64534. export * from "babylonjs/Misc/tga";
  64535. export * from "babylonjs/Misc/tools";
  64536. export * from "babylonjs/Misc/videoRecorder";
  64537. export * from "babylonjs/Misc/virtualJoystick";
  64538. export * from "babylonjs/Misc/workerPool";
  64539. export * from "babylonjs/Misc/logger";
  64540. export * from "babylonjs/Misc/typeStore";
  64541. export * from "babylonjs/Misc/filesInputStore";
  64542. export * from "babylonjs/Misc/deepCopier";
  64543. export * from "babylonjs/Misc/pivotTools";
  64544. export * from "babylonjs/Misc/precisionDate";
  64545. export * from "babylonjs/Misc/screenshotTools";
  64546. export * from "babylonjs/Misc/typeStore";
  64547. export * from "babylonjs/Misc/webRequest";
  64548. export * from "babylonjs/Misc/iInspectable";
  64549. export * from "babylonjs/Misc/brdfTextureTools";
  64550. export * from "babylonjs/Misc/gradients";
  64551. export * from "babylonjs/Misc/perfCounter";
  64552. export * from "babylonjs/Misc/fileRequest";
  64553. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64554. export * from "babylonjs/Misc/retryStrategy";
  64555. export * from "babylonjs/Misc/loadFileError";
  64556. }
  64557. declare module "babylonjs/index" {
  64558. export * from "babylonjs/abstractScene";
  64559. export * from "babylonjs/Actions/index";
  64560. export * from "babylonjs/Animations/index";
  64561. export * from "babylonjs/assetContainer";
  64562. export * from "babylonjs/Audio/index";
  64563. export * from "babylonjs/Behaviors/index";
  64564. export * from "babylonjs/Bones/index";
  64565. export * from "babylonjs/Cameras/index";
  64566. export * from "babylonjs/Collisions/index";
  64567. export * from "babylonjs/Culling/index";
  64568. export * from "babylonjs/Debug/index";
  64569. export * from "babylonjs/Engines/index";
  64570. export * from "babylonjs/Events/index";
  64571. export * from "babylonjs/Gamepads/index";
  64572. export * from "babylonjs/Gizmos/index";
  64573. export * from "babylonjs/Helpers/index";
  64574. export * from "babylonjs/Instrumentation/index";
  64575. export * from "babylonjs/Layers/index";
  64576. export * from "babylonjs/LensFlares/index";
  64577. export * from "babylonjs/Lights/index";
  64578. export * from "babylonjs/Loading/index";
  64579. export * from "babylonjs/Materials/index";
  64580. export * from "babylonjs/Maths/index";
  64581. export * from "babylonjs/Meshes/index";
  64582. export * from "babylonjs/Morph/index";
  64583. export * from "babylonjs/Navigation/index";
  64584. export * from "babylonjs/node";
  64585. export * from "babylonjs/Offline/index";
  64586. export * from "babylonjs/Particles/index";
  64587. export * from "babylonjs/Physics/index";
  64588. export * from "babylonjs/PostProcesses/index";
  64589. export * from "babylonjs/Probes/index";
  64590. export * from "babylonjs/Rendering/index";
  64591. export * from "babylonjs/scene";
  64592. export * from "babylonjs/sceneComponent";
  64593. export * from "babylonjs/Sprites/index";
  64594. export * from "babylonjs/States/index";
  64595. export * from "babylonjs/Misc/index";
  64596. export * from "babylonjs/types";
  64597. }
  64598. declare module "babylonjs/Animations/pathCursor" {
  64599. import { Vector3 } from "babylonjs/Maths/math.vector";
  64600. import { Path2 } from "babylonjs/Maths/math.path";
  64601. /**
  64602. * A cursor which tracks a point on a path
  64603. */
  64604. export class PathCursor {
  64605. private path;
  64606. /**
  64607. * Stores path cursor callbacks for when an onchange event is triggered
  64608. */
  64609. private _onchange;
  64610. /**
  64611. * The value of the path cursor
  64612. */
  64613. value: number;
  64614. /**
  64615. * The animation array of the path cursor
  64616. */
  64617. animations: Animation[];
  64618. /**
  64619. * Initializes the path cursor
  64620. * @param path The path to track
  64621. */
  64622. constructor(path: Path2);
  64623. /**
  64624. * Gets the cursor point on the path
  64625. * @returns A point on the path cursor at the cursor location
  64626. */
  64627. getPoint(): Vector3;
  64628. /**
  64629. * Moves the cursor ahead by the step amount
  64630. * @param step The amount to move the cursor forward
  64631. * @returns This path cursor
  64632. */
  64633. moveAhead(step?: number): PathCursor;
  64634. /**
  64635. * Moves the cursor behind by the step amount
  64636. * @param step The amount to move the cursor back
  64637. * @returns This path cursor
  64638. */
  64639. moveBack(step?: number): PathCursor;
  64640. /**
  64641. * Moves the cursor by the step amount
  64642. * If the step amount is greater than one, an exception is thrown
  64643. * @param step The amount to move the cursor
  64644. * @returns This path cursor
  64645. */
  64646. move(step: number): PathCursor;
  64647. /**
  64648. * Ensures that the value is limited between zero and one
  64649. * @returns This path cursor
  64650. */
  64651. private ensureLimits;
  64652. /**
  64653. * Runs onchange callbacks on change (used by the animation engine)
  64654. * @returns This path cursor
  64655. */
  64656. private raiseOnChange;
  64657. /**
  64658. * Executes a function on change
  64659. * @param f A path cursor onchange callback
  64660. * @returns This path cursor
  64661. */
  64662. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64663. }
  64664. }
  64665. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64666. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64667. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64668. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64669. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64670. }
  64671. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64672. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64673. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64674. }
  64675. declare module "babylonjs/Engines/Processors/index" {
  64676. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64677. export * from "babylonjs/Engines/Processors/Expressions/index";
  64678. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64679. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64680. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64681. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64682. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64683. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64684. }
  64685. declare module "babylonjs/Legacy/legacy" {
  64686. import * as Babylon from "babylonjs/index";
  64687. export * from "babylonjs/index";
  64688. }
  64689. declare module "babylonjs/Shaders/blur.fragment" {
  64690. /** @hidden */
  64691. export var blurPixelShader: {
  64692. name: string;
  64693. shader: string;
  64694. };
  64695. }
  64696. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64697. /** @hidden */
  64698. export var pointCloudVertexDeclaration: {
  64699. name: string;
  64700. shader: string;
  64701. };
  64702. }
  64703. declare module "babylonjs" {
  64704. export * from "babylonjs/Legacy/legacy";
  64705. }
  64706. declare module BABYLON {
  64707. /** Alias type for value that can be null */
  64708. export type Nullable<T> = T | null;
  64709. /**
  64710. * Alias type for number that are floats
  64711. * @ignorenaming
  64712. */
  64713. export type float = number;
  64714. /**
  64715. * Alias type for number that are doubles.
  64716. * @ignorenaming
  64717. */
  64718. export type double = number;
  64719. /**
  64720. * Alias type for number that are integer
  64721. * @ignorenaming
  64722. */
  64723. export type int = number;
  64724. /** Alias type for number array or Float32Array */
  64725. export type FloatArray = number[] | Float32Array;
  64726. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64727. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64728. /**
  64729. * Alias for types that can be used by a Buffer or VertexBuffer.
  64730. */
  64731. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64732. /**
  64733. * Alias type for primitive types
  64734. * @ignorenaming
  64735. */
  64736. type Primitive = undefined | null | boolean | string | number | Function;
  64737. /**
  64738. * Type modifier to make all the properties of an object Readonly
  64739. */
  64740. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64741. /**
  64742. * Type modifier to make all the properties of an object Readonly recursively
  64743. */
  64744. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64745. /** @hidden */
  64746. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64747. }
  64748. /** @hidden */
  64749. /** @hidden */
  64750. type DeepImmutableObject<T> = {
  64751. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64752. };
  64753. }
  64754. declare module BABYLON {
  64755. /**
  64756. * A class serves as a medium between the observable and its observers
  64757. */
  64758. export class EventState {
  64759. /**
  64760. * Create a new EventState
  64761. * @param mask defines the mask associated with this state
  64762. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64763. * @param target defines the original target of the state
  64764. * @param currentTarget defines the current target of the state
  64765. */
  64766. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64767. /**
  64768. * Initialize the current event state
  64769. * @param mask defines the mask associated with this state
  64770. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64771. * @param target defines the original target of the state
  64772. * @param currentTarget defines the current target of the state
  64773. * @returns the current event state
  64774. */
  64775. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64776. /**
  64777. * An Observer can set this property to true to prevent subsequent observers of being notified
  64778. */
  64779. skipNextObservers: boolean;
  64780. /**
  64781. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64782. */
  64783. mask: number;
  64784. /**
  64785. * The object that originally notified the event
  64786. */
  64787. target?: any;
  64788. /**
  64789. * The current object in the bubbling phase
  64790. */
  64791. currentTarget?: any;
  64792. /**
  64793. * This will be populated with the return value of the last function that was executed.
  64794. * If it is the first function in the callback chain it will be the event data.
  64795. */
  64796. lastReturnValue?: any;
  64797. }
  64798. /**
  64799. * Represent an Observer registered to a given Observable object.
  64800. */
  64801. export class Observer<T> {
  64802. /**
  64803. * Defines the callback to call when the observer is notified
  64804. */
  64805. callback: (eventData: T, eventState: EventState) => void;
  64806. /**
  64807. * Defines the mask of the observer (used to filter notifications)
  64808. */
  64809. mask: number;
  64810. /**
  64811. * Defines the current scope used to restore the JS context
  64812. */
  64813. scope: any;
  64814. /** @hidden */
  64815. _willBeUnregistered: boolean;
  64816. /**
  64817. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64818. */
  64819. unregisterOnNextCall: boolean;
  64820. /**
  64821. * Creates a new observer
  64822. * @param callback defines the callback to call when the observer is notified
  64823. * @param mask defines the mask of the observer (used to filter notifications)
  64824. * @param scope defines the current scope used to restore the JS context
  64825. */
  64826. constructor(
  64827. /**
  64828. * Defines the callback to call when the observer is notified
  64829. */
  64830. callback: (eventData: T, eventState: EventState) => void,
  64831. /**
  64832. * Defines the mask of the observer (used to filter notifications)
  64833. */
  64834. mask: number,
  64835. /**
  64836. * Defines the current scope used to restore the JS context
  64837. */
  64838. scope?: any);
  64839. }
  64840. /**
  64841. * Represent a list of observers registered to multiple Observables object.
  64842. */
  64843. export class MultiObserver<T> {
  64844. private _observers;
  64845. private _observables;
  64846. /**
  64847. * Release associated resources
  64848. */
  64849. dispose(): void;
  64850. /**
  64851. * Raise a callback when one of the observable will notify
  64852. * @param observables defines a list of observables to watch
  64853. * @param callback defines the callback to call on notification
  64854. * @param mask defines the mask used to filter notifications
  64855. * @param scope defines the current scope used to restore the JS context
  64856. * @returns the new MultiObserver
  64857. */
  64858. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64859. }
  64860. /**
  64861. * The Observable class is a simple implementation of the Observable pattern.
  64862. *
  64863. * 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.
  64864. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64865. * 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).
  64866. * 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.
  64867. */
  64868. export class Observable<T> {
  64869. private _observers;
  64870. private _eventState;
  64871. private _onObserverAdded;
  64872. /**
  64873. * Gets the list of observers
  64874. */
  64875. readonly observers: Array<Observer<T>>;
  64876. /**
  64877. * Creates a new observable
  64878. * @param onObserverAdded defines a callback to call when a new observer is added
  64879. */
  64880. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64881. /**
  64882. * Create a new Observer with the specified callback
  64883. * @param callback the callback that will be executed for that Observer
  64884. * @param mask the mask used to filter observers
  64885. * @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.
  64886. * @param scope optional scope for the callback to be called from
  64887. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64888. * @returns the new observer created for the callback
  64889. */
  64890. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64891. /**
  64892. * Create a new Observer with the specified callback and unregisters after the next notification
  64893. * @param callback the callback that will be executed for that Observer
  64894. * @returns the new observer created for the callback
  64895. */
  64896. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64897. /**
  64898. * Remove an Observer from the Observable object
  64899. * @param observer the instance of the Observer to remove
  64900. * @returns false if it doesn't belong to this Observable
  64901. */
  64902. remove(observer: Nullable<Observer<T>>): boolean;
  64903. /**
  64904. * Remove a callback from the Observable object
  64905. * @param callback the callback to remove
  64906. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64907. * @returns false if it doesn't belong to this Observable
  64908. */
  64909. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64910. private _deferUnregister;
  64911. private _remove;
  64912. /**
  64913. * Moves the observable to the top of the observer list making it get called first when notified
  64914. * @param observer the observer to move
  64915. */
  64916. makeObserverTopPriority(observer: Observer<T>): void;
  64917. /**
  64918. * Moves the observable to the bottom of the observer list making it get called last when notified
  64919. * @param observer the observer to move
  64920. */
  64921. makeObserverBottomPriority(observer: Observer<T>): void;
  64922. /**
  64923. * Notify all Observers by calling their respective callback with the given data
  64924. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64925. * @param eventData defines the data to send to all observers
  64926. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64927. * @param target defines the original target of the state
  64928. * @param currentTarget defines the current target of the state
  64929. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64930. */
  64931. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64932. /**
  64933. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64934. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64935. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64936. * and it is crucial that all callbacks will be executed.
  64937. * The order of the callbacks is kept, callbacks are not executed parallel.
  64938. *
  64939. * @param eventData The data to be sent to each callback
  64940. * @param mask is used to filter observers defaults to -1
  64941. * @param target defines the callback target (see EventState)
  64942. * @param currentTarget defines he current object in the bubbling phase
  64943. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64944. */
  64945. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64946. /**
  64947. * Notify a specific observer
  64948. * @param observer defines the observer to notify
  64949. * @param eventData defines the data to be sent to each callback
  64950. * @param mask is used to filter observers defaults to -1
  64951. */
  64952. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64953. /**
  64954. * Gets a boolean indicating if the observable has at least one observer
  64955. * @returns true is the Observable has at least one Observer registered
  64956. */
  64957. hasObservers(): boolean;
  64958. /**
  64959. * Clear the list of observers
  64960. */
  64961. clear(): void;
  64962. /**
  64963. * Clone the current observable
  64964. * @returns a new observable
  64965. */
  64966. clone(): Observable<T>;
  64967. /**
  64968. * Does this observable handles observer registered with a given mask
  64969. * @param mask defines the mask to be tested
  64970. * @return whether or not one observer registered with the given mask is handeled
  64971. **/
  64972. hasSpecificMask(mask?: number): boolean;
  64973. }
  64974. }
  64975. declare module BABYLON {
  64976. /**
  64977. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64978. * Babylon.js
  64979. */
  64980. export class DomManagement {
  64981. /**
  64982. * Checks if the window object exists
  64983. * @returns true if the window object exists
  64984. */
  64985. static IsWindowObjectExist(): boolean;
  64986. /**
  64987. * Extracts text content from a DOM element hierarchy
  64988. * @param element defines the root element
  64989. * @returns a string
  64990. */
  64991. static GetDOMTextContent(element: HTMLElement): string;
  64992. }
  64993. }
  64994. declare module BABYLON {
  64995. /**
  64996. * Logger used througouht the application to allow configuration of
  64997. * the log level required for the messages.
  64998. */
  64999. export class Logger {
  65000. /**
  65001. * No log
  65002. */
  65003. static readonly NoneLogLevel: number;
  65004. /**
  65005. * Only message logs
  65006. */
  65007. static readonly MessageLogLevel: number;
  65008. /**
  65009. * Only warning logs
  65010. */
  65011. static readonly WarningLogLevel: number;
  65012. /**
  65013. * Only error logs
  65014. */
  65015. static readonly ErrorLogLevel: number;
  65016. /**
  65017. * All logs
  65018. */
  65019. static readonly AllLogLevel: number;
  65020. private static _LogCache;
  65021. /**
  65022. * Gets a value indicating the number of loading errors
  65023. * @ignorenaming
  65024. */
  65025. static errorsCount: number;
  65026. /**
  65027. * Callback called when a new log is added
  65028. */
  65029. static OnNewCacheEntry: (entry: string) => void;
  65030. private static _AddLogEntry;
  65031. private static _FormatMessage;
  65032. private static _LogDisabled;
  65033. private static _LogEnabled;
  65034. private static _WarnDisabled;
  65035. private static _WarnEnabled;
  65036. private static _ErrorDisabled;
  65037. private static _ErrorEnabled;
  65038. /**
  65039. * Log a message to the console
  65040. */
  65041. static Log: (message: string) => void;
  65042. /**
  65043. * Write a warning message to the console
  65044. */
  65045. static Warn: (message: string) => void;
  65046. /**
  65047. * Write an error message to the console
  65048. */
  65049. static Error: (message: string) => void;
  65050. /**
  65051. * Gets current log cache (list of logs)
  65052. */
  65053. static readonly LogCache: string;
  65054. /**
  65055. * Clears the log cache
  65056. */
  65057. static ClearLogCache(): void;
  65058. /**
  65059. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65060. */
  65061. static LogLevels: number;
  65062. }
  65063. }
  65064. declare module BABYLON {
  65065. /** @hidden */
  65066. export class _TypeStore {
  65067. /** @hidden */
  65068. static RegisteredTypes: {
  65069. [key: string]: Object;
  65070. };
  65071. /** @hidden */
  65072. static GetClass(fqdn: string): any;
  65073. }
  65074. }
  65075. declare module BABYLON {
  65076. /**
  65077. * Class containing a set of static utilities functions for deep copy.
  65078. */
  65079. export class DeepCopier {
  65080. /**
  65081. * Tries to copy an object by duplicating every property
  65082. * @param source defines the source object
  65083. * @param destination defines the target object
  65084. * @param doNotCopyList defines a list of properties to avoid
  65085. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65086. */
  65087. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65088. }
  65089. }
  65090. declare module BABYLON {
  65091. /**
  65092. * Class containing a set of static utilities functions for precision date
  65093. */
  65094. export class PrecisionDate {
  65095. /**
  65096. * Gets either window.performance.now() if supported or Date.now() else
  65097. */
  65098. static readonly Now: number;
  65099. }
  65100. }
  65101. declare module BABYLON {
  65102. /** @hidden */
  65103. export class _DevTools {
  65104. static WarnImport(name: string): string;
  65105. }
  65106. }
  65107. declare module BABYLON {
  65108. /**
  65109. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65110. */
  65111. export class WebRequest {
  65112. private _xhr;
  65113. /**
  65114. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65115. * i.e. when loading files, where the server/service expects an Authorization header
  65116. */
  65117. static CustomRequestHeaders: {
  65118. [key: string]: string;
  65119. };
  65120. /**
  65121. * Add callback functions in this array to update all the requests before they get sent to the network
  65122. */
  65123. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65124. private _injectCustomRequestHeaders;
  65125. /**
  65126. * Gets or sets a function to be called when loading progress changes
  65127. */
  65128. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65129. /**
  65130. * Returns client's state
  65131. */
  65132. readonly readyState: number;
  65133. /**
  65134. * Returns client's status
  65135. */
  65136. readonly status: number;
  65137. /**
  65138. * Returns client's status as a text
  65139. */
  65140. readonly statusText: string;
  65141. /**
  65142. * Returns client's response
  65143. */
  65144. readonly response: any;
  65145. /**
  65146. * Returns client's response url
  65147. */
  65148. readonly responseURL: string;
  65149. /**
  65150. * Returns client's response as text
  65151. */
  65152. readonly responseText: string;
  65153. /**
  65154. * Gets or sets the expected response type
  65155. */
  65156. responseType: XMLHttpRequestResponseType;
  65157. /** @hidden */
  65158. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65159. /** @hidden */
  65160. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65161. /**
  65162. * Cancels any network activity
  65163. */
  65164. abort(): void;
  65165. /**
  65166. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65167. * @param body defines an optional request body
  65168. */
  65169. send(body?: Document | BodyInit | null): void;
  65170. /**
  65171. * Sets the request method, request URL
  65172. * @param method defines the method to use (GET, POST, etc..)
  65173. * @param url defines the url to connect with
  65174. */
  65175. open(method: string, url: string): void;
  65176. }
  65177. }
  65178. declare module BABYLON {
  65179. /**
  65180. * File request interface
  65181. */
  65182. export interface IFileRequest {
  65183. /**
  65184. * Raised when the request is complete (success or error).
  65185. */
  65186. onCompleteObservable: Observable<IFileRequest>;
  65187. /**
  65188. * Aborts the request for a file.
  65189. */
  65190. abort: () => void;
  65191. }
  65192. }
  65193. declare module BABYLON {
  65194. /**
  65195. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65196. */
  65197. export class PerformanceMonitor {
  65198. private _enabled;
  65199. private _rollingFrameTime;
  65200. private _lastFrameTimeMs;
  65201. /**
  65202. * constructor
  65203. * @param frameSampleSize The number of samples required to saturate the sliding window
  65204. */
  65205. constructor(frameSampleSize?: number);
  65206. /**
  65207. * Samples current frame
  65208. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65209. */
  65210. sampleFrame(timeMs?: number): void;
  65211. /**
  65212. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65213. */
  65214. readonly averageFrameTime: number;
  65215. /**
  65216. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65217. */
  65218. readonly averageFrameTimeVariance: number;
  65219. /**
  65220. * Returns the frame time of the most recent frame
  65221. */
  65222. readonly instantaneousFrameTime: number;
  65223. /**
  65224. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  65225. */
  65226. readonly averageFPS: number;
  65227. /**
  65228. * Returns the average framerate in frames per second using the most recent frame time
  65229. */
  65230. readonly instantaneousFPS: number;
  65231. /**
  65232. * Returns true if enough samples have been taken to completely fill the sliding window
  65233. */
  65234. readonly isSaturated: boolean;
  65235. /**
  65236. * Enables contributions to the sliding window sample set
  65237. */
  65238. enable(): void;
  65239. /**
  65240. * Disables contributions to the sliding window sample set
  65241. * Samples will not be interpolated over the disabled period
  65242. */
  65243. disable(): void;
  65244. /**
  65245. * Returns true if sampling is enabled
  65246. */
  65247. readonly isEnabled: boolean;
  65248. /**
  65249. * Resets performance monitor
  65250. */
  65251. reset(): void;
  65252. }
  65253. /**
  65254. * RollingAverage
  65255. *
  65256. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  65257. */
  65258. export class RollingAverage {
  65259. /**
  65260. * Current average
  65261. */
  65262. average: number;
  65263. /**
  65264. * Current variance
  65265. */
  65266. variance: number;
  65267. protected _samples: Array<number>;
  65268. protected _sampleCount: number;
  65269. protected _pos: number;
  65270. protected _m2: number;
  65271. /**
  65272. * constructor
  65273. * @param length The number of samples required to saturate the sliding window
  65274. */
  65275. constructor(length: number);
  65276. /**
  65277. * Adds a sample to the sample set
  65278. * @param v The sample value
  65279. */
  65280. add(v: number): void;
  65281. /**
  65282. * Returns previously added values or null if outside of history or outside the sliding window domain
  65283. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  65284. * @return Value previously recorded with add() or null if outside of range
  65285. */
  65286. history(i: number): number;
  65287. /**
  65288. * Returns true if enough samples have been taken to completely fill the sliding window
  65289. * @return true if sample-set saturated
  65290. */
  65291. isSaturated(): boolean;
  65292. /**
  65293. * Resets the rolling average (equivalent to 0 samples taken so far)
  65294. */
  65295. reset(): void;
  65296. /**
  65297. * Wraps a value around the sample range boundaries
  65298. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  65299. * @return Wrapped position in sample range
  65300. */
  65301. protected _wrapPosition(i: number): number;
  65302. }
  65303. }
  65304. declare module BABYLON {
  65305. /**
  65306. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65307. * The underlying implementation relies on an associative array to ensure the best performances.
  65308. * The value can be anything including 'null' but except 'undefined'
  65309. */
  65310. export class StringDictionary<T> {
  65311. /**
  65312. * This will clear this dictionary and copy the content from the 'source' one.
  65313. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65314. * @param source the dictionary to take the content from and copy to this dictionary
  65315. */
  65316. copyFrom(source: StringDictionary<T>): void;
  65317. /**
  65318. * Get a value based from its key
  65319. * @param key the given key to get the matching value from
  65320. * @return the value if found, otherwise undefined is returned
  65321. */
  65322. get(key: string): T | undefined;
  65323. /**
  65324. * Get a value from its key or add it if it doesn't exist.
  65325. * This method will ensure you that a given key/data will be present in the dictionary.
  65326. * @param key the given key to get the matching value from
  65327. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65328. * The factory will only be invoked if there's no data for the given key.
  65329. * @return the value corresponding to the key.
  65330. */
  65331. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65332. /**
  65333. * Get a value from its key if present in the dictionary otherwise add it
  65334. * @param key the key to get the value from
  65335. * @param val if there's no such key/value pair in the dictionary add it with this value
  65336. * @return the value corresponding to the key
  65337. */
  65338. getOrAdd(key: string, val: T): T;
  65339. /**
  65340. * Check if there's a given key in the dictionary
  65341. * @param key the key to check for
  65342. * @return true if the key is present, false otherwise
  65343. */
  65344. contains(key: string): boolean;
  65345. /**
  65346. * Add a new key and its corresponding value
  65347. * @param key the key to add
  65348. * @param value the value corresponding to the key
  65349. * @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
  65350. */
  65351. add(key: string, value: T): boolean;
  65352. /**
  65353. * Update a specific value associated to a key
  65354. * @param key defines the key to use
  65355. * @param value defines the value to store
  65356. * @returns true if the value was updated (or false if the key was not found)
  65357. */
  65358. set(key: string, value: T): boolean;
  65359. /**
  65360. * Get the element of the given key and remove it from the dictionary
  65361. * @param key defines the key to search
  65362. * @returns the value associated with the key or null if not found
  65363. */
  65364. getAndRemove(key: string): Nullable<T>;
  65365. /**
  65366. * Remove a key/value from the dictionary.
  65367. * @param key the key to remove
  65368. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65369. */
  65370. remove(key: string): boolean;
  65371. /**
  65372. * Clear the whole content of the dictionary
  65373. */
  65374. clear(): void;
  65375. /**
  65376. * Gets the current count
  65377. */
  65378. readonly count: number;
  65379. /**
  65380. * Execute a callback on each key/val of the dictionary.
  65381. * Note that you can remove any element in this dictionary in the callback implementation
  65382. * @param callback the callback to execute on a given key/value pair
  65383. */
  65384. forEach(callback: (key: string, val: T) => void): void;
  65385. /**
  65386. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65387. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65388. * Note that you can remove any element in this dictionary in the callback implementation
  65389. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65390. * @returns the first item
  65391. */
  65392. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65393. private _count;
  65394. private _data;
  65395. }
  65396. }
  65397. declare module BABYLON {
  65398. /**
  65399. * Class used to store gfx data (like WebGLBuffer)
  65400. */
  65401. export class DataBuffer {
  65402. /**
  65403. * Gets or sets the number of objects referencing this buffer
  65404. */
  65405. references: number;
  65406. /** Gets or sets the size of the underlying buffer */
  65407. capacity: number;
  65408. /**
  65409. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65410. */
  65411. is32Bits: boolean;
  65412. /**
  65413. * Gets the underlying buffer
  65414. */
  65415. readonly underlyingResource: any;
  65416. }
  65417. }
  65418. declare module BABYLON {
  65419. /**
  65420. * Class used to store data that will be store in GPU memory
  65421. */
  65422. export class Buffer {
  65423. private _engine;
  65424. private _buffer;
  65425. /** @hidden */
  65426. _data: Nullable<DataArray>;
  65427. private _updatable;
  65428. private _instanced;
  65429. /**
  65430. * Gets the byte stride.
  65431. */
  65432. readonly byteStride: number;
  65433. /**
  65434. * Constructor
  65435. * @param engine the engine
  65436. * @param data the data to use for this buffer
  65437. * @param updatable whether the data is updatable
  65438. * @param stride the stride (optional)
  65439. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65440. * @param instanced whether the buffer is instanced (optional)
  65441. * @param useBytes set to true if the stride in in bytes (optional)
  65442. */
  65443. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65444. /**
  65445. * Create a new VertexBuffer based on the current buffer
  65446. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65447. * @param offset defines offset in the buffer (0 by default)
  65448. * @param size defines the size in floats of attributes (position is 3 for instance)
  65449. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65450. * @param instanced defines if the vertex buffer contains indexed data
  65451. * @param useBytes defines if the offset and stride are in bytes
  65452. * @returns the new vertex buffer
  65453. */
  65454. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65455. /**
  65456. * Gets a boolean indicating if the Buffer is updatable?
  65457. * @returns true if the buffer is updatable
  65458. */
  65459. isUpdatable(): boolean;
  65460. /**
  65461. * Gets current buffer's data
  65462. * @returns a DataArray or null
  65463. */
  65464. getData(): Nullable<DataArray>;
  65465. /**
  65466. * Gets underlying native buffer
  65467. * @returns underlying native buffer
  65468. */
  65469. getBuffer(): Nullable<DataBuffer>;
  65470. /**
  65471. * Gets the stride in float32 units (i.e. byte stride / 4).
  65472. * May not be an integer if the byte stride is not divisible by 4.
  65473. * DEPRECATED. Use byteStride instead.
  65474. * @returns the stride in float32 units
  65475. */
  65476. getStrideSize(): number;
  65477. /**
  65478. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65479. * @param data defines the data to store
  65480. */
  65481. create(data?: Nullable<DataArray>): void;
  65482. /** @hidden */
  65483. _rebuild(): void;
  65484. /**
  65485. * Update current buffer data
  65486. * @param data defines the data to store
  65487. */
  65488. update(data: DataArray): void;
  65489. /**
  65490. * Updates the data directly.
  65491. * @param data the new data
  65492. * @param offset the new offset
  65493. * @param vertexCount the vertex count (optional)
  65494. * @param useBytes set to true if the offset is in bytes
  65495. */
  65496. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65497. /**
  65498. * Release all resources
  65499. */
  65500. dispose(): void;
  65501. }
  65502. /**
  65503. * Specialized buffer used to store vertex data
  65504. */
  65505. export class VertexBuffer {
  65506. /** @hidden */
  65507. _buffer: Buffer;
  65508. private _kind;
  65509. private _size;
  65510. private _ownsBuffer;
  65511. private _instanced;
  65512. private _instanceDivisor;
  65513. /**
  65514. * The byte type.
  65515. */
  65516. static readonly BYTE: number;
  65517. /**
  65518. * The unsigned byte type.
  65519. */
  65520. static readonly UNSIGNED_BYTE: number;
  65521. /**
  65522. * The short type.
  65523. */
  65524. static readonly SHORT: number;
  65525. /**
  65526. * The unsigned short type.
  65527. */
  65528. static readonly UNSIGNED_SHORT: number;
  65529. /**
  65530. * The integer type.
  65531. */
  65532. static readonly INT: number;
  65533. /**
  65534. * The unsigned integer type.
  65535. */
  65536. static readonly UNSIGNED_INT: number;
  65537. /**
  65538. * The float type.
  65539. */
  65540. static readonly FLOAT: number;
  65541. /**
  65542. * Gets or sets the instance divisor when in instanced mode
  65543. */
  65544. instanceDivisor: number;
  65545. /**
  65546. * Gets the byte stride.
  65547. */
  65548. readonly byteStride: number;
  65549. /**
  65550. * Gets the byte offset.
  65551. */
  65552. readonly byteOffset: number;
  65553. /**
  65554. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65555. */
  65556. readonly normalized: boolean;
  65557. /**
  65558. * Gets the data type of each component in the array.
  65559. */
  65560. readonly type: number;
  65561. /**
  65562. * Constructor
  65563. * @param engine the engine
  65564. * @param data the data to use for this vertex buffer
  65565. * @param kind the vertex buffer kind
  65566. * @param updatable whether the data is updatable
  65567. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65568. * @param stride the stride (optional)
  65569. * @param instanced whether the buffer is instanced (optional)
  65570. * @param offset the offset of the data (optional)
  65571. * @param size the number of components (optional)
  65572. * @param type the type of the component (optional)
  65573. * @param normalized whether the data contains normalized data (optional)
  65574. * @param useBytes set to true if stride and offset are in bytes (optional)
  65575. */
  65576. 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);
  65577. /** @hidden */
  65578. _rebuild(): void;
  65579. /**
  65580. * Returns the kind of the VertexBuffer (string)
  65581. * @returns a string
  65582. */
  65583. getKind(): string;
  65584. /**
  65585. * Gets a boolean indicating if the VertexBuffer is updatable?
  65586. * @returns true if the buffer is updatable
  65587. */
  65588. isUpdatable(): boolean;
  65589. /**
  65590. * Gets current buffer's data
  65591. * @returns a DataArray or null
  65592. */
  65593. getData(): Nullable<DataArray>;
  65594. /**
  65595. * Gets underlying native buffer
  65596. * @returns underlying native buffer
  65597. */
  65598. getBuffer(): Nullable<DataBuffer>;
  65599. /**
  65600. * Gets the stride in float32 units (i.e. byte stride / 4).
  65601. * May not be an integer if the byte stride is not divisible by 4.
  65602. * DEPRECATED. Use byteStride instead.
  65603. * @returns the stride in float32 units
  65604. */
  65605. getStrideSize(): number;
  65606. /**
  65607. * Returns the offset as a multiple of the type byte length.
  65608. * DEPRECATED. Use byteOffset instead.
  65609. * @returns the offset in bytes
  65610. */
  65611. getOffset(): number;
  65612. /**
  65613. * Returns the number of components per vertex attribute (integer)
  65614. * @returns the size in float
  65615. */
  65616. getSize(): number;
  65617. /**
  65618. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65619. * @returns true if this buffer is instanced
  65620. */
  65621. getIsInstanced(): boolean;
  65622. /**
  65623. * Returns the instancing divisor, zero for non-instanced (integer).
  65624. * @returns a number
  65625. */
  65626. getInstanceDivisor(): number;
  65627. /**
  65628. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65629. * @param data defines the data to store
  65630. */
  65631. create(data?: DataArray): void;
  65632. /**
  65633. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65634. * This function will create a new buffer if the current one is not updatable
  65635. * @param data defines the data to store
  65636. */
  65637. update(data: DataArray): void;
  65638. /**
  65639. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65640. * Returns the directly updated WebGLBuffer.
  65641. * @param data the new data
  65642. * @param offset the new offset
  65643. * @param useBytes set to true if the offset is in bytes
  65644. */
  65645. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65646. /**
  65647. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65648. */
  65649. dispose(): void;
  65650. /**
  65651. * Enumerates each value of this vertex buffer as numbers.
  65652. * @param count the number of values to enumerate
  65653. * @param callback the callback function called for each value
  65654. */
  65655. forEach(count: number, callback: (value: number, index: number) => void): void;
  65656. /**
  65657. * Positions
  65658. */
  65659. static readonly PositionKind: string;
  65660. /**
  65661. * Normals
  65662. */
  65663. static readonly NormalKind: string;
  65664. /**
  65665. * Tangents
  65666. */
  65667. static readonly TangentKind: string;
  65668. /**
  65669. * Texture coordinates
  65670. */
  65671. static readonly UVKind: string;
  65672. /**
  65673. * Texture coordinates 2
  65674. */
  65675. static readonly UV2Kind: string;
  65676. /**
  65677. * Texture coordinates 3
  65678. */
  65679. static readonly UV3Kind: string;
  65680. /**
  65681. * Texture coordinates 4
  65682. */
  65683. static readonly UV4Kind: string;
  65684. /**
  65685. * Texture coordinates 5
  65686. */
  65687. static readonly UV5Kind: string;
  65688. /**
  65689. * Texture coordinates 6
  65690. */
  65691. static readonly UV6Kind: string;
  65692. /**
  65693. * Colors
  65694. */
  65695. static readonly ColorKind: string;
  65696. /**
  65697. * Matrix indices (for bones)
  65698. */
  65699. static readonly MatricesIndicesKind: string;
  65700. /**
  65701. * Matrix weights (for bones)
  65702. */
  65703. static readonly MatricesWeightsKind: string;
  65704. /**
  65705. * Additional matrix indices (for bones)
  65706. */
  65707. static readonly MatricesIndicesExtraKind: string;
  65708. /**
  65709. * Additional matrix weights (for bones)
  65710. */
  65711. static readonly MatricesWeightsExtraKind: string;
  65712. /**
  65713. * Deduces the stride given a kind.
  65714. * @param kind The kind string to deduce
  65715. * @returns The deduced stride
  65716. */
  65717. static DeduceStride(kind: string): number;
  65718. /**
  65719. * Gets the byte length of the given type.
  65720. * @param type the type
  65721. * @returns the number of bytes
  65722. */
  65723. static GetTypeByteLength(type: number): number;
  65724. /**
  65725. * Enumerates each value of the given parameters as numbers.
  65726. * @param data the data to enumerate
  65727. * @param byteOffset the byte offset of the data
  65728. * @param byteStride the byte stride of the data
  65729. * @param componentCount the number of components per element
  65730. * @param componentType the type of the component
  65731. * @param count the number of values to enumerate
  65732. * @param normalized whether the data is normalized
  65733. * @param callback the callback function called for each value
  65734. */
  65735. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65736. private static _GetFloatValue;
  65737. }
  65738. }
  65739. declare module BABYLON {
  65740. /**
  65741. * Scalar computation library
  65742. */
  65743. export class Scalar {
  65744. /**
  65745. * Two pi constants convenient for computation.
  65746. */
  65747. static TwoPi: number;
  65748. /**
  65749. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65750. * @param a number
  65751. * @param b number
  65752. * @param epsilon (default = 1.401298E-45)
  65753. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65754. */
  65755. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65756. /**
  65757. * Returns a string : the upper case translation of the number i to hexadecimal.
  65758. * @param i number
  65759. * @returns the upper case translation of the number i to hexadecimal.
  65760. */
  65761. static ToHex(i: number): string;
  65762. /**
  65763. * Returns -1 if value is negative and +1 is value is positive.
  65764. * @param value the value
  65765. * @returns the value itself if it's equal to zero.
  65766. */
  65767. static Sign(value: number): number;
  65768. /**
  65769. * Returns the value itself if it's between min and max.
  65770. * Returns min if the value is lower than min.
  65771. * Returns max if the value is greater than max.
  65772. * @param value the value to clmap
  65773. * @param min the min value to clamp to (default: 0)
  65774. * @param max the max value to clamp to (default: 1)
  65775. * @returns the clamped value
  65776. */
  65777. static Clamp(value: number, min?: number, max?: number): number;
  65778. /**
  65779. * the log2 of value.
  65780. * @param value the value to compute log2 of
  65781. * @returns the log2 of value.
  65782. */
  65783. static Log2(value: number): number;
  65784. /**
  65785. * Loops the value, so that it is never larger than length and never smaller than 0.
  65786. *
  65787. * This is similar to the modulo operator but it works with floating point numbers.
  65788. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65789. * With t = 5 and length = 2.5, the result would be 0.0.
  65790. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65791. * @param value the value
  65792. * @param length the length
  65793. * @returns the looped value
  65794. */
  65795. static Repeat(value: number, length: number): number;
  65796. /**
  65797. * Normalize the value between 0.0 and 1.0 using min and max values
  65798. * @param value value to normalize
  65799. * @param min max to normalize between
  65800. * @param max min to normalize between
  65801. * @returns the normalized value
  65802. */
  65803. static Normalize(value: number, min: number, max: number): number;
  65804. /**
  65805. * Denormalize the value from 0.0 and 1.0 using min and max values
  65806. * @param normalized value to denormalize
  65807. * @param min max to denormalize between
  65808. * @param max min to denormalize between
  65809. * @returns the denormalized value
  65810. */
  65811. static Denormalize(normalized: number, min: number, max: number): number;
  65812. /**
  65813. * Calculates the shortest difference between two given angles given in degrees.
  65814. * @param current current angle in degrees
  65815. * @param target target angle in degrees
  65816. * @returns the delta
  65817. */
  65818. static DeltaAngle(current: number, target: number): number;
  65819. /**
  65820. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65821. * @param tx value
  65822. * @param length length
  65823. * @returns The returned value will move back and forth between 0 and length
  65824. */
  65825. static PingPong(tx: number, length: number): number;
  65826. /**
  65827. * Interpolates between min and max with smoothing at the limits.
  65828. *
  65829. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65830. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65831. * @param from from
  65832. * @param to to
  65833. * @param tx value
  65834. * @returns the smooth stepped value
  65835. */
  65836. static SmoothStep(from: number, to: number, tx: number): number;
  65837. /**
  65838. * Moves a value current towards target.
  65839. *
  65840. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65841. * Negative values of maxDelta pushes the value away from target.
  65842. * @param current current value
  65843. * @param target target value
  65844. * @param maxDelta max distance to move
  65845. * @returns resulting value
  65846. */
  65847. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65848. /**
  65849. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65850. *
  65851. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65852. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65853. * @param current current value
  65854. * @param target target value
  65855. * @param maxDelta max distance to move
  65856. * @returns resulting angle
  65857. */
  65858. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65859. /**
  65860. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65861. * @param start start value
  65862. * @param end target value
  65863. * @param amount amount to lerp between
  65864. * @returns the lerped value
  65865. */
  65866. static Lerp(start: number, end: number, amount: number): number;
  65867. /**
  65868. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65869. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65870. * @param start start value
  65871. * @param end target value
  65872. * @param amount amount to lerp between
  65873. * @returns the lerped value
  65874. */
  65875. static LerpAngle(start: number, end: number, amount: number): number;
  65876. /**
  65877. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65878. * @param a start value
  65879. * @param b target value
  65880. * @param value value between a and b
  65881. * @returns the inverseLerp value
  65882. */
  65883. static InverseLerp(a: number, b: number, value: number): number;
  65884. /**
  65885. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65886. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65887. * @param value1 spline value
  65888. * @param tangent1 spline value
  65889. * @param value2 spline value
  65890. * @param tangent2 spline value
  65891. * @param amount input value
  65892. * @returns hermite result
  65893. */
  65894. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65895. /**
  65896. * Returns a random float number between and min and max values
  65897. * @param min min value of random
  65898. * @param max max value of random
  65899. * @returns random value
  65900. */
  65901. static RandomRange(min: number, max: number): number;
  65902. /**
  65903. * This function returns percentage of a number in a given range.
  65904. *
  65905. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65906. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65907. * @param number to convert to percentage
  65908. * @param min min range
  65909. * @param max max range
  65910. * @returns the percentage
  65911. */
  65912. static RangeToPercent(number: number, min: number, max: number): number;
  65913. /**
  65914. * This function returns number that corresponds to the percentage in a given range.
  65915. *
  65916. * PercentToRange(0.34,0,100) will return 34.
  65917. * @param percent to convert to number
  65918. * @param min min range
  65919. * @param max max range
  65920. * @returns the number
  65921. */
  65922. static PercentToRange(percent: number, min: number, max: number): number;
  65923. /**
  65924. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65925. * @param angle The angle to normalize in radian.
  65926. * @return The converted angle.
  65927. */
  65928. static NormalizeRadians(angle: number): number;
  65929. }
  65930. }
  65931. declare module BABYLON {
  65932. /**
  65933. * Constant used to convert a value to gamma space
  65934. * @ignorenaming
  65935. */
  65936. export const ToGammaSpace: number;
  65937. /**
  65938. * Constant used to convert a value to linear space
  65939. * @ignorenaming
  65940. */
  65941. export const ToLinearSpace = 2.2;
  65942. /**
  65943. * Constant used to define the minimal number value in Babylon.js
  65944. * @ignorenaming
  65945. */
  65946. let Epsilon: number;
  65947. }
  65948. declare module BABYLON {
  65949. /**
  65950. * Class used to represent a viewport on screen
  65951. */
  65952. export class Viewport {
  65953. /** viewport left coordinate */
  65954. x: number;
  65955. /** viewport top coordinate */
  65956. y: number;
  65957. /**viewport width */
  65958. width: number;
  65959. /** viewport height */
  65960. height: number;
  65961. /**
  65962. * Creates a Viewport object located at (x, y) and sized (width, height)
  65963. * @param x defines viewport left coordinate
  65964. * @param y defines viewport top coordinate
  65965. * @param width defines the viewport width
  65966. * @param height defines the viewport height
  65967. */
  65968. constructor(
  65969. /** viewport left coordinate */
  65970. x: number,
  65971. /** viewport top coordinate */
  65972. y: number,
  65973. /**viewport width */
  65974. width: number,
  65975. /** viewport height */
  65976. height: number);
  65977. /**
  65978. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65979. * @param renderWidth defines the rendering width
  65980. * @param renderHeight defines the rendering height
  65981. * @returns a new Viewport
  65982. */
  65983. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65984. /**
  65985. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65986. * @param renderWidth defines the rendering width
  65987. * @param renderHeight defines the rendering height
  65988. * @param ref defines the target viewport
  65989. * @returns the current viewport
  65990. */
  65991. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65992. /**
  65993. * Returns a new Viewport copied from the current one
  65994. * @returns a new Viewport
  65995. */
  65996. clone(): Viewport;
  65997. }
  65998. }
  65999. declare module BABYLON {
  66000. /**
  66001. * Class containing a set of static utilities functions for arrays.
  66002. */
  66003. export class ArrayTools {
  66004. /**
  66005. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66006. * @param size the number of element to construct and put in the array
  66007. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66008. * @returns a new array filled with new objects
  66009. */
  66010. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66011. }
  66012. }
  66013. declare module BABYLON {
  66014. /**
  66015. * @hidden
  66016. */
  66017. export interface IColor4Like {
  66018. r: float;
  66019. g: float;
  66020. b: float;
  66021. a: float;
  66022. }
  66023. /**
  66024. * @hidden
  66025. */
  66026. export interface IColor3Like {
  66027. r: float;
  66028. g: float;
  66029. b: float;
  66030. }
  66031. /**
  66032. * @hidden
  66033. */
  66034. export interface IVector4Like {
  66035. x: float;
  66036. y: float;
  66037. z: float;
  66038. w: float;
  66039. }
  66040. /**
  66041. * @hidden
  66042. */
  66043. export interface IVector3Like {
  66044. x: float;
  66045. y: float;
  66046. z: float;
  66047. }
  66048. /**
  66049. * @hidden
  66050. */
  66051. export interface IVector2Like {
  66052. x: float;
  66053. y: float;
  66054. }
  66055. /**
  66056. * @hidden
  66057. */
  66058. export interface IMatrixLike {
  66059. toArray(): DeepImmutable<Float32Array>;
  66060. updateFlag: int;
  66061. }
  66062. /**
  66063. * @hidden
  66064. */
  66065. export interface IViewportLike {
  66066. x: float;
  66067. y: float;
  66068. width: float;
  66069. height: float;
  66070. }
  66071. /**
  66072. * @hidden
  66073. */
  66074. export interface IPlaneLike {
  66075. normal: IVector3Like;
  66076. d: float;
  66077. normalize(): void;
  66078. }
  66079. }
  66080. declare module BABYLON {
  66081. /**
  66082. * Class representing a vector containing 2 coordinates
  66083. */
  66084. export class Vector2 {
  66085. /** defines the first coordinate */
  66086. x: number;
  66087. /** defines the second coordinate */
  66088. y: number;
  66089. /**
  66090. * Creates a new Vector2 from the given x and y coordinates
  66091. * @param x defines the first coordinate
  66092. * @param y defines the second coordinate
  66093. */
  66094. constructor(
  66095. /** defines the first coordinate */
  66096. x?: number,
  66097. /** defines the second coordinate */
  66098. y?: number);
  66099. /**
  66100. * Gets a string with the Vector2 coordinates
  66101. * @returns a string with the Vector2 coordinates
  66102. */
  66103. toString(): string;
  66104. /**
  66105. * Gets class name
  66106. * @returns the string "Vector2"
  66107. */
  66108. getClassName(): string;
  66109. /**
  66110. * Gets current vector hash code
  66111. * @returns the Vector2 hash code as a number
  66112. */
  66113. getHashCode(): number;
  66114. /**
  66115. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66116. * @param array defines the source array
  66117. * @param index defines the offset in source array
  66118. * @returns the current Vector2
  66119. */
  66120. toArray(array: FloatArray, index?: number): Vector2;
  66121. /**
  66122. * Copy the current vector to an array
  66123. * @returns a new array with 2 elements: the Vector2 coordinates.
  66124. */
  66125. asArray(): number[];
  66126. /**
  66127. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66128. * @param source defines the source Vector2
  66129. * @returns the current updated Vector2
  66130. */
  66131. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66132. /**
  66133. * Sets the Vector2 coordinates with the given floats
  66134. * @param x defines the first coordinate
  66135. * @param y defines the second coordinate
  66136. * @returns the current updated Vector2
  66137. */
  66138. copyFromFloats(x: number, y: number): Vector2;
  66139. /**
  66140. * Sets the Vector2 coordinates with the given floats
  66141. * @param x defines the first coordinate
  66142. * @param y defines the second coordinate
  66143. * @returns the current updated Vector2
  66144. */
  66145. set(x: number, y: number): Vector2;
  66146. /**
  66147. * Add another vector with the current one
  66148. * @param otherVector defines the other vector
  66149. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66150. */
  66151. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66152. /**
  66153. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66154. * @param otherVector defines the other vector
  66155. * @param result defines the target vector
  66156. * @returns the unmodified current Vector2
  66157. */
  66158. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66159. /**
  66160. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66161. * @param otherVector defines the other vector
  66162. * @returns the current updated Vector2
  66163. */
  66164. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66165. /**
  66166. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66167. * @param otherVector defines the other vector
  66168. * @returns a new Vector2
  66169. */
  66170. addVector3(otherVector: Vector3): Vector2;
  66171. /**
  66172. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66173. * @param otherVector defines the other vector
  66174. * @returns a new Vector2
  66175. */
  66176. subtract(otherVector: Vector2): Vector2;
  66177. /**
  66178. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66179. * @param otherVector defines the other vector
  66180. * @param result defines the target vector
  66181. * @returns the unmodified current Vector2
  66182. */
  66183. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66184. /**
  66185. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66186. * @param otherVector defines the other vector
  66187. * @returns the current updated Vector2
  66188. */
  66189. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66190. /**
  66191. * Multiplies in place the current Vector2 coordinates by the given ones
  66192. * @param otherVector defines the other vector
  66193. * @returns the current updated Vector2
  66194. */
  66195. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66196. /**
  66197. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66198. * @param otherVector defines the other vector
  66199. * @returns a new Vector2
  66200. */
  66201. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66202. /**
  66203. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66204. * @param otherVector defines the other vector
  66205. * @param result defines the target vector
  66206. * @returns the unmodified current Vector2
  66207. */
  66208. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66209. /**
  66210. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66211. * @param x defines the first coordinate
  66212. * @param y defines the second coordinate
  66213. * @returns a new Vector2
  66214. */
  66215. multiplyByFloats(x: number, y: number): Vector2;
  66216. /**
  66217. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  66218. * @param otherVector defines the other vector
  66219. * @returns a new Vector2
  66220. */
  66221. divide(otherVector: Vector2): Vector2;
  66222. /**
  66223. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  66224. * @param otherVector defines the other vector
  66225. * @param result defines the target vector
  66226. * @returns the unmodified current Vector2
  66227. */
  66228. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66229. /**
  66230. * Divides the current Vector2 coordinates by the given ones
  66231. * @param otherVector defines the other vector
  66232. * @returns the current updated Vector2
  66233. */
  66234. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66235. /**
  66236. * Gets a new Vector2 with current Vector2 negated coordinates
  66237. * @returns a new Vector2
  66238. */
  66239. negate(): Vector2;
  66240. /**
  66241. * Multiply the Vector2 coordinates by scale
  66242. * @param scale defines the scaling factor
  66243. * @returns the current updated Vector2
  66244. */
  66245. scaleInPlace(scale: number): Vector2;
  66246. /**
  66247. * Returns a new Vector2 scaled by "scale" from the current Vector2
  66248. * @param scale defines the scaling factor
  66249. * @returns a new Vector2
  66250. */
  66251. scale(scale: number): Vector2;
  66252. /**
  66253. * Scale the current Vector2 values by a factor to a given Vector2
  66254. * @param scale defines the scale factor
  66255. * @param result defines the Vector2 object where to store the result
  66256. * @returns the unmodified current Vector2
  66257. */
  66258. scaleToRef(scale: number, result: Vector2): Vector2;
  66259. /**
  66260. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  66261. * @param scale defines the scale factor
  66262. * @param result defines the Vector2 object where to store the result
  66263. * @returns the unmodified current Vector2
  66264. */
  66265. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  66266. /**
  66267. * Gets a boolean if two vectors are equals
  66268. * @param otherVector defines the other vector
  66269. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  66270. */
  66271. equals(otherVector: DeepImmutable<Vector2>): boolean;
  66272. /**
  66273. * Gets a boolean if two vectors are equals (using an epsilon value)
  66274. * @param otherVector defines the other vector
  66275. * @param epsilon defines the minimal distance to consider equality
  66276. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  66277. */
  66278. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  66279. /**
  66280. * Gets a new Vector2 from current Vector2 floored values
  66281. * @returns a new Vector2
  66282. */
  66283. floor(): Vector2;
  66284. /**
  66285. * Gets a new Vector2 from current Vector2 floored values
  66286. * @returns a new Vector2
  66287. */
  66288. fract(): Vector2;
  66289. /**
  66290. * Gets the length of the vector
  66291. * @returns the vector length (float)
  66292. */
  66293. length(): number;
  66294. /**
  66295. * Gets the vector squared length
  66296. * @returns the vector squared length (float)
  66297. */
  66298. lengthSquared(): number;
  66299. /**
  66300. * Normalize the vector
  66301. * @returns the current updated Vector2
  66302. */
  66303. normalize(): Vector2;
  66304. /**
  66305. * Gets a new Vector2 copied from the Vector2
  66306. * @returns a new Vector2
  66307. */
  66308. clone(): Vector2;
  66309. /**
  66310. * Gets a new Vector2(0, 0)
  66311. * @returns a new Vector2
  66312. */
  66313. static Zero(): Vector2;
  66314. /**
  66315. * Gets a new Vector2(1, 1)
  66316. * @returns a new Vector2
  66317. */
  66318. static One(): Vector2;
  66319. /**
  66320. * Gets a new Vector2 set from the given index element of the given array
  66321. * @param array defines the data source
  66322. * @param offset defines the offset in the data source
  66323. * @returns a new Vector2
  66324. */
  66325. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  66326. /**
  66327. * Sets "result" from the given index element of the given array
  66328. * @param array defines the data source
  66329. * @param offset defines the offset in the data source
  66330. * @param result defines the target vector
  66331. */
  66332. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66333. /**
  66334. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66335. * @param value1 defines 1st point of control
  66336. * @param value2 defines 2nd point of control
  66337. * @param value3 defines 3rd point of control
  66338. * @param value4 defines 4th point of control
  66339. * @param amount defines the interpolation factor
  66340. * @returns a new Vector2
  66341. */
  66342. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66343. /**
  66344. * 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".
  66345. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66346. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66347. * @param value defines the value to clamp
  66348. * @param min defines the lower limit
  66349. * @param max defines the upper limit
  66350. * @returns a new Vector2
  66351. */
  66352. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66353. /**
  66354. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66355. * @param value1 defines the 1st control point
  66356. * @param tangent1 defines the outgoing tangent
  66357. * @param value2 defines the 2nd control point
  66358. * @param tangent2 defines the incoming tangent
  66359. * @param amount defines the interpolation factor
  66360. * @returns a new Vector2
  66361. */
  66362. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66363. /**
  66364. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66365. * @param start defines the start vector
  66366. * @param end defines the end vector
  66367. * @param amount defines the interpolation factor
  66368. * @returns a new Vector2
  66369. */
  66370. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66371. /**
  66372. * Gets the dot product of the vector "left" and the vector "right"
  66373. * @param left defines first vector
  66374. * @param right defines second vector
  66375. * @returns the dot product (float)
  66376. */
  66377. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66378. /**
  66379. * Returns a new Vector2 equal to the normalized given vector
  66380. * @param vector defines the vector to normalize
  66381. * @returns a new Vector2
  66382. */
  66383. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66384. /**
  66385. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66386. * @param left defines 1st vector
  66387. * @param right defines 2nd vector
  66388. * @returns a new Vector2
  66389. */
  66390. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66391. /**
  66392. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66393. * @param left defines 1st vector
  66394. * @param right defines 2nd vector
  66395. * @returns a new Vector2
  66396. */
  66397. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66398. /**
  66399. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66400. * @param vector defines the vector to transform
  66401. * @param transformation defines the matrix to apply
  66402. * @returns a new Vector2
  66403. */
  66404. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66405. /**
  66406. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66407. * @param vector defines the vector to transform
  66408. * @param transformation defines the matrix to apply
  66409. * @param result defines the target vector
  66410. */
  66411. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66412. /**
  66413. * Determines if a given vector is included in a triangle
  66414. * @param p defines the vector to test
  66415. * @param p0 defines 1st triangle point
  66416. * @param p1 defines 2nd triangle point
  66417. * @param p2 defines 3rd triangle point
  66418. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66419. */
  66420. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66421. /**
  66422. * Gets the distance between the vectors "value1" and "value2"
  66423. * @param value1 defines first vector
  66424. * @param value2 defines second vector
  66425. * @returns the distance between vectors
  66426. */
  66427. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66428. /**
  66429. * Returns the squared distance between the vectors "value1" and "value2"
  66430. * @param value1 defines first vector
  66431. * @param value2 defines second vector
  66432. * @returns the squared distance between vectors
  66433. */
  66434. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66435. /**
  66436. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66437. * @param value1 defines first vector
  66438. * @param value2 defines second vector
  66439. * @returns a new Vector2
  66440. */
  66441. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66442. /**
  66443. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66444. * @param p defines the middle point
  66445. * @param segA defines one point of the segment
  66446. * @param segB defines the other point of the segment
  66447. * @returns the shortest distance
  66448. */
  66449. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66450. }
  66451. /**
  66452. * Classed used to store (x,y,z) vector representation
  66453. * A Vector3 is the main object used in 3D geometry
  66454. * It can represent etiher the coordinates of a point the space, either a direction
  66455. * Reminder: js uses a left handed forward facing system
  66456. */
  66457. export class Vector3 {
  66458. /**
  66459. * Defines the first coordinates (on X axis)
  66460. */
  66461. x: number;
  66462. /**
  66463. * Defines the second coordinates (on Y axis)
  66464. */
  66465. y: number;
  66466. /**
  66467. * Defines the third coordinates (on Z axis)
  66468. */
  66469. z: number;
  66470. private static _UpReadOnly;
  66471. private static _ZeroReadOnly;
  66472. /**
  66473. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66474. * @param x defines the first coordinates (on X axis)
  66475. * @param y defines the second coordinates (on Y axis)
  66476. * @param z defines the third coordinates (on Z axis)
  66477. */
  66478. constructor(
  66479. /**
  66480. * Defines the first coordinates (on X axis)
  66481. */
  66482. x?: number,
  66483. /**
  66484. * Defines the second coordinates (on Y axis)
  66485. */
  66486. y?: number,
  66487. /**
  66488. * Defines the third coordinates (on Z axis)
  66489. */
  66490. z?: number);
  66491. /**
  66492. * Creates a string representation of the Vector3
  66493. * @returns a string with the Vector3 coordinates.
  66494. */
  66495. toString(): string;
  66496. /**
  66497. * Gets the class name
  66498. * @returns the string "Vector3"
  66499. */
  66500. getClassName(): string;
  66501. /**
  66502. * Creates the Vector3 hash code
  66503. * @returns a number which tends to be unique between Vector3 instances
  66504. */
  66505. getHashCode(): number;
  66506. /**
  66507. * Creates an array containing three elements : the coordinates of the Vector3
  66508. * @returns a new array of numbers
  66509. */
  66510. asArray(): number[];
  66511. /**
  66512. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66513. * @param array defines the destination array
  66514. * @param index defines the offset in the destination array
  66515. * @returns the current Vector3
  66516. */
  66517. toArray(array: FloatArray, index?: number): Vector3;
  66518. /**
  66519. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66520. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66521. */
  66522. toQuaternion(): Quaternion;
  66523. /**
  66524. * Adds the given vector to the current Vector3
  66525. * @param otherVector defines the second operand
  66526. * @returns the current updated Vector3
  66527. */
  66528. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66529. /**
  66530. * Adds the given coordinates to the current Vector3
  66531. * @param x defines the x coordinate of the operand
  66532. * @param y defines the y coordinate of the operand
  66533. * @param z defines the z coordinate of the operand
  66534. * @returns the current updated Vector3
  66535. */
  66536. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66537. /**
  66538. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66539. * @param otherVector defines the second operand
  66540. * @returns the resulting Vector3
  66541. */
  66542. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66543. /**
  66544. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66545. * @param otherVector defines the second operand
  66546. * @param result defines the Vector3 object where to store the result
  66547. * @returns the current Vector3
  66548. */
  66549. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66550. /**
  66551. * Subtract the given vector from the current Vector3
  66552. * @param otherVector defines the second operand
  66553. * @returns the current updated Vector3
  66554. */
  66555. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66556. /**
  66557. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66558. * @param otherVector defines the second operand
  66559. * @returns the resulting Vector3
  66560. */
  66561. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66562. /**
  66563. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66564. * @param otherVector defines the second operand
  66565. * @param result defines the Vector3 object where to store the result
  66566. * @returns the current Vector3
  66567. */
  66568. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66569. /**
  66570. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66571. * @param x defines the x coordinate of the operand
  66572. * @param y defines the y coordinate of the operand
  66573. * @param z defines the z coordinate of the operand
  66574. * @returns the resulting Vector3
  66575. */
  66576. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66577. /**
  66578. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66579. * @param x defines the x coordinate of the operand
  66580. * @param y defines the y coordinate of the operand
  66581. * @param z defines the z coordinate of the operand
  66582. * @param result defines the Vector3 object where to store the result
  66583. * @returns the current Vector3
  66584. */
  66585. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66586. /**
  66587. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66588. * @returns a new Vector3
  66589. */
  66590. negate(): Vector3;
  66591. /**
  66592. * Multiplies the Vector3 coordinates by the float "scale"
  66593. * @param scale defines the multiplier factor
  66594. * @returns the current updated Vector3
  66595. */
  66596. scaleInPlace(scale: number): Vector3;
  66597. /**
  66598. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66599. * @param scale defines the multiplier factor
  66600. * @returns a new Vector3
  66601. */
  66602. scale(scale: number): Vector3;
  66603. /**
  66604. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66605. * @param scale defines the multiplier factor
  66606. * @param result defines the Vector3 object where to store the result
  66607. * @returns the current Vector3
  66608. */
  66609. scaleToRef(scale: number, result: Vector3): Vector3;
  66610. /**
  66611. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66612. * @param scale defines the scale factor
  66613. * @param result defines the Vector3 object where to store the result
  66614. * @returns the unmodified current Vector3
  66615. */
  66616. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66617. /**
  66618. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66619. * @param otherVector defines the second operand
  66620. * @returns true if both vectors are equals
  66621. */
  66622. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66623. /**
  66624. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66625. * @param otherVector defines the second operand
  66626. * @param epsilon defines the minimal distance to define values as equals
  66627. * @returns true if both vectors are distant less than epsilon
  66628. */
  66629. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66630. /**
  66631. * Returns true if the current Vector3 coordinates equals the given floats
  66632. * @param x defines the x coordinate of the operand
  66633. * @param y defines the y coordinate of the operand
  66634. * @param z defines the z coordinate of the operand
  66635. * @returns true if both vectors are equals
  66636. */
  66637. equalsToFloats(x: number, y: number, z: number): boolean;
  66638. /**
  66639. * Multiplies the current Vector3 coordinates by the given ones
  66640. * @param otherVector defines the second operand
  66641. * @returns the current updated Vector3
  66642. */
  66643. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66644. /**
  66645. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66646. * @param otherVector defines the second operand
  66647. * @returns the new Vector3
  66648. */
  66649. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66650. /**
  66651. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66652. * @param otherVector defines the second operand
  66653. * @param result defines the Vector3 object where to store the result
  66654. * @returns the current Vector3
  66655. */
  66656. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66657. /**
  66658. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66659. * @param x defines the x coordinate of the operand
  66660. * @param y defines the y coordinate of the operand
  66661. * @param z defines the z coordinate of the operand
  66662. * @returns the new Vector3
  66663. */
  66664. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66665. /**
  66666. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66667. * @param otherVector defines the second operand
  66668. * @returns the new Vector3
  66669. */
  66670. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66671. /**
  66672. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66673. * @param otherVector defines the second operand
  66674. * @param result defines the Vector3 object where to store the result
  66675. * @returns the current Vector3
  66676. */
  66677. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66678. /**
  66679. * Divides the current Vector3 coordinates by the given ones.
  66680. * @param otherVector defines the second operand
  66681. * @returns the current updated Vector3
  66682. */
  66683. divideInPlace(otherVector: Vector3): Vector3;
  66684. /**
  66685. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66686. * @param other defines the second operand
  66687. * @returns the current updated Vector3
  66688. */
  66689. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66690. /**
  66691. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66692. * @param other defines the second operand
  66693. * @returns the current updated Vector3
  66694. */
  66695. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66696. /**
  66697. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66698. * @param x defines the x coordinate of the operand
  66699. * @param y defines the y coordinate of the operand
  66700. * @param z defines the z coordinate of the operand
  66701. * @returns the current updated Vector3
  66702. */
  66703. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66704. /**
  66705. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66706. * @param x defines the x coordinate of the operand
  66707. * @param y defines the y coordinate of the operand
  66708. * @param z defines the z coordinate of the operand
  66709. * @returns the current updated Vector3
  66710. */
  66711. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66712. /**
  66713. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66714. * Check if is non uniform within a certain amount of decimal places to account for this
  66715. * @param epsilon the amount the values can differ
  66716. * @returns if the the vector is non uniform to a certain number of decimal places
  66717. */
  66718. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66719. /**
  66720. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66721. */
  66722. readonly isNonUniform: boolean;
  66723. /**
  66724. * Gets a new Vector3 from current Vector3 floored values
  66725. * @returns a new Vector3
  66726. */
  66727. floor(): Vector3;
  66728. /**
  66729. * Gets a new Vector3 from current Vector3 floored values
  66730. * @returns a new Vector3
  66731. */
  66732. fract(): Vector3;
  66733. /**
  66734. * Gets the length of the Vector3
  66735. * @returns the length of the Vector3
  66736. */
  66737. length(): number;
  66738. /**
  66739. * Gets the squared length of the Vector3
  66740. * @returns squared length of the Vector3
  66741. */
  66742. lengthSquared(): number;
  66743. /**
  66744. * Normalize the current Vector3.
  66745. * Please note that this is an in place operation.
  66746. * @returns the current updated Vector3
  66747. */
  66748. normalize(): Vector3;
  66749. /**
  66750. * Reorders the x y z properties of the vector in place
  66751. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66752. * @returns the current updated vector
  66753. */
  66754. reorderInPlace(order: string): this;
  66755. /**
  66756. * Rotates the vector around 0,0,0 by a quaternion
  66757. * @param quaternion the rotation quaternion
  66758. * @param result vector to store the result
  66759. * @returns the resulting vector
  66760. */
  66761. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66762. /**
  66763. * Rotates a vector around a given point
  66764. * @param quaternion the rotation quaternion
  66765. * @param point the point to rotate around
  66766. * @param result vector to store the result
  66767. * @returns the resulting vector
  66768. */
  66769. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66770. /**
  66771. * Normalize the current Vector3 with the given input length.
  66772. * Please note that this is an in place operation.
  66773. * @param len the length of the vector
  66774. * @returns the current updated Vector3
  66775. */
  66776. normalizeFromLength(len: number): Vector3;
  66777. /**
  66778. * Normalize the current Vector3 to a new vector
  66779. * @returns the new Vector3
  66780. */
  66781. normalizeToNew(): Vector3;
  66782. /**
  66783. * Normalize the current Vector3 to the reference
  66784. * @param reference define the Vector3 to update
  66785. * @returns the updated Vector3
  66786. */
  66787. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66788. /**
  66789. * Creates a new Vector3 copied from the current Vector3
  66790. * @returns the new Vector3
  66791. */
  66792. clone(): Vector3;
  66793. /**
  66794. * Copies the given vector coordinates to the current Vector3 ones
  66795. * @param source defines the source Vector3
  66796. * @returns the current updated Vector3
  66797. */
  66798. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66799. /**
  66800. * Copies the given floats to the current Vector3 coordinates
  66801. * @param x defines the x coordinate of the operand
  66802. * @param y defines the y coordinate of the operand
  66803. * @param z defines the z coordinate of the operand
  66804. * @returns the current updated Vector3
  66805. */
  66806. copyFromFloats(x: number, y: number, z: number): Vector3;
  66807. /**
  66808. * Copies the given floats to the current Vector3 coordinates
  66809. * @param x defines the x coordinate of the operand
  66810. * @param y defines the y coordinate of the operand
  66811. * @param z defines the z coordinate of the operand
  66812. * @returns the current updated Vector3
  66813. */
  66814. set(x: number, y: number, z: number): Vector3;
  66815. /**
  66816. * Copies the given float to the current Vector3 coordinates
  66817. * @param v defines the x, y and z coordinates of the operand
  66818. * @returns the current updated Vector3
  66819. */
  66820. setAll(v: number): Vector3;
  66821. /**
  66822. * Get the clip factor between two vectors
  66823. * @param vector0 defines the first operand
  66824. * @param vector1 defines the second operand
  66825. * @param axis defines the axis to use
  66826. * @param size defines the size along the axis
  66827. * @returns the clip factor
  66828. */
  66829. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66830. /**
  66831. * Get angle between two vectors
  66832. * @param vector0 angle between vector0 and vector1
  66833. * @param vector1 angle between vector0 and vector1
  66834. * @param normal direction of the normal
  66835. * @return the angle between vector0 and vector1
  66836. */
  66837. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66838. /**
  66839. * Returns a new Vector3 set from the index "offset" of the given array
  66840. * @param array defines the source array
  66841. * @param offset defines the offset in the source array
  66842. * @returns the new Vector3
  66843. */
  66844. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66845. /**
  66846. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66847. * This function is deprecated. Use FromArray instead
  66848. * @param array defines the source array
  66849. * @param offset defines the offset in the source array
  66850. * @returns the new Vector3
  66851. */
  66852. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66853. /**
  66854. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66855. * @param array defines the source array
  66856. * @param offset defines the offset in the source array
  66857. * @param result defines the Vector3 where to store the result
  66858. */
  66859. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66860. /**
  66861. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66862. * This function is deprecated. Use FromArrayToRef instead.
  66863. * @param array defines the source array
  66864. * @param offset defines the offset in the source array
  66865. * @param result defines the Vector3 where to store the result
  66866. */
  66867. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66868. /**
  66869. * Sets the given vector "result" with the given floats.
  66870. * @param x defines the x coordinate of the source
  66871. * @param y defines the y coordinate of the source
  66872. * @param z defines the z coordinate of the source
  66873. * @param result defines the Vector3 where to store the result
  66874. */
  66875. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66876. /**
  66877. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66878. * @returns a new empty Vector3
  66879. */
  66880. static Zero(): Vector3;
  66881. /**
  66882. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66883. * @returns a new unit Vector3
  66884. */
  66885. static One(): Vector3;
  66886. /**
  66887. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66888. * @returns a new up Vector3
  66889. */
  66890. static Up(): Vector3;
  66891. /**
  66892. * Gets a up Vector3 that must not be updated
  66893. */
  66894. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66895. /**
  66896. * Gets a zero Vector3 that must not be updated
  66897. */
  66898. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66899. /**
  66900. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66901. * @returns a new down Vector3
  66902. */
  66903. static Down(): Vector3;
  66904. /**
  66905. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66906. * @returns a new forward Vector3
  66907. */
  66908. static Forward(): Vector3;
  66909. /**
  66910. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66911. * @returns a new forward Vector3
  66912. */
  66913. static Backward(): Vector3;
  66914. /**
  66915. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66916. * @returns a new right Vector3
  66917. */
  66918. static Right(): Vector3;
  66919. /**
  66920. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66921. * @returns a new left Vector3
  66922. */
  66923. static Left(): Vector3;
  66924. /**
  66925. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66926. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66927. * @param vector defines the Vector3 to transform
  66928. * @param transformation defines the transformation matrix
  66929. * @returns the transformed Vector3
  66930. */
  66931. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66932. /**
  66933. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66934. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66935. * @param vector defines the Vector3 to transform
  66936. * @param transformation defines the transformation matrix
  66937. * @param result defines the Vector3 where to store the result
  66938. */
  66939. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66940. /**
  66941. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66942. * This method computes tranformed coordinates only, not transformed direction vectors
  66943. * @param x define the x coordinate of the source vector
  66944. * @param y define the y coordinate of the source vector
  66945. * @param z define the z coordinate of the source vector
  66946. * @param transformation defines the transformation matrix
  66947. * @param result defines the Vector3 where to store the result
  66948. */
  66949. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66950. /**
  66951. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66952. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66953. * @param vector defines the Vector3 to transform
  66954. * @param transformation defines the transformation matrix
  66955. * @returns the new Vector3
  66956. */
  66957. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66958. /**
  66959. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66960. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66961. * @param vector defines the Vector3 to transform
  66962. * @param transformation defines the transformation matrix
  66963. * @param result defines the Vector3 where to store the result
  66964. */
  66965. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66966. /**
  66967. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66968. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66969. * @param x define the x coordinate of the source vector
  66970. * @param y define the y coordinate of the source vector
  66971. * @param z define the z coordinate of the source vector
  66972. * @param transformation defines the transformation matrix
  66973. * @param result defines the Vector3 where to store the result
  66974. */
  66975. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66976. /**
  66977. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66978. * @param value1 defines the first control point
  66979. * @param value2 defines the second control point
  66980. * @param value3 defines the third control point
  66981. * @param value4 defines the fourth control point
  66982. * @param amount defines the amount on the spline to use
  66983. * @returns the new Vector3
  66984. */
  66985. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66986. /**
  66987. * 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"
  66988. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66989. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66990. * @param value defines the current value
  66991. * @param min defines the lower range value
  66992. * @param max defines the upper range value
  66993. * @returns the new Vector3
  66994. */
  66995. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66996. /**
  66997. * 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"
  66998. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66999. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67000. * @param value defines the current value
  67001. * @param min defines the lower range value
  67002. * @param max defines the upper range value
  67003. * @param result defines the Vector3 where to store the result
  67004. */
  67005. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67006. /**
  67007. * Checks if a given vector is inside a specific range
  67008. * @param v defines the vector to test
  67009. * @param min defines the minimum range
  67010. * @param max defines the maximum range
  67011. */
  67012. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67013. /**
  67014. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67015. * @param value1 defines the first control point
  67016. * @param tangent1 defines the first tangent vector
  67017. * @param value2 defines the second control point
  67018. * @param tangent2 defines the second tangent vector
  67019. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67020. * @returns the new Vector3
  67021. */
  67022. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67023. /**
  67024. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67025. * @param start defines the start value
  67026. * @param end defines the end value
  67027. * @param amount max defines amount between both (between 0 and 1)
  67028. * @returns the new Vector3
  67029. */
  67030. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67031. /**
  67032. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67033. * @param start defines the start value
  67034. * @param end defines the end value
  67035. * @param amount max defines amount between both (between 0 and 1)
  67036. * @param result defines the Vector3 where to store the result
  67037. */
  67038. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67039. /**
  67040. * Returns the dot product (float) between the vectors "left" and "right"
  67041. * @param left defines the left operand
  67042. * @param right defines the right operand
  67043. * @returns the dot product
  67044. */
  67045. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67046. /**
  67047. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67048. * The cross product is then orthogonal to both "left" and "right"
  67049. * @param left defines the left operand
  67050. * @param right defines the right operand
  67051. * @returns the cross product
  67052. */
  67053. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67054. /**
  67055. * Sets the given vector "result" with the cross product of "left" and "right"
  67056. * The cross product is then orthogonal to both "left" and "right"
  67057. * @param left defines the left operand
  67058. * @param right defines the right operand
  67059. * @param result defines the Vector3 where to store the result
  67060. */
  67061. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67062. /**
  67063. * Returns a new Vector3 as the normalization of the given vector
  67064. * @param vector defines the Vector3 to normalize
  67065. * @returns the new Vector3
  67066. */
  67067. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67068. /**
  67069. * Sets the given vector "result" with the normalization of the given first vector
  67070. * @param vector defines the Vector3 to normalize
  67071. * @param result defines the Vector3 where to store the result
  67072. */
  67073. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67074. /**
  67075. * Project a Vector3 onto screen space
  67076. * @param vector defines the Vector3 to project
  67077. * @param world defines the world matrix to use
  67078. * @param transform defines the transform (view x projection) matrix to use
  67079. * @param viewport defines the screen viewport to use
  67080. * @returns the new Vector3
  67081. */
  67082. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67083. /** @hidden */
  67084. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67085. /**
  67086. * Unproject from screen space to object space
  67087. * @param source defines the screen space Vector3 to use
  67088. * @param viewportWidth defines the current width of the viewport
  67089. * @param viewportHeight defines the current height of the viewport
  67090. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67091. * @param transform defines the transform (view x projection) matrix to use
  67092. * @returns the new Vector3
  67093. */
  67094. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67095. /**
  67096. * Unproject from screen space to object space
  67097. * @param source defines the screen space Vector3 to use
  67098. * @param viewportWidth defines the current width of the viewport
  67099. * @param viewportHeight defines the current height of the viewport
  67100. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67101. * @param view defines the view matrix to use
  67102. * @param projection defines the projection matrix to use
  67103. * @returns the new Vector3
  67104. */
  67105. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67106. /**
  67107. * Unproject from screen space to object space
  67108. * @param source defines the screen space Vector3 to use
  67109. * @param viewportWidth defines the current width of the viewport
  67110. * @param viewportHeight defines the current height of the viewport
  67111. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67112. * @param view defines the view matrix to use
  67113. * @param projection defines the projection matrix to use
  67114. * @param result defines the Vector3 where to store the result
  67115. */
  67116. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67117. /**
  67118. * Unproject from screen space to object space
  67119. * @param sourceX defines the screen space x coordinate to use
  67120. * @param sourceY defines the screen space y coordinate to use
  67121. * @param sourceZ defines the screen space z coordinate to use
  67122. * @param viewportWidth defines the current width of the viewport
  67123. * @param viewportHeight defines the current height of the viewport
  67124. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67125. * @param view defines the view matrix to use
  67126. * @param projection defines the projection matrix to use
  67127. * @param result defines the Vector3 where to store the result
  67128. */
  67129. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67130. /**
  67131. * Gets the minimal coordinate values between two Vector3
  67132. * @param left defines the first operand
  67133. * @param right defines the second operand
  67134. * @returns the new Vector3
  67135. */
  67136. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67137. /**
  67138. * Gets the maximal coordinate values between two Vector3
  67139. * @param left defines the first operand
  67140. * @param right defines the second operand
  67141. * @returns the new Vector3
  67142. */
  67143. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67144. /**
  67145. * Returns the distance between the vectors "value1" and "value2"
  67146. * @param value1 defines the first operand
  67147. * @param value2 defines the second operand
  67148. * @returns the distance
  67149. */
  67150. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67151. /**
  67152. * Returns the squared distance between the vectors "value1" and "value2"
  67153. * @param value1 defines the first operand
  67154. * @param value2 defines the second operand
  67155. * @returns the squared distance
  67156. */
  67157. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67158. /**
  67159. * Returns a new Vector3 located at the center between "value1" and "value2"
  67160. * @param value1 defines the first operand
  67161. * @param value2 defines the second operand
  67162. * @returns the new Vector3
  67163. */
  67164. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67165. /**
  67166. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67167. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67168. * to something in order to rotate it from its local system to the given target system
  67169. * Note: axis1, axis2 and axis3 are normalized during this operation
  67170. * @param axis1 defines the first axis
  67171. * @param axis2 defines the second axis
  67172. * @param axis3 defines the third axis
  67173. * @returns a new Vector3
  67174. */
  67175. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67176. /**
  67177. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67178. * @param axis1 defines the first axis
  67179. * @param axis2 defines the second axis
  67180. * @param axis3 defines the third axis
  67181. * @param ref defines the Vector3 where to store the result
  67182. */
  67183. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67184. }
  67185. /**
  67186. * Vector4 class created for EulerAngle class conversion to Quaternion
  67187. */
  67188. export class Vector4 {
  67189. /** x value of the vector */
  67190. x: number;
  67191. /** y value of the vector */
  67192. y: number;
  67193. /** z value of the vector */
  67194. z: number;
  67195. /** w value of the vector */
  67196. w: number;
  67197. /**
  67198. * Creates a Vector4 object from the given floats.
  67199. * @param x x value of the vector
  67200. * @param y y value of the vector
  67201. * @param z z value of the vector
  67202. * @param w w value of the vector
  67203. */
  67204. constructor(
  67205. /** x value of the vector */
  67206. x: number,
  67207. /** y value of the vector */
  67208. y: number,
  67209. /** z value of the vector */
  67210. z: number,
  67211. /** w value of the vector */
  67212. w: number);
  67213. /**
  67214. * Returns the string with the Vector4 coordinates.
  67215. * @returns a string containing all the vector values
  67216. */
  67217. toString(): string;
  67218. /**
  67219. * Returns the string "Vector4".
  67220. * @returns "Vector4"
  67221. */
  67222. getClassName(): string;
  67223. /**
  67224. * Returns the Vector4 hash code.
  67225. * @returns a unique hash code
  67226. */
  67227. getHashCode(): number;
  67228. /**
  67229. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  67230. * @returns the resulting array
  67231. */
  67232. asArray(): number[];
  67233. /**
  67234. * Populates the given array from the given index with the Vector4 coordinates.
  67235. * @param array array to populate
  67236. * @param index index of the array to start at (default: 0)
  67237. * @returns the Vector4.
  67238. */
  67239. toArray(array: FloatArray, index?: number): Vector4;
  67240. /**
  67241. * Adds the given vector to the current Vector4.
  67242. * @param otherVector the vector to add
  67243. * @returns the updated Vector4.
  67244. */
  67245. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67246. /**
  67247. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  67248. * @param otherVector the vector to add
  67249. * @returns the resulting vector
  67250. */
  67251. add(otherVector: DeepImmutable<Vector4>): Vector4;
  67252. /**
  67253. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  67254. * @param otherVector the vector to add
  67255. * @param result the vector to store the result
  67256. * @returns the current Vector4.
  67257. */
  67258. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67259. /**
  67260. * Subtract in place the given vector from the current Vector4.
  67261. * @param otherVector the vector to subtract
  67262. * @returns the updated Vector4.
  67263. */
  67264. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67265. /**
  67266. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  67267. * @param otherVector the vector to add
  67268. * @returns the new vector with the result
  67269. */
  67270. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  67271. /**
  67272. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  67273. * @param otherVector the vector to subtract
  67274. * @param result the vector to store the result
  67275. * @returns the current Vector4.
  67276. */
  67277. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67278. /**
  67279. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67280. */
  67281. /**
  67282. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67283. * @param x value to subtract
  67284. * @param y value to subtract
  67285. * @param z value to subtract
  67286. * @param w value to subtract
  67287. * @returns new vector containing the result
  67288. */
  67289. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67290. /**
  67291. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67292. * @param x value to subtract
  67293. * @param y value to subtract
  67294. * @param z value to subtract
  67295. * @param w value to subtract
  67296. * @param result the vector to store the result in
  67297. * @returns the current Vector4.
  67298. */
  67299. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  67300. /**
  67301. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  67302. * @returns a new vector with the negated values
  67303. */
  67304. negate(): Vector4;
  67305. /**
  67306. * Multiplies the current Vector4 coordinates by scale (float).
  67307. * @param scale the number to scale with
  67308. * @returns the updated Vector4.
  67309. */
  67310. scaleInPlace(scale: number): Vector4;
  67311. /**
  67312. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  67313. * @param scale the number to scale with
  67314. * @returns a new vector with the result
  67315. */
  67316. scale(scale: number): Vector4;
  67317. /**
  67318. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  67319. * @param scale the number to scale with
  67320. * @param result a vector to store the result in
  67321. * @returns the current Vector4.
  67322. */
  67323. scaleToRef(scale: number, result: Vector4): Vector4;
  67324. /**
  67325. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  67326. * @param scale defines the scale factor
  67327. * @param result defines the Vector4 object where to store the result
  67328. * @returns the unmodified current Vector4
  67329. */
  67330. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67331. /**
  67332. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67333. * @param otherVector the vector to compare against
  67334. * @returns true if they are equal
  67335. */
  67336. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67337. /**
  67338. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67339. * @param otherVector vector to compare against
  67340. * @param epsilon (Default: very small number)
  67341. * @returns true if they are equal
  67342. */
  67343. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67344. /**
  67345. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67346. * @param x x value to compare against
  67347. * @param y y value to compare against
  67348. * @param z z value to compare against
  67349. * @param w w value to compare against
  67350. * @returns true if equal
  67351. */
  67352. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67353. /**
  67354. * Multiplies in place the current Vector4 by the given one.
  67355. * @param otherVector vector to multiple with
  67356. * @returns the updated Vector4.
  67357. */
  67358. multiplyInPlace(otherVector: Vector4): Vector4;
  67359. /**
  67360. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67361. * @param otherVector vector to multiple with
  67362. * @returns resulting new vector
  67363. */
  67364. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67365. /**
  67366. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67367. * @param otherVector vector to multiple with
  67368. * @param result vector to store the result
  67369. * @returns the current Vector4.
  67370. */
  67371. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67372. /**
  67373. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67374. * @param x x value multiply with
  67375. * @param y y value multiply with
  67376. * @param z z value multiply with
  67377. * @param w w value multiply with
  67378. * @returns resulting new vector
  67379. */
  67380. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67381. /**
  67382. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67383. * @param otherVector vector to devide with
  67384. * @returns resulting new vector
  67385. */
  67386. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67387. /**
  67388. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67389. * @param otherVector vector to devide with
  67390. * @param result vector to store the result
  67391. * @returns the current Vector4.
  67392. */
  67393. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67394. /**
  67395. * Divides the current Vector3 coordinates by the given ones.
  67396. * @param otherVector vector to devide with
  67397. * @returns the updated Vector3.
  67398. */
  67399. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67400. /**
  67401. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67402. * @param other defines the second operand
  67403. * @returns the current updated Vector4
  67404. */
  67405. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67406. /**
  67407. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67408. * @param other defines the second operand
  67409. * @returns the current updated Vector4
  67410. */
  67411. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67412. /**
  67413. * Gets a new Vector4 from current Vector4 floored values
  67414. * @returns a new Vector4
  67415. */
  67416. floor(): Vector4;
  67417. /**
  67418. * Gets a new Vector4 from current Vector3 floored values
  67419. * @returns a new Vector4
  67420. */
  67421. fract(): Vector4;
  67422. /**
  67423. * Returns the Vector4 length (float).
  67424. * @returns the length
  67425. */
  67426. length(): number;
  67427. /**
  67428. * Returns the Vector4 squared length (float).
  67429. * @returns the length squared
  67430. */
  67431. lengthSquared(): number;
  67432. /**
  67433. * Normalizes in place the Vector4.
  67434. * @returns the updated Vector4.
  67435. */
  67436. normalize(): Vector4;
  67437. /**
  67438. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67439. * @returns this converted to a new vector3
  67440. */
  67441. toVector3(): Vector3;
  67442. /**
  67443. * Returns a new Vector4 copied from the current one.
  67444. * @returns the new cloned vector
  67445. */
  67446. clone(): Vector4;
  67447. /**
  67448. * Updates the current Vector4 with the given one coordinates.
  67449. * @param source the source vector to copy from
  67450. * @returns the updated Vector4.
  67451. */
  67452. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67453. /**
  67454. * Updates the current Vector4 coordinates with the given floats.
  67455. * @param x float to copy from
  67456. * @param y float to copy from
  67457. * @param z float to copy from
  67458. * @param w float to copy from
  67459. * @returns the updated Vector4.
  67460. */
  67461. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67462. /**
  67463. * Updates the current Vector4 coordinates with the given floats.
  67464. * @param x float to set from
  67465. * @param y float to set from
  67466. * @param z float to set from
  67467. * @param w float to set from
  67468. * @returns the updated Vector4.
  67469. */
  67470. set(x: number, y: number, z: number, w: number): Vector4;
  67471. /**
  67472. * Copies the given float to the current Vector3 coordinates
  67473. * @param v defines the x, y, z and w coordinates of the operand
  67474. * @returns the current updated Vector3
  67475. */
  67476. setAll(v: number): Vector4;
  67477. /**
  67478. * Returns a new Vector4 set from the starting index of the given array.
  67479. * @param array the array to pull values from
  67480. * @param offset the offset into the array to start at
  67481. * @returns the new vector
  67482. */
  67483. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67484. /**
  67485. * Updates the given vector "result" from the starting index of the given array.
  67486. * @param array the array to pull values from
  67487. * @param offset the offset into the array to start at
  67488. * @param result the vector to store the result in
  67489. */
  67490. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67491. /**
  67492. * Updates the given vector "result" from the starting index of the given Float32Array.
  67493. * @param array the array to pull values from
  67494. * @param offset the offset into the array to start at
  67495. * @param result the vector to store the result in
  67496. */
  67497. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67498. /**
  67499. * Updates the given vector "result" coordinates from the given floats.
  67500. * @param x float to set from
  67501. * @param y float to set from
  67502. * @param z float to set from
  67503. * @param w float to set from
  67504. * @param result the vector to the floats in
  67505. */
  67506. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67507. /**
  67508. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67509. * @returns the new vector
  67510. */
  67511. static Zero(): Vector4;
  67512. /**
  67513. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67514. * @returns the new vector
  67515. */
  67516. static One(): Vector4;
  67517. /**
  67518. * Returns a new normalized Vector4 from the given one.
  67519. * @param vector the vector to normalize
  67520. * @returns the vector
  67521. */
  67522. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67523. /**
  67524. * Updates the given vector "result" from the normalization of the given one.
  67525. * @param vector the vector to normalize
  67526. * @param result the vector to store the result in
  67527. */
  67528. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67529. /**
  67530. * Returns a vector with the minimum values from the left and right vectors
  67531. * @param left left vector to minimize
  67532. * @param right right vector to minimize
  67533. * @returns a new vector with the minimum of the left and right vector values
  67534. */
  67535. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67536. /**
  67537. * Returns a vector with the maximum values from the left and right vectors
  67538. * @param left left vector to maximize
  67539. * @param right right vector to maximize
  67540. * @returns a new vector with the maximum of the left and right vector values
  67541. */
  67542. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67543. /**
  67544. * Returns the distance (float) between the vectors "value1" and "value2".
  67545. * @param value1 value to calulate the distance between
  67546. * @param value2 value to calulate the distance between
  67547. * @return the distance between the two vectors
  67548. */
  67549. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67550. /**
  67551. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67552. * @param value1 value to calulate the distance between
  67553. * @param value2 value to calulate the distance between
  67554. * @return the distance between the two vectors squared
  67555. */
  67556. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67557. /**
  67558. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67559. * @param value1 value to calulate the center between
  67560. * @param value2 value to calulate the center between
  67561. * @return the center between the two vectors
  67562. */
  67563. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67564. /**
  67565. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67566. * This methods computes transformed normalized direction vectors only.
  67567. * @param vector the vector to transform
  67568. * @param transformation the transformation matrix to apply
  67569. * @returns the new vector
  67570. */
  67571. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67572. /**
  67573. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67574. * This methods computes transformed normalized direction vectors only.
  67575. * @param vector the vector to transform
  67576. * @param transformation the transformation matrix to apply
  67577. * @param result the vector to store the result in
  67578. */
  67579. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67580. /**
  67581. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67582. * This methods computes transformed normalized direction vectors only.
  67583. * @param x value to transform
  67584. * @param y value to transform
  67585. * @param z value to transform
  67586. * @param w value to transform
  67587. * @param transformation the transformation matrix to apply
  67588. * @param result the vector to store the results in
  67589. */
  67590. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67591. /**
  67592. * Creates a new Vector4 from a Vector3
  67593. * @param source defines the source data
  67594. * @param w defines the 4th component (default is 0)
  67595. * @returns a new Vector4
  67596. */
  67597. static FromVector3(source: Vector3, w?: number): Vector4;
  67598. }
  67599. /**
  67600. * Class used to store quaternion data
  67601. * @see https://en.wikipedia.org/wiki/Quaternion
  67602. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67603. */
  67604. export class Quaternion {
  67605. /** defines the first component (0 by default) */
  67606. x: number;
  67607. /** defines the second component (0 by default) */
  67608. y: number;
  67609. /** defines the third component (0 by default) */
  67610. z: number;
  67611. /** defines the fourth component (1.0 by default) */
  67612. w: number;
  67613. /**
  67614. * Creates a new Quaternion from the given floats
  67615. * @param x defines the first component (0 by default)
  67616. * @param y defines the second component (0 by default)
  67617. * @param z defines the third component (0 by default)
  67618. * @param w defines the fourth component (1.0 by default)
  67619. */
  67620. constructor(
  67621. /** defines the first component (0 by default) */
  67622. x?: number,
  67623. /** defines the second component (0 by default) */
  67624. y?: number,
  67625. /** defines the third component (0 by default) */
  67626. z?: number,
  67627. /** defines the fourth component (1.0 by default) */
  67628. w?: number);
  67629. /**
  67630. * Gets a string representation for the current quaternion
  67631. * @returns a string with the Quaternion coordinates
  67632. */
  67633. toString(): string;
  67634. /**
  67635. * Gets the class name of the quaternion
  67636. * @returns the string "Quaternion"
  67637. */
  67638. getClassName(): string;
  67639. /**
  67640. * Gets a hash code for this quaternion
  67641. * @returns the quaternion hash code
  67642. */
  67643. getHashCode(): number;
  67644. /**
  67645. * Copy the quaternion to an array
  67646. * @returns a new array populated with 4 elements from the quaternion coordinates
  67647. */
  67648. asArray(): number[];
  67649. /**
  67650. * Check if two quaternions are equals
  67651. * @param otherQuaternion defines the second operand
  67652. * @return true if the current quaternion and the given one coordinates are strictly equals
  67653. */
  67654. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67655. /**
  67656. * Clone the current quaternion
  67657. * @returns a new quaternion copied from the current one
  67658. */
  67659. clone(): Quaternion;
  67660. /**
  67661. * Copy a quaternion to the current one
  67662. * @param other defines the other quaternion
  67663. * @returns the updated current quaternion
  67664. */
  67665. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67666. /**
  67667. * Updates the current quaternion with the given float coordinates
  67668. * @param x defines the x coordinate
  67669. * @param y defines the y coordinate
  67670. * @param z defines the z coordinate
  67671. * @param w defines the w coordinate
  67672. * @returns the updated current quaternion
  67673. */
  67674. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67675. /**
  67676. * Updates the current quaternion from the given float coordinates
  67677. * @param x defines the x coordinate
  67678. * @param y defines the y coordinate
  67679. * @param z defines the z coordinate
  67680. * @param w defines the w coordinate
  67681. * @returns the updated current quaternion
  67682. */
  67683. set(x: number, y: number, z: number, w: number): Quaternion;
  67684. /**
  67685. * Adds two quaternions
  67686. * @param other defines the second operand
  67687. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67688. */
  67689. add(other: DeepImmutable<Quaternion>): Quaternion;
  67690. /**
  67691. * Add a quaternion to the current one
  67692. * @param other defines the quaternion to add
  67693. * @returns the current quaternion
  67694. */
  67695. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67696. /**
  67697. * Subtract two quaternions
  67698. * @param other defines the second operand
  67699. * @returns a new quaternion as the subtraction result of the given one from the current one
  67700. */
  67701. subtract(other: Quaternion): Quaternion;
  67702. /**
  67703. * Multiplies the current quaternion by a scale factor
  67704. * @param value defines the scale factor
  67705. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67706. */
  67707. scale(value: number): Quaternion;
  67708. /**
  67709. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67710. * @param scale defines the scale factor
  67711. * @param result defines the Quaternion object where to store the result
  67712. * @returns the unmodified current quaternion
  67713. */
  67714. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67715. /**
  67716. * Multiplies in place the current quaternion by a scale factor
  67717. * @param value defines the scale factor
  67718. * @returns the current modified quaternion
  67719. */
  67720. scaleInPlace(value: number): Quaternion;
  67721. /**
  67722. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67723. * @param scale defines the scale factor
  67724. * @param result defines the Quaternion object where to store the result
  67725. * @returns the unmodified current quaternion
  67726. */
  67727. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67728. /**
  67729. * Multiplies two quaternions
  67730. * @param q1 defines the second operand
  67731. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67732. */
  67733. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67734. /**
  67735. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67736. * @param q1 defines the second operand
  67737. * @param result defines the target quaternion
  67738. * @returns the current quaternion
  67739. */
  67740. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67741. /**
  67742. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67743. * @param q1 defines the second operand
  67744. * @returns the currentupdated quaternion
  67745. */
  67746. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67747. /**
  67748. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67749. * @param ref defines the target quaternion
  67750. * @returns the current quaternion
  67751. */
  67752. conjugateToRef(ref: Quaternion): Quaternion;
  67753. /**
  67754. * Conjugates in place (1-q) the current quaternion
  67755. * @returns the current updated quaternion
  67756. */
  67757. conjugateInPlace(): Quaternion;
  67758. /**
  67759. * Conjugates in place (1-q) the current quaternion
  67760. * @returns a new quaternion
  67761. */
  67762. conjugate(): Quaternion;
  67763. /**
  67764. * Gets length of current quaternion
  67765. * @returns the quaternion length (float)
  67766. */
  67767. length(): number;
  67768. /**
  67769. * Normalize in place the current quaternion
  67770. * @returns the current updated quaternion
  67771. */
  67772. normalize(): Quaternion;
  67773. /**
  67774. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67775. * @param order is a reserved parameter and is ignore for now
  67776. * @returns a new Vector3 containing the Euler angles
  67777. */
  67778. toEulerAngles(order?: string): Vector3;
  67779. /**
  67780. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67781. * @param result defines the vector which will be filled with the Euler angles
  67782. * @param order is a reserved parameter and is ignore for now
  67783. * @returns the current unchanged quaternion
  67784. */
  67785. toEulerAnglesToRef(result: Vector3): Quaternion;
  67786. /**
  67787. * Updates the given rotation matrix with the current quaternion values
  67788. * @param result defines the target matrix
  67789. * @returns the current unchanged quaternion
  67790. */
  67791. toRotationMatrix(result: Matrix): Quaternion;
  67792. /**
  67793. * Updates the current quaternion from the given rotation matrix values
  67794. * @param matrix defines the source matrix
  67795. * @returns the current updated quaternion
  67796. */
  67797. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67798. /**
  67799. * Creates a new quaternion from a rotation matrix
  67800. * @param matrix defines the source matrix
  67801. * @returns a new quaternion created from the given rotation matrix values
  67802. */
  67803. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67804. /**
  67805. * Updates the given quaternion with the given rotation matrix values
  67806. * @param matrix defines the source matrix
  67807. * @param result defines the target quaternion
  67808. */
  67809. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67810. /**
  67811. * Returns the dot product (float) between the quaternions "left" and "right"
  67812. * @param left defines the left operand
  67813. * @param right defines the right operand
  67814. * @returns the dot product
  67815. */
  67816. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67817. /**
  67818. * Checks if the two quaternions are close to each other
  67819. * @param quat0 defines the first quaternion to check
  67820. * @param quat1 defines the second quaternion to check
  67821. * @returns true if the two quaternions are close to each other
  67822. */
  67823. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67824. /**
  67825. * Creates an empty quaternion
  67826. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67827. */
  67828. static Zero(): Quaternion;
  67829. /**
  67830. * Inverse a given quaternion
  67831. * @param q defines the source quaternion
  67832. * @returns a new quaternion as the inverted current quaternion
  67833. */
  67834. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67835. /**
  67836. * Inverse a given quaternion
  67837. * @param q defines the source quaternion
  67838. * @param result the quaternion the result will be stored in
  67839. * @returns the result quaternion
  67840. */
  67841. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67842. /**
  67843. * Creates an identity quaternion
  67844. * @returns the identity quaternion
  67845. */
  67846. static Identity(): Quaternion;
  67847. /**
  67848. * Gets a boolean indicating if the given quaternion is identity
  67849. * @param quaternion defines the quaternion to check
  67850. * @returns true if the quaternion is identity
  67851. */
  67852. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67853. /**
  67854. * Creates a quaternion from a rotation around an axis
  67855. * @param axis defines the axis to use
  67856. * @param angle defines the angle to use
  67857. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67858. */
  67859. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67860. /**
  67861. * Creates a rotation around an axis and stores it into the given quaternion
  67862. * @param axis defines the axis to use
  67863. * @param angle defines the angle to use
  67864. * @param result defines the target quaternion
  67865. * @returns the target quaternion
  67866. */
  67867. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67868. /**
  67869. * Creates a new quaternion from data stored into an array
  67870. * @param array defines the data source
  67871. * @param offset defines the offset in the source array where the data starts
  67872. * @returns a new quaternion
  67873. */
  67874. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67875. /**
  67876. * Create a quaternion from Euler rotation angles
  67877. * @param x Pitch
  67878. * @param y Yaw
  67879. * @param z Roll
  67880. * @returns the new Quaternion
  67881. */
  67882. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67883. /**
  67884. * Updates a quaternion from Euler rotation angles
  67885. * @param x Pitch
  67886. * @param y Yaw
  67887. * @param z Roll
  67888. * @param result the quaternion to store the result
  67889. * @returns the updated quaternion
  67890. */
  67891. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67892. /**
  67893. * Create a quaternion from Euler rotation vector
  67894. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67895. * @returns the new Quaternion
  67896. */
  67897. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67898. /**
  67899. * Updates a quaternion from Euler rotation vector
  67900. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67901. * @param result the quaternion to store the result
  67902. * @returns the updated quaternion
  67903. */
  67904. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67905. /**
  67906. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67907. * @param yaw defines the rotation around Y axis
  67908. * @param pitch defines the rotation around X axis
  67909. * @param roll defines the rotation around Z axis
  67910. * @returns the new quaternion
  67911. */
  67912. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67913. /**
  67914. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67915. * @param yaw defines the rotation around Y axis
  67916. * @param pitch defines the rotation around X axis
  67917. * @param roll defines the rotation around Z axis
  67918. * @param result defines the target quaternion
  67919. */
  67920. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67921. /**
  67922. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67923. * @param alpha defines the rotation around first axis
  67924. * @param beta defines the rotation around second axis
  67925. * @param gamma defines the rotation around third axis
  67926. * @returns the new quaternion
  67927. */
  67928. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67929. /**
  67930. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67931. * @param alpha defines the rotation around first axis
  67932. * @param beta defines the rotation around second axis
  67933. * @param gamma defines the rotation around third axis
  67934. * @param result defines the target quaternion
  67935. */
  67936. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67937. /**
  67938. * 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)
  67939. * @param axis1 defines the first axis
  67940. * @param axis2 defines the second axis
  67941. * @param axis3 defines the third axis
  67942. * @returns the new quaternion
  67943. */
  67944. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67945. /**
  67946. * 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
  67947. * @param axis1 defines the first axis
  67948. * @param axis2 defines the second axis
  67949. * @param axis3 defines the third axis
  67950. * @param ref defines the target quaternion
  67951. */
  67952. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67953. /**
  67954. * Interpolates between two quaternions
  67955. * @param left defines first quaternion
  67956. * @param right defines second quaternion
  67957. * @param amount defines the gradient to use
  67958. * @returns the new interpolated quaternion
  67959. */
  67960. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67961. /**
  67962. * Interpolates between two quaternions and stores it into a target quaternion
  67963. * @param left defines first quaternion
  67964. * @param right defines second quaternion
  67965. * @param amount defines the gradient to use
  67966. * @param result defines the target quaternion
  67967. */
  67968. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67969. /**
  67970. * Interpolate between two quaternions using Hermite interpolation
  67971. * @param value1 defines first quaternion
  67972. * @param tangent1 defines the incoming tangent
  67973. * @param value2 defines second quaternion
  67974. * @param tangent2 defines the outgoing tangent
  67975. * @param amount defines the target quaternion
  67976. * @returns the new interpolated quaternion
  67977. */
  67978. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67979. }
  67980. /**
  67981. * Class used to store matrix data (4x4)
  67982. */
  67983. export class Matrix {
  67984. private static _updateFlagSeed;
  67985. private static _identityReadOnly;
  67986. private _isIdentity;
  67987. private _isIdentityDirty;
  67988. private _isIdentity3x2;
  67989. private _isIdentity3x2Dirty;
  67990. /**
  67991. * Gets the update flag of the matrix which is an unique number for the matrix.
  67992. * It will be incremented every time the matrix data change.
  67993. * You can use it to speed the comparison between two versions of the same matrix.
  67994. */
  67995. updateFlag: number;
  67996. private readonly _m;
  67997. /**
  67998. * Gets the internal data of the matrix
  67999. */
  68000. readonly m: DeepImmutable<Float32Array>;
  68001. /** @hidden */
  68002. _markAsUpdated(): void;
  68003. /** @hidden */
  68004. private _updateIdentityStatus;
  68005. /**
  68006. * Creates an empty matrix (filled with zeros)
  68007. */
  68008. constructor();
  68009. /**
  68010. * Check if the current matrix is identity
  68011. * @returns true is the matrix is the identity matrix
  68012. */
  68013. isIdentity(): boolean;
  68014. /**
  68015. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68016. * @returns true is the matrix is the identity matrix
  68017. */
  68018. isIdentityAs3x2(): boolean;
  68019. /**
  68020. * Gets the determinant of the matrix
  68021. * @returns the matrix determinant
  68022. */
  68023. determinant(): number;
  68024. /**
  68025. * Returns the matrix as a Float32Array
  68026. * @returns the matrix underlying array
  68027. */
  68028. toArray(): DeepImmutable<Float32Array>;
  68029. /**
  68030. * Returns the matrix as a Float32Array
  68031. * @returns the matrix underlying array.
  68032. */
  68033. asArray(): DeepImmutable<Float32Array>;
  68034. /**
  68035. * Inverts the current matrix in place
  68036. * @returns the current inverted matrix
  68037. */
  68038. invert(): Matrix;
  68039. /**
  68040. * Sets all the matrix elements to zero
  68041. * @returns the current matrix
  68042. */
  68043. reset(): Matrix;
  68044. /**
  68045. * Adds the current matrix with a second one
  68046. * @param other defines the matrix to add
  68047. * @returns a new matrix as the addition of the current matrix and the given one
  68048. */
  68049. add(other: DeepImmutable<Matrix>): Matrix;
  68050. /**
  68051. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68052. * @param other defines the matrix to add
  68053. * @param result defines the target matrix
  68054. * @returns the current matrix
  68055. */
  68056. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68057. /**
  68058. * Adds in place the given matrix to the current matrix
  68059. * @param other defines the second operand
  68060. * @returns the current updated matrix
  68061. */
  68062. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68063. /**
  68064. * Sets the given matrix to the current inverted Matrix
  68065. * @param other defines the target matrix
  68066. * @returns the unmodified current matrix
  68067. */
  68068. invertToRef(other: Matrix): Matrix;
  68069. /**
  68070. * add a value at the specified position in the current Matrix
  68071. * @param index the index of the value within the matrix. between 0 and 15.
  68072. * @param value the value to be added
  68073. * @returns the current updated matrix
  68074. */
  68075. addAtIndex(index: number, value: number): Matrix;
  68076. /**
  68077. * mutiply the specified position in the current Matrix by a value
  68078. * @param index the index of the value within the matrix. between 0 and 15.
  68079. * @param value the value to be added
  68080. * @returns the current updated matrix
  68081. */
  68082. multiplyAtIndex(index: number, value: number): Matrix;
  68083. /**
  68084. * Inserts the translation vector (using 3 floats) in the current matrix
  68085. * @param x defines the 1st component of the translation
  68086. * @param y defines the 2nd component of the translation
  68087. * @param z defines the 3rd component of the translation
  68088. * @returns the current updated matrix
  68089. */
  68090. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68091. /**
  68092. * Adds the translation vector (using 3 floats) in the current matrix
  68093. * @param x defines the 1st component of the translation
  68094. * @param y defines the 2nd component of the translation
  68095. * @param z defines the 3rd component of the translation
  68096. * @returns the current updated matrix
  68097. */
  68098. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68099. /**
  68100. * Inserts the translation vector in the current matrix
  68101. * @param vector3 defines the translation to insert
  68102. * @returns the current updated matrix
  68103. */
  68104. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68105. /**
  68106. * Gets the translation value of the current matrix
  68107. * @returns a new Vector3 as the extracted translation from the matrix
  68108. */
  68109. getTranslation(): Vector3;
  68110. /**
  68111. * Fill a Vector3 with the extracted translation from the matrix
  68112. * @param result defines the Vector3 where to store the translation
  68113. * @returns the current matrix
  68114. */
  68115. getTranslationToRef(result: Vector3): Matrix;
  68116. /**
  68117. * Remove rotation and scaling part from the matrix
  68118. * @returns the updated matrix
  68119. */
  68120. removeRotationAndScaling(): Matrix;
  68121. /**
  68122. * Multiply two matrices
  68123. * @param other defines the second operand
  68124. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68125. */
  68126. multiply(other: DeepImmutable<Matrix>): Matrix;
  68127. /**
  68128. * Copy the current matrix from the given one
  68129. * @param other defines the source matrix
  68130. * @returns the current updated matrix
  68131. */
  68132. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68133. /**
  68134. * Populates the given array from the starting index with the current matrix values
  68135. * @param array defines the target array
  68136. * @param offset defines the offset in the target array where to start storing values
  68137. * @returns the current matrix
  68138. */
  68139. copyToArray(array: Float32Array, offset?: number): Matrix;
  68140. /**
  68141. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68142. * @param other defines the second operand
  68143. * @param result defines the matrix where to store the multiplication
  68144. * @returns the current matrix
  68145. */
  68146. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68147. /**
  68148. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68149. * @param other defines the second operand
  68150. * @param result defines the array where to store the multiplication
  68151. * @param offset defines the offset in the target array where to start storing values
  68152. * @returns the current matrix
  68153. */
  68154. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68155. /**
  68156. * Check equality between this matrix and a second one
  68157. * @param value defines the second matrix to compare
  68158. * @returns true is the current matrix and the given one values are strictly equal
  68159. */
  68160. equals(value: DeepImmutable<Matrix>): boolean;
  68161. /**
  68162. * Clone the current matrix
  68163. * @returns a new matrix from the current matrix
  68164. */
  68165. clone(): Matrix;
  68166. /**
  68167. * Returns the name of the current matrix class
  68168. * @returns the string "Matrix"
  68169. */
  68170. getClassName(): string;
  68171. /**
  68172. * Gets the hash code of the current matrix
  68173. * @returns the hash code
  68174. */
  68175. getHashCode(): number;
  68176. /**
  68177. * Decomposes the current Matrix into a translation, rotation and scaling components
  68178. * @param scale defines the scale vector3 given as a reference to update
  68179. * @param rotation defines the rotation quaternion given as a reference to update
  68180. * @param translation defines the translation vector3 given as a reference to update
  68181. * @returns true if operation was successful
  68182. */
  68183. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68184. /**
  68185. * Gets specific row of the matrix
  68186. * @param index defines the number of the row to get
  68187. * @returns the index-th row of the current matrix as a new Vector4
  68188. */
  68189. getRow(index: number): Nullable<Vector4>;
  68190. /**
  68191. * Sets the index-th row of the current matrix to the vector4 values
  68192. * @param index defines the number of the row to set
  68193. * @param row defines the target vector4
  68194. * @returns the updated current matrix
  68195. */
  68196. setRow(index: number, row: Vector4): Matrix;
  68197. /**
  68198. * Compute the transpose of the matrix
  68199. * @returns the new transposed matrix
  68200. */
  68201. transpose(): Matrix;
  68202. /**
  68203. * Compute the transpose of the matrix and store it in a given matrix
  68204. * @param result defines the target matrix
  68205. * @returns the current matrix
  68206. */
  68207. transposeToRef(result: Matrix): Matrix;
  68208. /**
  68209. * Sets the index-th row of the current matrix with the given 4 x float values
  68210. * @param index defines the row index
  68211. * @param x defines the x component to set
  68212. * @param y defines the y component to set
  68213. * @param z defines the z component to set
  68214. * @param w defines the w component to set
  68215. * @returns the updated current matrix
  68216. */
  68217. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  68218. /**
  68219. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  68220. * @param scale defines the scale factor
  68221. * @returns a new matrix
  68222. */
  68223. scale(scale: number): Matrix;
  68224. /**
  68225. * Scale the current matrix values by a factor to a given result matrix
  68226. * @param scale defines the scale factor
  68227. * @param result defines the matrix to store the result
  68228. * @returns the current matrix
  68229. */
  68230. scaleToRef(scale: number, result: Matrix): Matrix;
  68231. /**
  68232. * Scale the current matrix values by a factor and add the result to a given matrix
  68233. * @param scale defines the scale factor
  68234. * @param result defines the Matrix to store the result
  68235. * @returns the current matrix
  68236. */
  68237. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  68238. /**
  68239. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  68240. * @param ref matrix to store the result
  68241. */
  68242. toNormalMatrix(ref: Matrix): void;
  68243. /**
  68244. * Gets only rotation part of the current matrix
  68245. * @returns a new matrix sets to the extracted rotation matrix from the current one
  68246. */
  68247. getRotationMatrix(): Matrix;
  68248. /**
  68249. * Extracts the rotation matrix from the current one and sets it as the given "result"
  68250. * @param result defines the target matrix to store data to
  68251. * @returns the current matrix
  68252. */
  68253. getRotationMatrixToRef(result: Matrix): Matrix;
  68254. /**
  68255. * Toggles model matrix from being right handed to left handed in place and vice versa
  68256. */
  68257. toggleModelMatrixHandInPlace(): void;
  68258. /**
  68259. * Toggles projection matrix from being right handed to left handed in place and vice versa
  68260. */
  68261. toggleProjectionMatrixHandInPlace(): void;
  68262. /**
  68263. * Creates a matrix from an array
  68264. * @param array defines the source array
  68265. * @param offset defines an offset in the source array
  68266. * @returns a new Matrix set from the starting index of the given array
  68267. */
  68268. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  68269. /**
  68270. * Copy the content of an array into a given matrix
  68271. * @param array defines the source array
  68272. * @param offset defines an offset in the source array
  68273. * @param result defines the target matrix
  68274. */
  68275. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  68276. /**
  68277. * Stores an array into a matrix after having multiplied each component by a given factor
  68278. * @param array defines the source array
  68279. * @param offset defines the offset in the source array
  68280. * @param scale defines the scaling factor
  68281. * @param result defines the target matrix
  68282. */
  68283. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  68284. /**
  68285. * Gets an identity matrix that must not be updated
  68286. */
  68287. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  68288. /**
  68289. * Stores a list of values (16) inside a given matrix
  68290. * @param initialM11 defines 1st value of 1st row
  68291. * @param initialM12 defines 2nd value of 1st row
  68292. * @param initialM13 defines 3rd value of 1st row
  68293. * @param initialM14 defines 4th value of 1st row
  68294. * @param initialM21 defines 1st value of 2nd row
  68295. * @param initialM22 defines 2nd value of 2nd row
  68296. * @param initialM23 defines 3rd value of 2nd row
  68297. * @param initialM24 defines 4th value of 2nd row
  68298. * @param initialM31 defines 1st value of 3rd row
  68299. * @param initialM32 defines 2nd value of 3rd row
  68300. * @param initialM33 defines 3rd value of 3rd row
  68301. * @param initialM34 defines 4th value of 3rd row
  68302. * @param initialM41 defines 1st value of 4th row
  68303. * @param initialM42 defines 2nd value of 4th row
  68304. * @param initialM43 defines 3rd value of 4th row
  68305. * @param initialM44 defines 4th value of 4th row
  68306. * @param result defines the target matrix
  68307. */
  68308. 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;
  68309. /**
  68310. * Creates new matrix from a list of values (16)
  68311. * @param initialM11 defines 1st value of 1st row
  68312. * @param initialM12 defines 2nd value of 1st row
  68313. * @param initialM13 defines 3rd value of 1st row
  68314. * @param initialM14 defines 4th value of 1st row
  68315. * @param initialM21 defines 1st value of 2nd row
  68316. * @param initialM22 defines 2nd value of 2nd row
  68317. * @param initialM23 defines 3rd value of 2nd row
  68318. * @param initialM24 defines 4th value of 2nd row
  68319. * @param initialM31 defines 1st value of 3rd row
  68320. * @param initialM32 defines 2nd value of 3rd row
  68321. * @param initialM33 defines 3rd value of 3rd row
  68322. * @param initialM34 defines 4th value of 3rd row
  68323. * @param initialM41 defines 1st value of 4th row
  68324. * @param initialM42 defines 2nd value of 4th row
  68325. * @param initialM43 defines 3rd value of 4th row
  68326. * @param initialM44 defines 4th value of 4th row
  68327. * @returns the new matrix
  68328. */
  68329. 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;
  68330. /**
  68331. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68332. * @param scale defines the scale vector3
  68333. * @param rotation defines the rotation quaternion
  68334. * @param translation defines the translation vector3
  68335. * @returns a new matrix
  68336. */
  68337. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68338. /**
  68339. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68340. * @param scale defines the scale vector3
  68341. * @param rotation defines the rotation quaternion
  68342. * @param translation defines the translation vector3
  68343. * @param result defines the target matrix
  68344. */
  68345. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68346. /**
  68347. * Creates a new identity matrix
  68348. * @returns a new identity matrix
  68349. */
  68350. static Identity(): Matrix;
  68351. /**
  68352. * Creates a new identity matrix and stores the result in a given matrix
  68353. * @param result defines the target matrix
  68354. */
  68355. static IdentityToRef(result: Matrix): void;
  68356. /**
  68357. * Creates a new zero matrix
  68358. * @returns a new zero matrix
  68359. */
  68360. static Zero(): Matrix;
  68361. /**
  68362. * Creates a new rotation matrix for "angle" radians around the X axis
  68363. * @param angle defines the angle (in radians) to use
  68364. * @return the new matrix
  68365. */
  68366. static RotationX(angle: number): Matrix;
  68367. /**
  68368. * Creates a new matrix as the invert of a given matrix
  68369. * @param source defines the source matrix
  68370. * @returns the new matrix
  68371. */
  68372. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68373. /**
  68374. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68375. * @param angle defines the angle (in radians) to use
  68376. * @param result defines the target matrix
  68377. */
  68378. static RotationXToRef(angle: number, result: Matrix): void;
  68379. /**
  68380. * Creates a new rotation matrix for "angle" radians around the Y axis
  68381. * @param angle defines the angle (in radians) to use
  68382. * @return the new matrix
  68383. */
  68384. static RotationY(angle: number): Matrix;
  68385. /**
  68386. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68387. * @param angle defines the angle (in radians) to use
  68388. * @param result defines the target matrix
  68389. */
  68390. static RotationYToRef(angle: number, result: Matrix): void;
  68391. /**
  68392. * Creates a new rotation matrix for "angle" radians around the Z axis
  68393. * @param angle defines the angle (in radians) to use
  68394. * @return the new matrix
  68395. */
  68396. static RotationZ(angle: number): Matrix;
  68397. /**
  68398. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68399. * @param angle defines the angle (in radians) to use
  68400. * @param result defines the target matrix
  68401. */
  68402. static RotationZToRef(angle: number, result: Matrix): void;
  68403. /**
  68404. * Creates a new rotation matrix for "angle" radians around the given axis
  68405. * @param axis defines the axis to use
  68406. * @param angle defines the angle (in radians) to use
  68407. * @return the new matrix
  68408. */
  68409. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68410. /**
  68411. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68412. * @param axis defines the axis to use
  68413. * @param angle defines the angle (in radians) to use
  68414. * @param result defines the target matrix
  68415. */
  68416. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68417. /**
  68418. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68419. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68420. * @param from defines the vector to align
  68421. * @param to defines the vector to align to
  68422. * @param result defines the target matrix
  68423. */
  68424. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68425. /**
  68426. * Creates a rotation matrix
  68427. * @param yaw defines the yaw angle in radians (Y axis)
  68428. * @param pitch defines the pitch angle in radians (X axis)
  68429. * @param roll defines the roll angle in radians (X axis)
  68430. * @returns the new rotation matrix
  68431. */
  68432. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68433. /**
  68434. * Creates a rotation matrix and stores it in a given matrix
  68435. * @param yaw defines the yaw angle in radians (Y axis)
  68436. * @param pitch defines the pitch angle in radians (X axis)
  68437. * @param roll defines the roll angle in radians (X axis)
  68438. * @param result defines the target matrix
  68439. */
  68440. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68441. /**
  68442. * Creates a scaling matrix
  68443. * @param x defines the scale factor on X axis
  68444. * @param y defines the scale factor on Y axis
  68445. * @param z defines the scale factor on Z axis
  68446. * @returns the new matrix
  68447. */
  68448. static Scaling(x: number, y: number, z: number): Matrix;
  68449. /**
  68450. * Creates a scaling matrix and stores it in a given matrix
  68451. * @param x defines the scale factor on X axis
  68452. * @param y defines the scale factor on Y axis
  68453. * @param z defines the scale factor on Z axis
  68454. * @param result defines the target matrix
  68455. */
  68456. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68457. /**
  68458. * Creates a translation matrix
  68459. * @param x defines the translation on X axis
  68460. * @param y defines the translation on Y axis
  68461. * @param z defines the translationon Z axis
  68462. * @returns the new matrix
  68463. */
  68464. static Translation(x: number, y: number, z: number): Matrix;
  68465. /**
  68466. * Creates a translation matrix and stores it in a given matrix
  68467. * @param x defines the translation on X axis
  68468. * @param y defines the translation on Y axis
  68469. * @param z defines the translationon Z axis
  68470. * @param result defines the target matrix
  68471. */
  68472. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68473. /**
  68474. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68475. * @param startValue defines the start value
  68476. * @param endValue defines the end value
  68477. * @param gradient defines the gradient factor
  68478. * @returns the new matrix
  68479. */
  68480. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68481. /**
  68482. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68483. * @param startValue defines the start value
  68484. * @param endValue defines the end value
  68485. * @param gradient defines the gradient factor
  68486. * @param result defines the Matrix object where to store data
  68487. */
  68488. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68489. /**
  68490. * Builds a new matrix whose values are computed by:
  68491. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68492. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68493. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68494. * @param startValue defines the first matrix
  68495. * @param endValue defines the second matrix
  68496. * @param gradient defines the gradient between the two matrices
  68497. * @returns the new matrix
  68498. */
  68499. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68500. /**
  68501. * Update a matrix to values which are computed by:
  68502. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68503. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68504. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68505. * @param startValue defines the first matrix
  68506. * @param endValue defines the second matrix
  68507. * @param gradient defines the gradient between the two matrices
  68508. * @param result defines the target matrix
  68509. */
  68510. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68511. /**
  68512. * 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"
  68513. * This function works in left handed mode
  68514. * @param eye defines the final position of the entity
  68515. * @param target defines where the entity should look at
  68516. * @param up defines the up vector for the entity
  68517. * @returns the new matrix
  68518. */
  68519. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68520. /**
  68521. * 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".
  68522. * This function works in left handed mode
  68523. * @param eye defines the final position of the entity
  68524. * @param target defines where the entity should look at
  68525. * @param up defines the up vector for the entity
  68526. * @param result defines the target matrix
  68527. */
  68528. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68529. /**
  68530. * 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"
  68531. * This function works in right handed mode
  68532. * @param eye defines the final position of the entity
  68533. * @param target defines where the entity should look at
  68534. * @param up defines the up vector for the entity
  68535. * @returns the new matrix
  68536. */
  68537. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68538. /**
  68539. * 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".
  68540. * This function works in right handed mode
  68541. * @param eye defines the final position of the entity
  68542. * @param target defines where the entity should look at
  68543. * @param up defines the up vector for the entity
  68544. * @param result defines the target matrix
  68545. */
  68546. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68547. /**
  68548. * Create a left-handed orthographic projection matrix
  68549. * @param width defines the viewport width
  68550. * @param height defines the viewport height
  68551. * @param znear defines the near clip plane
  68552. * @param zfar defines the far clip plane
  68553. * @returns a new matrix as a left-handed orthographic projection matrix
  68554. */
  68555. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68556. /**
  68557. * Store a left-handed orthographic projection to a given matrix
  68558. * @param width defines the viewport width
  68559. * @param height defines the viewport height
  68560. * @param znear defines the near clip plane
  68561. * @param zfar defines the far clip plane
  68562. * @param result defines the target matrix
  68563. */
  68564. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68565. /**
  68566. * Create a left-handed orthographic projection matrix
  68567. * @param left defines the viewport left coordinate
  68568. * @param right defines the viewport right coordinate
  68569. * @param bottom defines the viewport bottom coordinate
  68570. * @param top defines the viewport top coordinate
  68571. * @param znear defines the near clip plane
  68572. * @param zfar defines the far clip plane
  68573. * @returns a new matrix as a left-handed orthographic projection matrix
  68574. */
  68575. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68576. /**
  68577. * Stores a left-handed orthographic projection into a given matrix
  68578. * @param left defines the viewport left coordinate
  68579. * @param right defines the viewport right coordinate
  68580. * @param bottom defines the viewport bottom coordinate
  68581. * @param top defines the viewport top coordinate
  68582. * @param znear defines the near clip plane
  68583. * @param zfar defines the far clip plane
  68584. * @param result defines the target matrix
  68585. */
  68586. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68587. /**
  68588. * Creates a right-handed orthographic projection matrix
  68589. * @param left defines the viewport left coordinate
  68590. * @param right defines the viewport right coordinate
  68591. * @param bottom defines the viewport bottom coordinate
  68592. * @param top defines the viewport top coordinate
  68593. * @param znear defines the near clip plane
  68594. * @param zfar defines the far clip plane
  68595. * @returns a new matrix as a right-handed orthographic projection matrix
  68596. */
  68597. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68598. /**
  68599. * Stores a right-handed orthographic projection into a given matrix
  68600. * @param left defines the viewport left coordinate
  68601. * @param right defines the viewport right coordinate
  68602. * @param bottom defines the viewport bottom coordinate
  68603. * @param top defines the viewport top coordinate
  68604. * @param znear defines the near clip plane
  68605. * @param zfar defines the far clip plane
  68606. * @param result defines the target matrix
  68607. */
  68608. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68609. /**
  68610. * Creates a left-handed perspective projection matrix
  68611. * @param width defines the viewport width
  68612. * @param height defines the viewport height
  68613. * @param znear defines the near clip plane
  68614. * @param zfar defines the far clip plane
  68615. * @returns a new matrix as a left-handed perspective projection matrix
  68616. */
  68617. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68618. /**
  68619. * Creates a left-handed perspective projection matrix
  68620. * @param fov defines the horizontal field of view
  68621. * @param aspect defines the aspect ratio
  68622. * @param znear defines the near clip plane
  68623. * @param zfar defines the far clip plane
  68624. * @returns a new matrix as a left-handed perspective projection matrix
  68625. */
  68626. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68627. /**
  68628. * Stores a left-handed perspective projection into a given matrix
  68629. * @param fov defines the horizontal field of view
  68630. * @param aspect defines the aspect ratio
  68631. * @param znear defines the near clip plane
  68632. * @param zfar defines the far clip plane
  68633. * @param result defines the target matrix
  68634. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68635. */
  68636. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68637. /**
  68638. * Creates a right-handed perspective projection matrix
  68639. * @param fov defines the horizontal field of view
  68640. * @param aspect defines the aspect ratio
  68641. * @param znear defines the near clip plane
  68642. * @param zfar defines the far clip plane
  68643. * @returns a new matrix as a right-handed perspective projection matrix
  68644. */
  68645. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68646. /**
  68647. * Stores a right-handed perspective projection into a given matrix
  68648. * @param fov defines the horizontal field of view
  68649. * @param aspect defines the aspect ratio
  68650. * @param znear defines the near clip plane
  68651. * @param zfar defines the far clip plane
  68652. * @param result defines the target matrix
  68653. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68654. */
  68655. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68656. /**
  68657. * Stores a perspective projection for WebVR info a given matrix
  68658. * @param fov defines the field of view
  68659. * @param znear defines the near clip plane
  68660. * @param zfar defines the far clip plane
  68661. * @param result defines the target matrix
  68662. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68663. */
  68664. static PerspectiveFovWebVRToRef(fov: {
  68665. upDegrees: number;
  68666. downDegrees: number;
  68667. leftDegrees: number;
  68668. rightDegrees: number;
  68669. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68670. /**
  68671. * Computes a complete transformation matrix
  68672. * @param viewport defines the viewport to use
  68673. * @param world defines the world matrix
  68674. * @param view defines the view matrix
  68675. * @param projection defines the projection matrix
  68676. * @param zmin defines the near clip plane
  68677. * @param zmax defines the far clip plane
  68678. * @returns the transformation matrix
  68679. */
  68680. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68681. /**
  68682. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68683. * @param matrix defines the matrix to use
  68684. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68685. */
  68686. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68687. /**
  68688. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68689. * @param matrix defines the matrix to use
  68690. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68691. */
  68692. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68693. /**
  68694. * Compute the transpose of a given matrix
  68695. * @param matrix defines the matrix to transpose
  68696. * @returns the new matrix
  68697. */
  68698. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68699. /**
  68700. * Compute the transpose of a matrix and store it in a target matrix
  68701. * @param matrix defines the matrix to transpose
  68702. * @param result defines the target matrix
  68703. */
  68704. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68705. /**
  68706. * Computes a reflection matrix from a plane
  68707. * @param plane defines the reflection plane
  68708. * @returns a new matrix
  68709. */
  68710. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68711. /**
  68712. * Computes a reflection matrix from a plane
  68713. * @param plane defines the reflection plane
  68714. * @param result defines the target matrix
  68715. */
  68716. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68717. /**
  68718. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68719. * @param xaxis defines the value of the 1st axis
  68720. * @param yaxis defines the value of the 2nd axis
  68721. * @param zaxis defines the value of the 3rd axis
  68722. * @param result defines the target matrix
  68723. */
  68724. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68725. /**
  68726. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68727. * @param quat defines the quaternion to use
  68728. * @param result defines the target matrix
  68729. */
  68730. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68731. }
  68732. /**
  68733. * @hidden
  68734. */
  68735. export class TmpVectors {
  68736. static Vector2: Vector2[];
  68737. static Vector3: Vector3[];
  68738. static Vector4: Vector4[];
  68739. static Quaternion: Quaternion[];
  68740. static Matrix: Matrix[];
  68741. }
  68742. }
  68743. declare module BABYLON {
  68744. /** Defines the cross module used constants to avoid circular dependncies */
  68745. export class Constants {
  68746. /** Defines that alpha blending is disabled */
  68747. static readonly ALPHA_DISABLE: number;
  68748. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68749. static readonly ALPHA_ADD: number;
  68750. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68751. static readonly ALPHA_COMBINE: number;
  68752. /** Defines that alpha blending to DEST - SRC * DEST */
  68753. static readonly ALPHA_SUBTRACT: number;
  68754. /** Defines that alpha blending to SRC * DEST */
  68755. static readonly ALPHA_MULTIPLY: number;
  68756. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68757. static readonly ALPHA_MAXIMIZED: number;
  68758. /** Defines that alpha blending to SRC + DEST */
  68759. static readonly ALPHA_ONEONE: number;
  68760. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68761. static readonly ALPHA_PREMULTIPLIED: number;
  68762. /**
  68763. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68764. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68765. */
  68766. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68767. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68768. static readonly ALPHA_INTERPOLATE: number;
  68769. /**
  68770. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68771. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68772. */
  68773. static readonly ALPHA_SCREENMODE: number;
  68774. /** Defines that the ressource is not delayed*/
  68775. static readonly DELAYLOADSTATE_NONE: number;
  68776. /** Defines that the ressource was successfully delay loaded */
  68777. static readonly DELAYLOADSTATE_LOADED: number;
  68778. /** Defines that the ressource is currently delay loading */
  68779. static readonly DELAYLOADSTATE_LOADING: number;
  68780. /** Defines that the ressource is delayed and has not started loading */
  68781. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68782. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68783. static readonly NEVER: number;
  68784. /** 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 */
  68785. static readonly ALWAYS: number;
  68786. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68787. static readonly LESS: number;
  68788. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68789. static readonly EQUAL: number;
  68790. /** 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 */
  68791. static readonly LEQUAL: number;
  68792. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68793. static readonly GREATER: number;
  68794. /** 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 */
  68795. static readonly GEQUAL: number;
  68796. /** 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 */
  68797. static readonly NOTEQUAL: number;
  68798. /** Passed to stencilOperation to specify that stencil value must be kept */
  68799. static readonly KEEP: number;
  68800. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68801. static readonly REPLACE: number;
  68802. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68803. static readonly INCR: number;
  68804. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68805. static readonly DECR: number;
  68806. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68807. static readonly INVERT: number;
  68808. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68809. static readonly INCR_WRAP: number;
  68810. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68811. static readonly DECR_WRAP: number;
  68812. /** Texture is not repeating outside of 0..1 UVs */
  68813. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68814. /** Texture is repeating outside of 0..1 UVs */
  68815. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68816. /** Texture is repeating and mirrored */
  68817. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68818. /** ALPHA */
  68819. static readonly TEXTUREFORMAT_ALPHA: number;
  68820. /** LUMINANCE */
  68821. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68822. /** LUMINANCE_ALPHA */
  68823. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68824. /** RGB */
  68825. static readonly TEXTUREFORMAT_RGB: number;
  68826. /** RGBA */
  68827. static readonly TEXTUREFORMAT_RGBA: number;
  68828. /** RED */
  68829. static readonly TEXTUREFORMAT_RED: number;
  68830. /** RED (2nd reference) */
  68831. static readonly TEXTUREFORMAT_R: number;
  68832. /** RG */
  68833. static readonly TEXTUREFORMAT_RG: number;
  68834. /** RED_INTEGER */
  68835. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68836. /** RED_INTEGER (2nd reference) */
  68837. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68838. /** RG_INTEGER */
  68839. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68840. /** RGB_INTEGER */
  68841. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68842. /** RGBA_INTEGER */
  68843. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68844. /** UNSIGNED_BYTE */
  68845. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68846. /** UNSIGNED_BYTE (2nd reference) */
  68847. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68848. /** FLOAT */
  68849. static readonly TEXTURETYPE_FLOAT: number;
  68850. /** HALF_FLOAT */
  68851. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68852. /** BYTE */
  68853. static readonly TEXTURETYPE_BYTE: number;
  68854. /** SHORT */
  68855. static readonly TEXTURETYPE_SHORT: number;
  68856. /** UNSIGNED_SHORT */
  68857. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68858. /** INT */
  68859. static readonly TEXTURETYPE_INT: number;
  68860. /** UNSIGNED_INT */
  68861. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68862. /** UNSIGNED_SHORT_4_4_4_4 */
  68863. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68864. /** UNSIGNED_SHORT_5_5_5_1 */
  68865. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68866. /** UNSIGNED_SHORT_5_6_5 */
  68867. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68868. /** UNSIGNED_INT_2_10_10_10_REV */
  68869. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68870. /** UNSIGNED_INT_24_8 */
  68871. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68872. /** UNSIGNED_INT_10F_11F_11F_REV */
  68873. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68874. /** UNSIGNED_INT_5_9_9_9_REV */
  68875. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68876. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68877. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68878. /** nearest is mag = nearest and min = nearest and mip = linear */
  68879. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68880. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68881. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68882. /** Trilinear is mag = linear and min = linear and mip = linear */
  68883. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68884. /** nearest is mag = nearest and min = nearest and mip = linear */
  68885. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68886. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68887. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68888. /** Trilinear is mag = linear and min = linear and mip = linear */
  68889. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68890. /** mag = nearest and min = nearest and mip = nearest */
  68891. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68892. /** mag = nearest and min = linear and mip = nearest */
  68893. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68894. /** mag = nearest and min = linear and mip = linear */
  68895. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68896. /** mag = nearest and min = linear and mip = none */
  68897. static readonly TEXTURE_NEAREST_LINEAR: number;
  68898. /** mag = nearest and min = nearest and mip = none */
  68899. static readonly TEXTURE_NEAREST_NEAREST: number;
  68900. /** mag = linear and min = nearest and mip = nearest */
  68901. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68902. /** mag = linear and min = nearest and mip = linear */
  68903. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68904. /** mag = linear and min = linear and mip = none */
  68905. static readonly TEXTURE_LINEAR_LINEAR: number;
  68906. /** mag = linear and min = nearest and mip = none */
  68907. static readonly TEXTURE_LINEAR_NEAREST: number;
  68908. /** Explicit coordinates mode */
  68909. static readonly TEXTURE_EXPLICIT_MODE: number;
  68910. /** Spherical coordinates mode */
  68911. static readonly TEXTURE_SPHERICAL_MODE: number;
  68912. /** Planar coordinates mode */
  68913. static readonly TEXTURE_PLANAR_MODE: number;
  68914. /** Cubic coordinates mode */
  68915. static readonly TEXTURE_CUBIC_MODE: number;
  68916. /** Projection coordinates mode */
  68917. static readonly TEXTURE_PROJECTION_MODE: number;
  68918. /** Skybox coordinates mode */
  68919. static readonly TEXTURE_SKYBOX_MODE: number;
  68920. /** Inverse Cubic coordinates mode */
  68921. static readonly TEXTURE_INVCUBIC_MODE: number;
  68922. /** Equirectangular coordinates mode */
  68923. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68924. /** Equirectangular Fixed coordinates mode */
  68925. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68926. /** Equirectangular Fixed Mirrored coordinates mode */
  68927. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68928. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68929. static readonly SCALEMODE_FLOOR: number;
  68930. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68931. static readonly SCALEMODE_NEAREST: number;
  68932. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68933. static readonly SCALEMODE_CEILING: number;
  68934. /**
  68935. * The dirty texture flag value
  68936. */
  68937. static readonly MATERIAL_TextureDirtyFlag: number;
  68938. /**
  68939. * The dirty light flag value
  68940. */
  68941. static readonly MATERIAL_LightDirtyFlag: number;
  68942. /**
  68943. * The dirty fresnel flag value
  68944. */
  68945. static readonly MATERIAL_FresnelDirtyFlag: number;
  68946. /**
  68947. * The dirty attribute flag value
  68948. */
  68949. static readonly MATERIAL_AttributesDirtyFlag: number;
  68950. /**
  68951. * The dirty misc flag value
  68952. */
  68953. static readonly MATERIAL_MiscDirtyFlag: number;
  68954. /**
  68955. * The all dirty flag value
  68956. */
  68957. static readonly MATERIAL_AllDirtyFlag: number;
  68958. /**
  68959. * Returns the triangle fill mode
  68960. */
  68961. static readonly MATERIAL_TriangleFillMode: number;
  68962. /**
  68963. * Returns the wireframe mode
  68964. */
  68965. static readonly MATERIAL_WireFrameFillMode: number;
  68966. /**
  68967. * Returns the point fill mode
  68968. */
  68969. static readonly MATERIAL_PointFillMode: number;
  68970. /**
  68971. * Returns the point list draw mode
  68972. */
  68973. static readonly MATERIAL_PointListDrawMode: number;
  68974. /**
  68975. * Returns the line list draw mode
  68976. */
  68977. static readonly MATERIAL_LineListDrawMode: number;
  68978. /**
  68979. * Returns the line loop draw mode
  68980. */
  68981. static readonly MATERIAL_LineLoopDrawMode: number;
  68982. /**
  68983. * Returns the line strip draw mode
  68984. */
  68985. static readonly MATERIAL_LineStripDrawMode: number;
  68986. /**
  68987. * Returns the triangle strip draw mode
  68988. */
  68989. static readonly MATERIAL_TriangleStripDrawMode: number;
  68990. /**
  68991. * Returns the triangle fan draw mode
  68992. */
  68993. static readonly MATERIAL_TriangleFanDrawMode: number;
  68994. /**
  68995. * Stores the clock-wise side orientation
  68996. */
  68997. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68998. /**
  68999. * Stores the counter clock-wise side orientation
  69000. */
  69001. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69002. /**
  69003. * Nothing
  69004. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69005. */
  69006. static readonly ACTION_NothingTrigger: number;
  69007. /**
  69008. * On pick
  69009. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69010. */
  69011. static readonly ACTION_OnPickTrigger: number;
  69012. /**
  69013. * On left pick
  69014. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69015. */
  69016. static readonly ACTION_OnLeftPickTrigger: number;
  69017. /**
  69018. * On right pick
  69019. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69020. */
  69021. static readonly ACTION_OnRightPickTrigger: number;
  69022. /**
  69023. * On center pick
  69024. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69025. */
  69026. static readonly ACTION_OnCenterPickTrigger: number;
  69027. /**
  69028. * On pick down
  69029. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69030. */
  69031. static readonly ACTION_OnPickDownTrigger: number;
  69032. /**
  69033. * On double pick
  69034. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69035. */
  69036. static readonly ACTION_OnDoublePickTrigger: number;
  69037. /**
  69038. * On pick up
  69039. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69040. */
  69041. static readonly ACTION_OnPickUpTrigger: number;
  69042. /**
  69043. * On pick out.
  69044. * This trigger will only be raised if you also declared a OnPickDown
  69045. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69046. */
  69047. static readonly ACTION_OnPickOutTrigger: number;
  69048. /**
  69049. * On long press
  69050. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69051. */
  69052. static readonly ACTION_OnLongPressTrigger: number;
  69053. /**
  69054. * On pointer over
  69055. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69056. */
  69057. static readonly ACTION_OnPointerOverTrigger: number;
  69058. /**
  69059. * On pointer out
  69060. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69061. */
  69062. static readonly ACTION_OnPointerOutTrigger: number;
  69063. /**
  69064. * On every frame
  69065. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69066. */
  69067. static readonly ACTION_OnEveryFrameTrigger: number;
  69068. /**
  69069. * On intersection enter
  69070. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69071. */
  69072. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69073. /**
  69074. * On intersection exit
  69075. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69076. */
  69077. static readonly ACTION_OnIntersectionExitTrigger: number;
  69078. /**
  69079. * On key down
  69080. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69081. */
  69082. static readonly ACTION_OnKeyDownTrigger: number;
  69083. /**
  69084. * On key up
  69085. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69086. */
  69087. static readonly ACTION_OnKeyUpTrigger: number;
  69088. /**
  69089. * Billboard mode will only apply to Y axis
  69090. */
  69091. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69092. /**
  69093. * Billboard mode will apply to all axes
  69094. */
  69095. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69096. /**
  69097. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69098. */
  69099. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69100. /**
  69101. * Gets or sets base Assets URL
  69102. */
  69103. static PARTICLES_BaseAssetsUrl: string;
  69104. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69105. * Test order :
  69106. * Is the bounding sphere outside the frustum ?
  69107. * If not, are the bounding box vertices outside the frustum ?
  69108. * It not, then the cullable object is in the frustum.
  69109. */
  69110. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69111. /** Culling strategy : Bounding Sphere Only.
  69112. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69113. * It's also less accurate than the standard because some not visible objects can still be selected.
  69114. * Test : is the bounding sphere outside the frustum ?
  69115. * If not, then the cullable object is in the frustum.
  69116. */
  69117. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69118. /** Culling strategy : Optimistic Inclusion.
  69119. * This in an inclusion test first, then the standard exclusion test.
  69120. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69121. * 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.
  69122. * Anyway, it's as accurate as the standard strategy.
  69123. * Test :
  69124. * Is the cullable object bounding sphere center in the frustum ?
  69125. * If not, apply the default culling strategy.
  69126. */
  69127. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69128. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69129. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69130. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69131. * 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.
  69132. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69133. * Test :
  69134. * Is the cullable object bounding sphere center in the frustum ?
  69135. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69136. */
  69137. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69138. /**
  69139. * No logging while loading
  69140. */
  69141. static readonly SCENELOADER_NO_LOGGING: number;
  69142. /**
  69143. * Minimal logging while loading
  69144. */
  69145. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69146. /**
  69147. * Summary logging while loading
  69148. */
  69149. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69150. /**
  69151. * Detailled logging while loading
  69152. */
  69153. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69154. }
  69155. }
  69156. declare module BABYLON {
  69157. /**
  69158. * Class used to store and describe the pipeline context associated with an effect
  69159. */
  69160. export interface IPipelineContext {
  69161. /**
  69162. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69163. */
  69164. isAsync: boolean;
  69165. /**
  69166. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69167. */
  69168. isReady: boolean;
  69169. /** @hidden */
  69170. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69171. }
  69172. }
  69173. declare module BABYLON {
  69174. /** @hidden */
  69175. export interface IShaderProcessor {
  69176. attributeProcessor?: (attribute: string) => string;
  69177. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69178. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69179. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69180. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69181. lineProcessor?: (line: string, isFragment: boolean) => string;
  69182. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69183. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69184. }
  69185. }
  69186. declare module BABYLON {
  69187. /** @hidden */
  69188. export interface ProcessingOptions {
  69189. defines: string[];
  69190. indexParameters: any;
  69191. isFragment: boolean;
  69192. shouldUseHighPrecisionShader: boolean;
  69193. supportsUniformBuffers: boolean;
  69194. shadersRepository: string;
  69195. includesShadersStore: {
  69196. [key: string]: string;
  69197. };
  69198. processor?: IShaderProcessor;
  69199. version: string;
  69200. platformName: string;
  69201. lookForClosingBracketForUniformBuffer?: boolean;
  69202. }
  69203. }
  69204. declare module BABYLON {
  69205. /**
  69206. * Helper to manipulate strings
  69207. */
  69208. export class StringTools {
  69209. /**
  69210. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69211. * @param str Source string
  69212. * @param suffix Suffix to search for in the source string
  69213. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69214. */
  69215. static EndsWith(str: string, suffix: string): boolean;
  69216. /**
  69217. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  69218. * @param str Source string
  69219. * @param suffix Suffix to search for in the source string
  69220. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69221. */
  69222. static StartsWith(str: string, suffix: string): boolean;
  69223. }
  69224. }
  69225. declare module BABYLON {
  69226. /** @hidden */
  69227. export class ShaderCodeNode {
  69228. line: string;
  69229. children: ShaderCodeNode[];
  69230. additionalDefineKey?: string;
  69231. additionalDefineValue?: string;
  69232. isValid(preprocessors: {
  69233. [key: string]: string;
  69234. }): boolean;
  69235. process(preprocessors: {
  69236. [key: string]: string;
  69237. }, options: ProcessingOptions): string;
  69238. }
  69239. }
  69240. declare module BABYLON {
  69241. /** @hidden */
  69242. export class ShaderCodeCursor {
  69243. private _lines;
  69244. lineIndex: number;
  69245. readonly currentLine: string;
  69246. readonly canRead: boolean;
  69247. lines: string[];
  69248. }
  69249. }
  69250. declare module BABYLON {
  69251. /** @hidden */
  69252. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69253. process(preprocessors: {
  69254. [key: string]: string;
  69255. }, options: ProcessingOptions): string;
  69256. }
  69257. }
  69258. declare module BABYLON {
  69259. /** @hidden */
  69260. export class ShaderDefineExpression {
  69261. isTrue(preprocessors: {
  69262. [key: string]: string;
  69263. }): boolean;
  69264. }
  69265. }
  69266. declare module BABYLON {
  69267. /** @hidden */
  69268. export class ShaderCodeTestNode extends ShaderCodeNode {
  69269. testExpression: ShaderDefineExpression;
  69270. isValid(preprocessors: {
  69271. [key: string]: string;
  69272. }): boolean;
  69273. }
  69274. }
  69275. declare module BABYLON {
  69276. /** @hidden */
  69277. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69278. define: string;
  69279. not: boolean;
  69280. constructor(define: string, not?: boolean);
  69281. isTrue(preprocessors: {
  69282. [key: string]: string;
  69283. }): boolean;
  69284. }
  69285. }
  69286. declare module BABYLON {
  69287. /** @hidden */
  69288. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69289. leftOperand: ShaderDefineExpression;
  69290. rightOperand: ShaderDefineExpression;
  69291. isTrue(preprocessors: {
  69292. [key: string]: string;
  69293. }): boolean;
  69294. }
  69295. }
  69296. declare module BABYLON {
  69297. /** @hidden */
  69298. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69299. leftOperand: ShaderDefineExpression;
  69300. rightOperand: ShaderDefineExpression;
  69301. isTrue(preprocessors: {
  69302. [key: string]: string;
  69303. }): boolean;
  69304. }
  69305. }
  69306. declare module BABYLON {
  69307. /** @hidden */
  69308. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69309. define: string;
  69310. operand: string;
  69311. testValue: string;
  69312. constructor(define: string, operand: string, testValue: string);
  69313. isTrue(preprocessors: {
  69314. [key: string]: string;
  69315. }): boolean;
  69316. }
  69317. }
  69318. declare module BABYLON {
  69319. /**
  69320. * @ignore
  69321. * Application error to support additional information when loading a file
  69322. */
  69323. export class LoadFileError extends Error {
  69324. /** defines the optional web request */
  69325. request?: WebRequest | undefined;
  69326. private static _setPrototypeOf;
  69327. /**
  69328. * Creates a new LoadFileError
  69329. * @param message defines the message of the error
  69330. * @param request defines the optional web request
  69331. */
  69332. constructor(message: string,
  69333. /** defines the optional web request */
  69334. request?: WebRequest | undefined);
  69335. }
  69336. }
  69337. declare module BABYLON {
  69338. /**
  69339. * Class used to enable access to offline support
  69340. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69341. */
  69342. export interface IOfflineProvider {
  69343. /**
  69344. * Gets a boolean indicating if scene must be saved in the database
  69345. */
  69346. enableSceneOffline: boolean;
  69347. /**
  69348. * Gets a boolean indicating if textures must be saved in the database
  69349. */
  69350. enableTexturesOffline: boolean;
  69351. /**
  69352. * Open the offline support and make it available
  69353. * @param successCallback defines the callback to call on success
  69354. * @param errorCallback defines the callback to call on error
  69355. */
  69356. open(successCallback: () => void, errorCallback: () => void): void;
  69357. /**
  69358. * Loads an image from the offline support
  69359. * @param url defines the url to load from
  69360. * @param image defines the target DOM image
  69361. */
  69362. loadImage(url: string, image: HTMLImageElement): void;
  69363. /**
  69364. * Loads a file from offline support
  69365. * @param url defines the URL to load from
  69366. * @param sceneLoaded defines a callback to call on success
  69367. * @param progressCallBack defines a callback to call when progress changed
  69368. * @param errorCallback defines a callback to call on error
  69369. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69370. */
  69371. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69372. }
  69373. }
  69374. declare module BABYLON {
  69375. /**
  69376. * Class used to help managing file picking and drag'n'drop
  69377. * File Storage
  69378. */
  69379. export class FilesInputStore {
  69380. /**
  69381. * List of files ready to be loaded
  69382. */
  69383. static FilesToLoad: {
  69384. [key: string]: File;
  69385. };
  69386. }
  69387. }
  69388. declare module BABYLON {
  69389. /**
  69390. * Class used to define a retry strategy when error happens while loading assets
  69391. */
  69392. export class RetryStrategy {
  69393. /**
  69394. * Function used to defines an exponential back off strategy
  69395. * @param maxRetries defines the maximum number of retries (3 by default)
  69396. * @param baseInterval defines the interval between retries
  69397. * @returns the strategy function to use
  69398. */
  69399. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69400. }
  69401. }
  69402. declare module BABYLON {
  69403. /**
  69404. * @hidden
  69405. */
  69406. export class FileTools {
  69407. /**
  69408. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69409. */
  69410. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69411. /**
  69412. * Gets or sets the base URL to use to load assets
  69413. */
  69414. static BaseUrl: string;
  69415. /**
  69416. * Default behaviour for cors in the application.
  69417. * It can be a string if the expected behavior is identical in the entire app.
  69418. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69419. */
  69420. static CorsBehavior: string | ((url: string | string[]) => string);
  69421. /**
  69422. * Gets or sets a function used to pre-process url before using them to load assets
  69423. */
  69424. static PreprocessUrl: (url: string) => string;
  69425. /**
  69426. * Removes unwanted characters from an url
  69427. * @param url defines the url to clean
  69428. * @returns the cleaned url
  69429. */
  69430. private static _CleanUrl;
  69431. /**
  69432. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69433. * @param url define the url we are trying
  69434. * @param element define the dom element where to configure the cors policy
  69435. */
  69436. static SetCorsBehavior(url: string | string[], element: {
  69437. crossOrigin: string | null;
  69438. }): void;
  69439. /**
  69440. * Loads an image as an HTMLImageElement.
  69441. * @param input url string, ArrayBuffer, or Blob to load
  69442. * @param onLoad callback called when the image successfully loads
  69443. * @param onError callback called when the image fails to load
  69444. * @param offlineProvider offline provider for caching
  69445. * @returns the HTMLImageElement of the loaded image
  69446. */
  69447. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69448. /**
  69449. * Loads a file
  69450. * @param fileToLoad defines the file to load
  69451. * @param callback defines the callback to call when data is loaded
  69452. * @param progressCallBack defines the callback to call during loading process
  69453. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69454. * @returns a file request object
  69455. */
  69456. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69457. /**
  69458. * Loads a file
  69459. * @param url url string, ArrayBuffer, or Blob to load
  69460. * @param onSuccess callback called when the file successfully loads
  69461. * @param onProgress callback called while file is loading (if the server supports this mode)
  69462. * @param offlineProvider defines the offline provider for caching
  69463. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69464. * @param onError callback called when the file fails to load
  69465. * @returns a file request object
  69466. */
  69467. 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;
  69468. /**
  69469. * Checks if the loaded document was accessed via `file:`-Protocol.
  69470. * @returns boolean
  69471. */
  69472. static IsFileURL(): boolean;
  69473. }
  69474. }
  69475. declare module BABYLON {
  69476. /** @hidden */
  69477. export class ShaderProcessor {
  69478. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69479. private static _ProcessPrecision;
  69480. private static _ExtractOperation;
  69481. private static _BuildSubExpression;
  69482. private static _BuildExpression;
  69483. private static _MoveCursorWithinIf;
  69484. private static _MoveCursor;
  69485. private static _EvaluatePreProcessors;
  69486. private static _PreparePreProcessors;
  69487. private static _ProcessShaderConversion;
  69488. private static _ProcessIncludes;
  69489. }
  69490. }
  69491. declare module BABYLON {
  69492. /**
  69493. * Class used to hold a RBG color
  69494. */
  69495. export class Color3 {
  69496. /**
  69497. * Defines the red component (between 0 and 1, default is 0)
  69498. */
  69499. r: number;
  69500. /**
  69501. * Defines the green component (between 0 and 1, default is 0)
  69502. */
  69503. g: number;
  69504. /**
  69505. * Defines the blue component (between 0 and 1, default is 0)
  69506. */
  69507. b: number;
  69508. /**
  69509. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69510. * @param r defines the red component (between 0 and 1, default is 0)
  69511. * @param g defines the green component (between 0 and 1, default is 0)
  69512. * @param b defines the blue component (between 0 and 1, default is 0)
  69513. */
  69514. constructor(
  69515. /**
  69516. * Defines the red component (between 0 and 1, default is 0)
  69517. */
  69518. r?: number,
  69519. /**
  69520. * Defines the green component (between 0 and 1, default is 0)
  69521. */
  69522. g?: number,
  69523. /**
  69524. * Defines the blue component (between 0 and 1, default is 0)
  69525. */
  69526. b?: number);
  69527. /**
  69528. * Creates a string with the Color3 current values
  69529. * @returns the string representation of the Color3 object
  69530. */
  69531. toString(): string;
  69532. /**
  69533. * Returns the string "Color3"
  69534. * @returns "Color3"
  69535. */
  69536. getClassName(): string;
  69537. /**
  69538. * Compute the Color3 hash code
  69539. * @returns an unique number that can be used to hash Color3 objects
  69540. */
  69541. getHashCode(): number;
  69542. /**
  69543. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69544. * @param array defines the array where to store the r,g,b components
  69545. * @param index defines an optional index in the target array to define where to start storing values
  69546. * @returns the current Color3 object
  69547. */
  69548. toArray(array: FloatArray, index?: number): Color3;
  69549. /**
  69550. * Returns a new Color4 object from the current Color3 and the given alpha
  69551. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69552. * @returns a new Color4 object
  69553. */
  69554. toColor4(alpha?: number): Color4;
  69555. /**
  69556. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69557. * @returns the new array
  69558. */
  69559. asArray(): number[];
  69560. /**
  69561. * Returns the luminance value
  69562. * @returns a float value
  69563. */
  69564. toLuminance(): number;
  69565. /**
  69566. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69567. * @param otherColor defines the second operand
  69568. * @returns the new Color3 object
  69569. */
  69570. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69571. /**
  69572. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69573. * @param otherColor defines the second operand
  69574. * @param result defines the Color3 object where to store the result
  69575. * @returns the current Color3
  69576. */
  69577. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69578. /**
  69579. * Determines equality between Color3 objects
  69580. * @param otherColor defines the second operand
  69581. * @returns true if the rgb values are equal to the given ones
  69582. */
  69583. equals(otherColor: DeepImmutable<Color3>): boolean;
  69584. /**
  69585. * Determines equality between the current Color3 object and a set of r,b,g values
  69586. * @param r defines the red component to check
  69587. * @param g defines the green component to check
  69588. * @param b defines the blue component to check
  69589. * @returns true if the rgb values are equal to the given ones
  69590. */
  69591. equalsFloats(r: number, g: number, b: number): boolean;
  69592. /**
  69593. * Multiplies in place each rgb value by scale
  69594. * @param scale defines the scaling factor
  69595. * @returns the updated Color3
  69596. */
  69597. scale(scale: number): Color3;
  69598. /**
  69599. * Multiplies the rgb values by scale and stores the result into "result"
  69600. * @param scale defines the scaling factor
  69601. * @param result defines the Color3 object where to store the result
  69602. * @returns the unmodified current Color3
  69603. */
  69604. scaleToRef(scale: number, result: Color3): Color3;
  69605. /**
  69606. * Scale the current Color3 values by a factor and add the result to a given Color3
  69607. * @param scale defines the scale factor
  69608. * @param result defines color to store the result into
  69609. * @returns the unmodified current Color3
  69610. */
  69611. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69612. /**
  69613. * Clamps the rgb values by the min and max values and stores the result into "result"
  69614. * @param min defines minimum clamping value (default is 0)
  69615. * @param max defines maximum clamping value (default is 1)
  69616. * @param result defines color to store the result into
  69617. * @returns the original Color3
  69618. */
  69619. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69620. /**
  69621. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69622. * @param otherColor defines the second operand
  69623. * @returns the new Color3
  69624. */
  69625. add(otherColor: DeepImmutable<Color3>): Color3;
  69626. /**
  69627. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69628. * @param otherColor defines the second operand
  69629. * @param result defines Color3 object to store the result into
  69630. * @returns the unmodified current Color3
  69631. */
  69632. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69633. /**
  69634. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69635. * @param otherColor defines the second operand
  69636. * @returns the new Color3
  69637. */
  69638. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69639. /**
  69640. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69641. * @param otherColor defines the second operand
  69642. * @param result defines Color3 object to store the result into
  69643. * @returns the unmodified current Color3
  69644. */
  69645. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69646. /**
  69647. * Copy the current object
  69648. * @returns a new Color3 copied the current one
  69649. */
  69650. clone(): Color3;
  69651. /**
  69652. * Copies the rgb values from the source in the current Color3
  69653. * @param source defines the source Color3 object
  69654. * @returns the updated Color3 object
  69655. */
  69656. copyFrom(source: DeepImmutable<Color3>): Color3;
  69657. /**
  69658. * Updates the Color3 rgb values from the given floats
  69659. * @param r defines the red component to read from
  69660. * @param g defines the green component to read from
  69661. * @param b defines the blue component to read from
  69662. * @returns the current Color3 object
  69663. */
  69664. copyFromFloats(r: number, g: number, b: number): Color3;
  69665. /**
  69666. * Updates the Color3 rgb values from the given floats
  69667. * @param r defines the red component to read from
  69668. * @param g defines the green component to read from
  69669. * @param b defines the blue component to read from
  69670. * @returns the current Color3 object
  69671. */
  69672. set(r: number, g: number, b: number): Color3;
  69673. /**
  69674. * Compute the Color3 hexadecimal code as a string
  69675. * @returns a string containing the hexadecimal representation of the Color3 object
  69676. */
  69677. toHexString(): string;
  69678. /**
  69679. * Computes a new Color3 converted from the current one to linear space
  69680. * @returns a new Color3 object
  69681. */
  69682. toLinearSpace(): Color3;
  69683. /**
  69684. * Converts current color in rgb space to HSV values
  69685. * @returns a new color3 representing the HSV values
  69686. */
  69687. toHSV(): Color3;
  69688. /**
  69689. * Converts current color in rgb space to HSV values
  69690. * @param result defines the Color3 where to store the HSV values
  69691. */
  69692. toHSVToRef(result: Color3): void;
  69693. /**
  69694. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69695. * @param convertedColor defines the Color3 object where to store the linear space version
  69696. * @returns the unmodified Color3
  69697. */
  69698. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69699. /**
  69700. * Computes a new Color3 converted from the current one to gamma space
  69701. * @returns a new Color3 object
  69702. */
  69703. toGammaSpace(): Color3;
  69704. /**
  69705. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69706. * @param convertedColor defines the Color3 object where to store the gamma space version
  69707. * @returns the unmodified Color3
  69708. */
  69709. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69710. private static _BlackReadOnly;
  69711. /**
  69712. * Convert Hue, saturation and value to a Color3 (RGB)
  69713. * @param hue defines the hue
  69714. * @param saturation defines the saturation
  69715. * @param value defines the value
  69716. * @param result defines the Color3 where to store the RGB values
  69717. */
  69718. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69719. /**
  69720. * Creates a new Color3 from the string containing valid hexadecimal values
  69721. * @param hex defines a string containing valid hexadecimal values
  69722. * @returns a new Color3 object
  69723. */
  69724. static FromHexString(hex: string): Color3;
  69725. /**
  69726. * Creates a new Color3 from the starting index of the given array
  69727. * @param array defines the source array
  69728. * @param offset defines an offset in the source array
  69729. * @returns a new Color3 object
  69730. */
  69731. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69732. /**
  69733. * Creates a new Color3 from integer values (< 256)
  69734. * @param r defines the red component to read from (value between 0 and 255)
  69735. * @param g defines the green component to read from (value between 0 and 255)
  69736. * @param b defines the blue component to read from (value between 0 and 255)
  69737. * @returns a new Color3 object
  69738. */
  69739. static FromInts(r: number, g: number, b: number): Color3;
  69740. /**
  69741. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69742. * @param start defines the start Color3 value
  69743. * @param end defines the end Color3 value
  69744. * @param amount defines the gradient value between start and end
  69745. * @returns a new Color3 object
  69746. */
  69747. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69748. /**
  69749. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69750. * @param left defines the start value
  69751. * @param right defines the end value
  69752. * @param amount defines the gradient factor
  69753. * @param result defines the Color3 object where to store the result
  69754. */
  69755. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69756. /**
  69757. * Returns a Color3 value containing a red color
  69758. * @returns a new Color3 object
  69759. */
  69760. static Red(): Color3;
  69761. /**
  69762. * Returns a Color3 value containing a green color
  69763. * @returns a new Color3 object
  69764. */
  69765. static Green(): Color3;
  69766. /**
  69767. * Returns a Color3 value containing a blue color
  69768. * @returns a new Color3 object
  69769. */
  69770. static Blue(): Color3;
  69771. /**
  69772. * Returns a Color3 value containing a black color
  69773. * @returns a new Color3 object
  69774. */
  69775. static Black(): Color3;
  69776. /**
  69777. * Gets a Color3 value containing a black color that must not be updated
  69778. */
  69779. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69780. /**
  69781. * Returns a Color3 value containing a white color
  69782. * @returns a new Color3 object
  69783. */
  69784. static White(): Color3;
  69785. /**
  69786. * Returns a Color3 value containing a purple color
  69787. * @returns a new Color3 object
  69788. */
  69789. static Purple(): Color3;
  69790. /**
  69791. * Returns a Color3 value containing a magenta color
  69792. * @returns a new Color3 object
  69793. */
  69794. static Magenta(): Color3;
  69795. /**
  69796. * Returns a Color3 value containing a yellow color
  69797. * @returns a new Color3 object
  69798. */
  69799. static Yellow(): Color3;
  69800. /**
  69801. * Returns a Color3 value containing a gray color
  69802. * @returns a new Color3 object
  69803. */
  69804. static Gray(): Color3;
  69805. /**
  69806. * Returns a Color3 value containing a teal color
  69807. * @returns a new Color3 object
  69808. */
  69809. static Teal(): Color3;
  69810. /**
  69811. * Returns a Color3 value containing a random color
  69812. * @returns a new Color3 object
  69813. */
  69814. static Random(): Color3;
  69815. }
  69816. /**
  69817. * Class used to hold a RBGA color
  69818. */
  69819. export class Color4 {
  69820. /**
  69821. * Defines the red component (between 0 and 1, default is 0)
  69822. */
  69823. r: number;
  69824. /**
  69825. * Defines the green component (between 0 and 1, default is 0)
  69826. */
  69827. g: number;
  69828. /**
  69829. * Defines the blue component (between 0 and 1, default is 0)
  69830. */
  69831. b: number;
  69832. /**
  69833. * Defines the alpha component (between 0 and 1, default is 1)
  69834. */
  69835. a: number;
  69836. /**
  69837. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69838. * @param r defines the red component (between 0 and 1, default is 0)
  69839. * @param g defines the green component (between 0 and 1, default is 0)
  69840. * @param b defines the blue component (between 0 and 1, default is 0)
  69841. * @param a defines the alpha component (between 0 and 1, default is 1)
  69842. */
  69843. constructor(
  69844. /**
  69845. * Defines the red component (between 0 and 1, default is 0)
  69846. */
  69847. r?: number,
  69848. /**
  69849. * Defines the green component (between 0 and 1, default is 0)
  69850. */
  69851. g?: number,
  69852. /**
  69853. * Defines the blue component (between 0 and 1, default is 0)
  69854. */
  69855. b?: number,
  69856. /**
  69857. * Defines the alpha component (between 0 and 1, default is 1)
  69858. */
  69859. a?: number);
  69860. /**
  69861. * Adds in place the given Color4 values to the current Color4 object
  69862. * @param right defines the second operand
  69863. * @returns the current updated Color4 object
  69864. */
  69865. addInPlace(right: DeepImmutable<Color4>): Color4;
  69866. /**
  69867. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69868. * @returns the new array
  69869. */
  69870. asArray(): number[];
  69871. /**
  69872. * Stores from the starting index in the given array the Color4 successive values
  69873. * @param array defines the array where to store the r,g,b components
  69874. * @param index defines an optional index in the target array to define where to start storing values
  69875. * @returns the current Color4 object
  69876. */
  69877. toArray(array: number[], index?: number): Color4;
  69878. /**
  69879. * Determines equality between Color4 objects
  69880. * @param otherColor defines the second operand
  69881. * @returns true if the rgba values are equal to the given ones
  69882. */
  69883. equals(otherColor: DeepImmutable<Color4>): boolean;
  69884. /**
  69885. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69886. * @param right defines the second operand
  69887. * @returns a new Color4 object
  69888. */
  69889. add(right: DeepImmutable<Color4>): Color4;
  69890. /**
  69891. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69892. * @param right defines the second operand
  69893. * @returns a new Color4 object
  69894. */
  69895. subtract(right: DeepImmutable<Color4>): Color4;
  69896. /**
  69897. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69898. * @param right defines the second operand
  69899. * @param result defines the Color4 object where to store the result
  69900. * @returns the current Color4 object
  69901. */
  69902. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69903. /**
  69904. * Creates a new Color4 with the current Color4 values multiplied by scale
  69905. * @param scale defines the scaling factor to apply
  69906. * @returns a new Color4 object
  69907. */
  69908. scale(scale: number): Color4;
  69909. /**
  69910. * Multiplies the current Color4 values by scale and stores the result in "result"
  69911. * @param scale defines the scaling factor to apply
  69912. * @param result defines the Color4 object where to store the result
  69913. * @returns the current unmodified Color4
  69914. */
  69915. scaleToRef(scale: number, result: Color4): Color4;
  69916. /**
  69917. * Scale the current Color4 values by a factor and add the result to a given Color4
  69918. * @param scale defines the scale factor
  69919. * @param result defines the Color4 object where to store the result
  69920. * @returns the unmodified current Color4
  69921. */
  69922. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69923. /**
  69924. * Clamps the rgb values by the min and max values and stores the result into "result"
  69925. * @param min defines minimum clamping value (default is 0)
  69926. * @param max defines maximum clamping value (default is 1)
  69927. * @param result defines color to store the result into.
  69928. * @returns the cuurent Color4
  69929. */
  69930. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69931. /**
  69932. * Multipy an Color4 value by another and return a new Color4 object
  69933. * @param color defines the Color4 value to multiply by
  69934. * @returns a new Color4 object
  69935. */
  69936. multiply(color: Color4): Color4;
  69937. /**
  69938. * Multipy a Color4 value by another and push the result in a reference value
  69939. * @param color defines the Color4 value to multiply by
  69940. * @param result defines the Color4 to fill the result in
  69941. * @returns the result Color4
  69942. */
  69943. multiplyToRef(color: Color4, result: Color4): Color4;
  69944. /**
  69945. * Creates a string with the Color4 current values
  69946. * @returns the string representation of the Color4 object
  69947. */
  69948. toString(): string;
  69949. /**
  69950. * Returns the string "Color4"
  69951. * @returns "Color4"
  69952. */
  69953. getClassName(): string;
  69954. /**
  69955. * Compute the Color4 hash code
  69956. * @returns an unique number that can be used to hash Color4 objects
  69957. */
  69958. getHashCode(): number;
  69959. /**
  69960. * Creates a new Color4 copied from the current one
  69961. * @returns a new Color4 object
  69962. */
  69963. clone(): Color4;
  69964. /**
  69965. * Copies the given Color4 values into the current one
  69966. * @param source defines the source Color4 object
  69967. * @returns the current updated Color4 object
  69968. */
  69969. copyFrom(source: Color4): Color4;
  69970. /**
  69971. * Copies the given float values into the current one
  69972. * @param r defines the red component to read from
  69973. * @param g defines the green component to read from
  69974. * @param b defines the blue component to read from
  69975. * @param a defines the alpha component to read from
  69976. * @returns the current updated Color4 object
  69977. */
  69978. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69979. /**
  69980. * Copies the given float values into the current one
  69981. * @param r defines the red component to read from
  69982. * @param g defines the green component to read from
  69983. * @param b defines the blue component to read from
  69984. * @param a defines the alpha component to read from
  69985. * @returns the current updated Color4 object
  69986. */
  69987. set(r: number, g: number, b: number, a: number): Color4;
  69988. /**
  69989. * Compute the Color4 hexadecimal code as a string
  69990. * @returns a string containing the hexadecimal representation of the Color4 object
  69991. */
  69992. toHexString(): string;
  69993. /**
  69994. * Computes a new Color4 converted from the current one to linear space
  69995. * @returns a new Color4 object
  69996. */
  69997. toLinearSpace(): Color4;
  69998. /**
  69999. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70000. * @param convertedColor defines the Color4 object where to store the linear space version
  70001. * @returns the unmodified Color4
  70002. */
  70003. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70004. /**
  70005. * Computes a new Color4 converted from the current one to gamma space
  70006. * @returns a new Color4 object
  70007. */
  70008. toGammaSpace(): Color4;
  70009. /**
  70010. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70011. * @param convertedColor defines the Color4 object where to store the gamma space version
  70012. * @returns the unmodified Color4
  70013. */
  70014. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70015. /**
  70016. * Creates a new Color4 from the string containing valid hexadecimal values
  70017. * @param hex defines a string containing valid hexadecimal values
  70018. * @returns a new Color4 object
  70019. */
  70020. static FromHexString(hex: string): Color4;
  70021. /**
  70022. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70023. * @param left defines the start value
  70024. * @param right defines the end value
  70025. * @param amount defines the gradient factor
  70026. * @returns a new Color4 object
  70027. */
  70028. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70029. /**
  70030. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70031. * @param left defines the start value
  70032. * @param right defines the end value
  70033. * @param amount defines the gradient factor
  70034. * @param result defines the Color4 object where to store data
  70035. */
  70036. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70037. /**
  70038. * Creates a new Color4 from a Color3 and an alpha value
  70039. * @param color3 defines the source Color3 to read from
  70040. * @param alpha defines the alpha component (1.0 by default)
  70041. * @returns a new Color4 object
  70042. */
  70043. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70044. /**
  70045. * Creates a new Color4 from the starting index element of the given array
  70046. * @param array defines the source array to read from
  70047. * @param offset defines the offset in the source array
  70048. * @returns a new Color4 object
  70049. */
  70050. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70051. /**
  70052. * Creates a new Color3 from integer values (< 256)
  70053. * @param r defines the red component to read from (value between 0 and 255)
  70054. * @param g defines the green component to read from (value between 0 and 255)
  70055. * @param b defines the blue component to read from (value between 0 and 255)
  70056. * @param a defines the alpha component to read from (value between 0 and 255)
  70057. * @returns a new Color3 object
  70058. */
  70059. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70060. /**
  70061. * Check the content of a given array and convert it to an array containing RGBA data
  70062. * If the original array was already containing count * 4 values then it is returned directly
  70063. * @param colors defines the array to check
  70064. * @param count defines the number of RGBA data to expect
  70065. * @returns an array containing count * 4 values (RGBA)
  70066. */
  70067. static CheckColors4(colors: number[], count: number): number[];
  70068. }
  70069. /**
  70070. * @hidden
  70071. */
  70072. export class TmpColors {
  70073. static Color3: Color3[];
  70074. static Color4: Color4[];
  70075. }
  70076. }
  70077. declare module BABYLON {
  70078. /**
  70079. * Class representing spherical harmonics coefficients to the 3rd degree
  70080. */
  70081. export class SphericalHarmonics {
  70082. /**
  70083. * Defines whether or not the harmonics have been prescaled for rendering.
  70084. */
  70085. preScaled: boolean;
  70086. /**
  70087. * The l0,0 coefficients of the spherical harmonics
  70088. */
  70089. l00: Vector3;
  70090. /**
  70091. * The l1,-1 coefficients of the spherical harmonics
  70092. */
  70093. l1_1: Vector3;
  70094. /**
  70095. * The l1,0 coefficients of the spherical harmonics
  70096. */
  70097. l10: Vector3;
  70098. /**
  70099. * The l1,1 coefficients of the spherical harmonics
  70100. */
  70101. l11: Vector3;
  70102. /**
  70103. * The l2,-2 coefficients of the spherical harmonics
  70104. */
  70105. l2_2: Vector3;
  70106. /**
  70107. * The l2,-1 coefficients of the spherical harmonics
  70108. */
  70109. l2_1: Vector3;
  70110. /**
  70111. * The l2,0 coefficients of the spherical harmonics
  70112. */
  70113. l20: Vector3;
  70114. /**
  70115. * The l2,1 coefficients of the spherical harmonics
  70116. */
  70117. l21: Vector3;
  70118. /**
  70119. * The l2,2 coefficients of the spherical harmonics
  70120. */
  70121. l22: Vector3;
  70122. /**
  70123. * Adds a light to the spherical harmonics
  70124. * @param direction the direction of the light
  70125. * @param color the color of the light
  70126. * @param deltaSolidAngle the delta solid angle of the light
  70127. */
  70128. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70129. /**
  70130. * Scales the spherical harmonics by the given amount
  70131. * @param scale the amount to scale
  70132. */
  70133. scaleInPlace(scale: number): void;
  70134. /**
  70135. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70136. *
  70137. * ```
  70138. * E_lm = A_l * L_lm
  70139. * ```
  70140. *
  70141. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70142. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70143. * the scaling factors are given in equation 9.
  70144. */
  70145. convertIncidentRadianceToIrradiance(): void;
  70146. /**
  70147. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70148. *
  70149. * ```
  70150. * L = (1/pi) * E * rho
  70151. * ```
  70152. *
  70153. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70154. */
  70155. convertIrradianceToLambertianRadiance(): void;
  70156. /**
  70157. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70158. * required operations at run time.
  70159. *
  70160. * This is simply done by scaling back the SH with Ylm constants parameter.
  70161. * The trigonometric part being applied by the shader at run time.
  70162. */
  70163. preScaleForRendering(): void;
  70164. /**
  70165. * Constructs a spherical harmonics from an array.
  70166. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70167. * @returns the spherical harmonics
  70168. */
  70169. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70170. /**
  70171. * Gets the spherical harmonics from polynomial
  70172. * @param polynomial the spherical polynomial
  70173. * @returns the spherical harmonics
  70174. */
  70175. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70176. }
  70177. /**
  70178. * Class representing spherical polynomial coefficients to the 3rd degree
  70179. */
  70180. export class SphericalPolynomial {
  70181. private _harmonics;
  70182. /**
  70183. * The spherical harmonics used to create the polynomials.
  70184. */
  70185. readonly preScaledHarmonics: SphericalHarmonics;
  70186. /**
  70187. * The x coefficients of the spherical polynomial
  70188. */
  70189. x: Vector3;
  70190. /**
  70191. * The y coefficients of the spherical polynomial
  70192. */
  70193. y: Vector3;
  70194. /**
  70195. * The z coefficients of the spherical polynomial
  70196. */
  70197. z: Vector3;
  70198. /**
  70199. * The xx coefficients of the spherical polynomial
  70200. */
  70201. xx: Vector3;
  70202. /**
  70203. * The yy coefficients of the spherical polynomial
  70204. */
  70205. yy: Vector3;
  70206. /**
  70207. * The zz coefficients of the spherical polynomial
  70208. */
  70209. zz: Vector3;
  70210. /**
  70211. * The xy coefficients of the spherical polynomial
  70212. */
  70213. xy: Vector3;
  70214. /**
  70215. * The yz coefficients of the spherical polynomial
  70216. */
  70217. yz: Vector3;
  70218. /**
  70219. * The zx coefficients of the spherical polynomial
  70220. */
  70221. zx: Vector3;
  70222. /**
  70223. * Adds an ambient color to the spherical polynomial
  70224. * @param color the color to add
  70225. */
  70226. addAmbient(color: Color3): void;
  70227. /**
  70228. * Scales the spherical polynomial by the given amount
  70229. * @param scale the amount to scale
  70230. */
  70231. scaleInPlace(scale: number): void;
  70232. /**
  70233. * Gets the spherical polynomial from harmonics
  70234. * @param harmonics the spherical harmonics
  70235. * @returns the spherical polynomial
  70236. */
  70237. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  70238. /**
  70239. * Constructs a spherical polynomial from an array.
  70240. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  70241. * @returns the spherical polynomial
  70242. */
  70243. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  70244. }
  70245. }
  70246. declare module BABYLON {
  70247. /**
  70248. * Define options used to create a render target texture
  70249. */
  70250. export class RenderTargetCreationOptions {
  70251. /**
  70252. * Specifies is mipmaps must be generated
  70253. */
  70254. generateMipMaps?: boolean;
  70255. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  70256. generateDepthBuffer?: boolean;
  70257. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  70258. generateStencilBuffer?: boolean;
  70259. /** Defines texture type (int by default) */
  70260. type?: number;
  70261. /** Defines sampling mode (trilinear by default) */
  70262. samplingMode?: number;
  70263. /** Defines format (RGBA by default) */
  70264. format?: number;
  70265. }
  70266. }
  70267. declare module BABYLON {
  70268. /**
  70269. * @hidden
  70270. **/
  70271. export class _AlphaState {
  70272. private _isAlphaBlendDirty;
  70273. private _isBlendFunctionParametersDirty;
  70274. private _isBlendEquationParametersDirty;
  70275. private _isBlendConstantsDirty;
  70276. private _alphaBlend;
  70277. private _blendFunctionParameters;
  70278. private _blendEquationParameters;
  70279. private _blendConstants;
  70280. /**
  70281. * Initializes the state.
  70282. */
  70283. constructor();
  70284. readonly isDirty: boolean;
  70285. alphaBlend: boolean;
  70286. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  70287. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  70288. setAlphaEquationParameters(rgb: number, alpha: number): void;
  70289. reset(): void;
  70290. apply(gl: WebGLRenderingContext): void;
  70291. }
  70292. }
  70293. declare module BABYLON {
  70294. /**
  70295. * @hidden
  70296. **/
  70297. export class _DepthCullingState {
  70298. private _isDepthTestDirty;
  70299. private _isDepthMaskDirty;
  70300. private _isDepthFuncDirty;
  70301. private _isCullFaceDirty;
  70302. private _isCullDirty;
  70303. private _isZOffsetDirty;
  70304. private _isFrontFaceDirty;
  70305. private _depthTest;
  70306. private _depthMask;
  70307. private _depthFunc;
  70308. private _cull;
  70309. private _cullFace;
  70310. private _zOffset;
  70311. private _frontFace;
  70312. /**
  70313. * Initializes the state.
  70314. */
  70315. constructor();
  70316. readonly isDirty: boolean;
  70317. zOffset: number;
  70318. cullFace: Nullable<number>;
  70319. cull: Nullable<boolean>;
  70320. depthFunc: Nullable<number>;
  70321. depthMask: boolean;
  70322. depthTest: boolean;
  70323. frontFace: Nullable<number>;
  70324. reset(): void;
  70325. apply(gl: WebGLRenderingContext): void;
  70326. }
  70327. }
  70328. declare module BABYLON {
  70329. /**
  70330. * @hidden
  70331. **/
  70332. export class _StencilState {
  70333. /** 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 */
  70334. static readonly ALWAYS: number;
  70335. /** Passed to stencilOperation to specify that stencil value must be kept */
  70336. static readonly KEEP: number;
  70337. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70338. static readonly REPLACE: number;
  70339. private _isStencilTestDirty;
  70340. private _isStencilMaskDirty;
  70341. private _isStencilFuncDirty;
  70342. private _isStencilOpDirty;
  70343. private _stencilTest;
  70344. private _stencilMask;
  70345. private _stencilFunc;
  70346. private _stencilFuncRef;
  70347. private _stencilFuncMask;
  70348. private _stencilOpStencilFail;
  70349. private _stencilOpDepthFail;
  70350. private _stencilOpStencilDepthPass;
  70351. readonly isDirty: boolean;
  70352. stencilFunc: number;
  70353. stencilFuncRef: number;
  70354. stencilFuncMask: number;
  70355. stencilOpStencilFail: number;
  70356. stencilOpDepthFail: number;
  70357. stencilOpStencilDepthPass: number;
  70358. stencilMask: number;
  70359. stencilTest: boolean;
  70360. constructor();
  70361. reset(): void;
  70362. apply(gl: WebGLRenderingContext): void;
  70363. }
  70364. }
  70365. declare module BABYLON {
  70366. /**
  70367. * @hidden
  70368. **/
  70369. export class _TimeToken {
  70370. _startTimeQuery: Nullable<WebGLQuery>;
  70371. _endTimeQuery: Nullable<WebGLQuery>;
  70372. _timeElapsedQuery: Nullable<WebGLQuery>;
  70373. _timeElapsedQueryEnded: boolean;
  70374. }
  70375. }
  70376. declare module BABYLON {
  70377. /**
  70378. * Class used to evalaute queries containing `and` and `or` operators
  70379. */
  70380. export class AndOrNotEvaluator {
  70381. /**
  70382. * Evaluate a query
  70383. * @param query defines the query to evaluate
  70384. * @param evaluateCallback defines the callback used to filter result
  70385. * @returns true if the query matches
  70386. */
  70387. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70388. private static _HandleParenthesisContent;
  70389. private static _SimplifyNegation;
  70390. }
  70391. }
  70392. declare module BABYLON {
  70393. /**
  70394. * Class used to store custom tags
  70395. */
  70396. export class Tags {
  70397. /**
  70398. * Adds support for tags on the given object
  70399. * @param obj defines the object to use
  70400. */
  70401. static EnableFor(obj: any): void;
  70402. /**
  70403. * Removes tags support
  70404. * @param obj defines the object to use
  70405. */
  70406. static DisableFor(obj: any): void;
  70407. /**
  70408. * Gets a boolean indicating if the given object has tags
  70409. * @param obj defines the object to use
  70410. * @returns a boolean
  70411. */
  70412. static HasTags(obj: any): boolean;
  70413. /**
  70414. * Gets the tags available on a given object
  70415. * @param obj defines the object to use
  70416. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70417. * @returns the tags
  70418. */
  70419. static GetTags(obj: any, asString?: boolean): any;
  70420. /**
  70421. * Adds tags to an object
  70422. * @param obj defines the object to use
  70423. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70424. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70425. */
  70426. static AddTagsTo(obj: any, tagsString: string): void;
  70427. /**
  70428. * @hidden
  70429. */
  70430. static _AddTagTo(obj: any, tag: string): void;
  70431. /**
  70432. * Removes specific tags from a specific object
  70433. * @param obj defines the object to use
  70434. * @param tagsString defines the tags to remove
  70435. */
  70436. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70437. /**
  70438. * @hidden
  70439. */
  70440. static _RemoveTagFrom(obj: any, tag: string): void;
  70441. /**
  70442. * Defines if tags hosted on an object match a given query
  70443. * @param obj defines the object to use
  70444. * @param tagsQuery defines the tag query
  70445. * @returns a boolean
  70446. */
  70447. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70448. }
  70449. }
  70450. declare module BABYLON {
  70451. /**
  70452. * Defines potential orientation for back face culling
  70453. */
  70454. export enum Orientation {
  70455. /**
  70456. * Clockwise
  70457. */
  70458. CW = 0,
  70459. /** Counter clockwise */
  70460. CCW = 1
  70461. }
  70462. /** Class used to represent a Bezier curve */
  70463. export class BezierCurve {
  70464. /**
  70465. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70466. * @param t defines the time
  70467. * @param x1 defines the left coordinate on X axis
  70468. * @param y1 defines the left coordinate on Y axis
  70469. * @param x2 defines the right coordinate on X axis
  70470. * @param y2 defines the right coordinate on Y axis
  70471. * @returns the interpolated value
  70472. */
  70473. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70474. }
  70475. /**
  70476. * Defines angle representation
  70477. */
  70478. export class Angle {
  70479. private _radians;
  70480. /**
  70481. * Creates an Angle object of "radians" radians (float).
  70482. * @param radians the angle in radians
  70483. */
  70484. constructor(radians: number);
  70485. /**
  70486. * Get value in degrees
  70487. * @returns the Angle value in degrees (float)
  70488. */
  70489. degrees(): number;
  70490. /**
  70491. * Get value in radians
  70492. * @returns the Angle value in radians (float)
  70493. */
  70494. radians(): number;
  70495. /**
  70496. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70497. * @param a defines first vector
  70498. * @param b defines second vector
  70499. * @returns a new Angle
  70500. */
  70501. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70502. /**
  70503. * Gets a new Angle object from the given float in radians
  70504. * @param radians defines the angle value in radians
  70505. * @returns a new Angle
  70506. */
  70507. static FromRadians(radians: number): Angle;
  70508. /**
  70509. * Gets a new Angle object from the given float in degrees
  70510. * @param degrees defines the angle value in degrees
  70511. * @returns a new Angle
  70512. */
  70513. static FromDegrees(degrees: number): Angle;
  70514. }
  70515. /**
  70516. * This represents an arc in a 2d space.
  70517. */
  70518. export class Arc2 {
  70519. /** Defines the start point of the arc */
  70520. startPoint: Vector2;
  70521. /** Defines the mid point of the arc */
  70522. midPoint: Vector2;
  70523. /** Defines the end point of the arc */
  70524. endPoint: Vector2;
  70525. /**
  70526. * Defines the center point of the arc.
  70527. */
  70528. centerPoint: Vector2;
  70529. /**
  70530. * Defines the radius of the arc.
  70531. */
  70532. radius: number;
  70533. /**
  70534. * Defines the angle of the arc (from mid point to end point).
  70535. */
  70536. angle: Angle;
  70537. /**
  70538. * Defines the start angle of the arc (from start point to middle point).
  70539. */
  70540. startAngle: Angle;
  70541. /**
  70542. * Defines the orientation of the arc (clock wise/counter clock wise).
  70543. */
  70544. orientation: Orientation;
  70545. /**
  70546. * Creates an Arc object from the three given points : start, middle and end.
  70547. * @param startPoint Defines the start point of the arc
  70548. * @param midPoint Defines the midlle point of the arc
  70549. * @param endPoint Defines the end point of the arc
  70550. */
  70551. constructor(
  70552. /** Defines the start point of the arc */
  70553. startPoint: Vector2,
  70554. /** Defines the mid point of the arc */
  70555. midPoint: Vector2,
  70556. /** Defines the end point of the arc */
  70557. endPoint: Vector2);
  70558. }
  70559. /**
  70560. * Represents a 2D path made up of multiple 2D points
  70561. */
  70562. export class Path2 {
  70563. private _points;
  70564. private _length;
  70565. /**
  70566. * If the path start and end point are the same
  70567. */
  70568. closed: boolean;
  70569. /**
  70570. * Creates a Path2 object from the starting 2D coordinates x and y.
  70571. * @param x the starting points x value
  70572. * @param y the starting points y value
  70573. */
  70574. constructor(x: number, y: number);
  70575. /**
  70576. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70577. * @param x the added points x value
  70578. * @param y the added points y value
  70579. * @returns the updated Path2.
  70580. */
  70581. addLineTo(x: number, y: number): Path2;
  70582. /**
  70583. * 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.
  70584. * @param midX middle point x value
  70585. * @param midY middle point y value
  70586. * @param endX end point x value
  70587. * @param endY end point y value
  70588. * @param numberOfSegments (default: 36)
  70589. * @returns the updated Path2.
  70590. */
  70591. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70592. /**
  70593. * Closes the Path2.
  70594. * @returns the Path2.
  70595. */
  70596. close(): Path2;
  70597. /**
  70598. * Gets the sum of the distance between each sequential point in the path
  70599. * @returns the Path2 total length (float).
  70600. */
  70601. length(): number;
  70602. /**
  70603. * Gets the points which construct the path
  70604. * @returns the Path2 internal array of points.
  70605. */
  70606. getPoints(): Vector2[];
  70607. /**
  70608. * Retreives the point at the distance aways from the starting point
  70609. * @param normalizedLengthPosition the length along the path to retreive the point from
  70610. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70611. */
  70612. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70613. /**
  70614. * Creates a new path starting from an x and y position
  70615. * @param x starting x value
  70616. * @param y starting y value
  70617. * @returns a new Path2 starting at the coordinates (x, y).
  70618. */
  70619. static StartingAt(x: number, y: number): Path2;
  70620. }
  70621. /**
  70622. * Represents a 3D path made up of multiple 3D points
  70623. */
  70624. export class Path3D {
  70625. /**
  70626. * an array of Vector3, the curve axis of the Path3D
  70627. */
  70628. path: Vector3[];
  70629. private _curve;
  70630. private _distances;
  70631. private _tangents;
  70632. private _normals;
  70633. private _binormals;
  70634. private _raw;
  70635. /**
  70636. * new Path3D(path, normal, raw)
  70637. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70638. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70639. * @param path an array of Vector3, the curve axis of the Path3D
  70640. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70641. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70642. */
  70643. constructor(
  70644. /**
  70645. * an array of Vector3, the curve axis of the Path3D
  70646. */
  70647. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70648. /**
  70649. * Returns the Path3D array of successive Vector3 designing its curve.
  70650. * @returns the Path3D array of successive Vector3 designing its curve.
  70651. */
  70652. getCurve(): Vector3[];
  70653. /**
  70654. * Returns an array populated with tangent vectors on each Path3D curve point.
  70655. * @returns an array populated with tangent vectors on each Path3D curve point.
  70656. */
  70657. getTangents(): Vector3[];
  70658. /**
  70659. * Returns an array populated with normal vectors on each Path3D curve point.
  70660. * @returns an array populated with normal vectors on each Path3D curve point.
  70661. */
  70662. getNormals(): Vector3[];
  70663. /**
  70664. * Returns an array populated with binormal vectors on each Path3D curve point.
  70665. * @returns an array populated with binormal vectors on each Path3D curve point.
  70666. */
  70667. getBinormals(): Vector3[];
  70668. /**
  70669. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70670. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70671. */
  70672. getDistances(): number[];
  70673. /**
  70674. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70675. * @param path path which all values are copied into the curves points
  70676. * @param firstNormal which should be projected onto the curve
  70677. * @returns the same object updated.
  70678. */
  70679. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70680. private _compute;
  70681. private _getFirstNonNullVector;
  70682. private _getLastNonNullVector;
  70683. private _normalVector;
  70684. }
  70685. /**
  70686. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70687. * A Curve3 is designed from a series of successive Vector3.
  70688. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70689. */
  70690. export class Curve3 {
  70691. private _points;
  70692. private _length;
  70693. /**
  70694. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70695. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70696. * @param v1 (Vector3) the control point
  70697. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70698. * @param nbPoints (integer) the wanted number of points in the curve
  70699. * @returns the created Curve3
  70700. */
  70701. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70702. /**
  70703. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70704. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70705. * @param v1 (Vector3) the first control point
  70706. * @param v2 (Vector3) the second control point
  70707. * @param v3 (Vector3) the end point of the Cubic Bezier
  70708. * @param nbPoints (integer) the wanted number of points in the curve
  70709. * @returns the created Curve3
  70710. */
  70711. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70712. /**
  70713. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70714. * @param p1 (Vector3) the origin point of the Hermite Spline
  70715. * @param t1 (Vector3) the tangent vector at the origin point
  70716. * @param p2 (Vector3) the end point of the Hermite Spline
  70717. * @param t2 (Vector3) the tangent vector at the end point
  70718. * @param nbPoints (integer) the wanted number of points in the curve
  70719. * @returns the created Curve3
  70720. */
  70721. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70722. /**
  70723. * Returns a Curve3 object along a CatmullRom Spline curve :
  70724. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70725. * @param nbPoints (integer) the wanted number of points between each curve control points
  70726. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70727. * @returns the created Curve3
  70728. */
  70729. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70730. /**
  70731. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70732. * A Curve3 is designed from a series of successive Vector3.
  70733. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70734. * @param points points which make up the curve
  70735. */
  70736. constructor(points: Vector3[]);
  70737. /**
  70738. * @returns the Curve3 stored array of successive Vector3
  70739. */
  70740. getPoints(): Vector3[];
  70741. /**
  70742. * @returns the computed length (float) of the curve.
  70743. */
  70744. length(): number;
  70745. /**
  70746. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70747. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70748. * curveA and curveB keep unchanged.
  70749. * @param curve the curve to continue from this curve
  70750. * @returns the newly constructed curve
  70751. */
  70752. continue(curve: DeepImmutable<Curve3>): Curve3;
  70753. private _computeLength;
  70754. }
  70755. }
  70756. declare module BABYLON {
  70757. /**
  70758. * This represents the main contract an easing function should follow.
  70759. * Easing functions are used throughout the animation system.
  70760. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70761. */
  70762. export interface IEasingFunction {
  70763. /**
  70764. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70765. * of the easing function.
  70766. * The link below provides some of the most common examples of easing functions.
  70767. * @see https://easings.net/
  70768. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70769. * @returns the corresponding value on the curve defined by the easing function
  70770. */
  70771. ease(gradient: number): number;
  70772. }
  70773. /**
  70774. * Base class used for every default easing function.
  70775. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70776. */
  70777. export class EasingFunction implements IEasingFunction {
  70778. /**
  70779. * Interpolation follows the mathematical formula associated with the easing function.
  70780. */
  70781. static readonly EASINGMODE_EASEIN: number;
  70782. /**
  70783. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70784. */
  70785. static readonly EASINGMODE_EASEOUT: number;
  70786. /**
  70787. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70788. */
  70789. static readonly EASINGMODE_EASEINOUT: number;
  70790. private _easingMode;
  70791. /**
  70792. * Sets the easing mode of the current function.
  70793. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70794. */
  70795. setEasingMode(easingMode: number): void;
  70796. /**
  70797. * Gets the current easing mode.
  70798. * @returns the easing mode
  70799. */
  70800. getEasingMode(): number;
  70801. /**
  70802. * @hidden
  70803. */
  70804. easeInCore(gradient: number): number;
  70805. /**
  70806. * Given an input gradient between 0 and 1, this returns the corresponding value
  70807. * of the easing function.
  70808. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70809. * @returns the corresponding value on the curve defined by the easing function
  70810. */
  70811. ease(gradient: number): number;
  70812. }
  70813. /**
  70814. * Easing function with a circle shape (see link below).
  70815. * @see https://easings.net/#easeInCirc
  70816. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70817. */
  70818. export class CircleEase extends EasingFunction implements IEasingFunction {
  70819. /** @hidden */
  70820. easeInCore(gradient: number): number;
  70821. }
  70822. /**
  70823. * Easing function with a ease back shape (see link below).
  70824. * @see https://easings.net/#easeInBack
  70825. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70826. */
  70827. export class BackEase extends EasingFunction implements IEasingFunction {
  70828. /** Defines the amplitude of the function */
  70829. amplitude: number;
  70830. /**
  70831. * Instantiates a back ease easing
  70832. * @see https://easings.net/#easeInBack
  70833. * @param amplitude Defines the amplitude of the function
  70834. */
  70835. constructor(
  70836. /** Defines the amplitude of the function */
  70837. amplitude?: number);
  70838. /** @hidden */
  70839. easeInCore(gradient: number): number;
  70840. }
  70841. /**
  70842. * Easing function with a bouncing shape (see link below).
  70843. * @see https://easings.net/#easeInBounce
  70844. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70845. */
  70846. export class BounceEase extends EasingFunction implements IEasingFunction {
  70847. /** Defines the number of bounces */
  70848. bounces: number;
  70849. /** Defines the amplitude of the bounce */
  70850. bounciness: number;
  70851. /**
  70852. * Instantiates a bounce easing
  70853. * @see https://easings.net/#easeInBounce
  70854. * @param bounces Defines the number of bounces
  70855. * @param bounciness Defines the amplitude of the bounce
  70856. */
  70857. constructor(
  70858. /** Defines the number of bounces */
  70859. bounces?: number,
  70860. /** Defines the amplitude of the bounce */
  70861. bounciness?: number);
  70862. /** @hidden */
  70863. easeInCore(gradient: number): number;
  70864. }
  70865. /**
  70866. * Easing function with a power of 3 shape (see link below).
  70867. * @see https://easings.net/#easeInCubic
  70868. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70869. */
  70870. export class CubicEase extends EasingFunction implements IEasingFunction {
  70871. /** @hidden */
  70872. easeInCore(gradient: number): number;
  70873. }
  70874. /**
  70875. * Easing function with an elastic shape (see link below).
  70876. * @see https://easings.net/#easeInElastic
  70877. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70878. */
  70879. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70880. /** Defines the number of oscillations*/
  70881. oscillations: number;
  70882. /** Defines the amplitude of the oscillations*/
  70883. springiness: number;
  70884. /**
  70885. * Instantiates an elastic easing function
  70886. * @see https://easings.net/#easeInElastic
  70887. * @param oscillations Defines the number of oscillations
  70888. * @param springiness Defines the amplitude of the oscillations
  70889. */
  70890. constructor(
  70891. /** Defines the number of oscillations*/
  70892. oscillations?: number,
  70893. /** Defines the amplitude of the oscillations*/
  70894. springiness?: number);
  70895. /** @hidden */
  70896. easeInCore(gradient: number): number;
  70897. }
  70898. /**
  70899. * Easing function with an exponential shape (see link below).
  70900. * @see https://easings.net/#easeInExpo
  70901. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70902. */
  70903. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70904. /** Defines the exponent of the function */
  70905. exponent: number;
  70906. /**
  70907. * Instantiates an exponential easing function
  70908. * @see https://easings.net/#easeInExpo
  70909. * @param exponent Defines the exponent of the function
  70910. */
  70911. constructor(
  70912. /** Defines the exponent of the function */
  70913. exponent?: number);
  70914. /** @hidden */
  70915. easeInCore(gradient: number): number;
  70916. }
  70917. /**
  70918. * Easing function with a power shape (see link below).
  70919. * @see https://easings.net/#easeInQuad
  70920. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70921. */
  70922. export class PowerEase extends EasingFunction implements IEasingFunction {
  70923. /** Defines the power of the function */
  70924. power: number;
  70925. /**
  70926. * Instantiates an power base easing function
  70927. * @see https://easings.net/#easeInQuad
  70928. * @param power Defines the power of the function
  70929. */
  70930. constructor(
  70931. /** Defines the power of the function */
  70932. power?: number);
  70933. /** @hidden */
  70934. easeInCore(gradient: number): number;
  70935. }
  70936. /**
  70937. * Easing function with a power of 2 shape (see link below).
  70938. * @see https://easings.net/#easeInQuad
  70939. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70940. */
  70941. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70942. /** @hidden */
  70943. easeInCore(gradient: number): number;
  70944. }
  70945. /**
  70946. * Easing function with a power of 4 shape (see link below).
  70947. * @see https://easings.net/#easeInQuart
  70948. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70949. */
  70950. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70951. /** @hidden */
  70952. easeInCore(gradient: number): number;
  70953. }
  70954. /**
  70955. * Easing function with a power of 5 shape (see link below).
  70956. * @see https://easings.net/#easeInQuint
  70957. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70958. */
  70959. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70960. /** @hidden */
  70961. easeInCore(gradient: number): number;
  70962. }
  70963. /**
  70964. * Easing function with a sin shape (see link below).
  70965. * @see https://easings.net/#easeInSine
  70966. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70967. */
  70968. export class SineEase extends EasingFunction implements IEasingFunction {
  70969. /** @hidden */
  70970. easeInCore(gradient: number): number;
  70971. }
  70972. /**
  70973. * Easing function with a bezier shape (see link below).
  70974. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70975. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70976. */
  70977. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70978. /** Defines the x component of the start tangent in the bezier curve */
  70979. x1: number;
  70980. /** Defines the y component of the start tangent in the bezier curve */
  70981. y1: number;
  70982. /** Defines the x component of the end tangent in the bezier curve */
  70983. x2: number;
  70984. /** Defines the y component of the end tangent in the bezier curve */
  70985. y2: number;
  70986. /**
  70987. * Instantiates a bezier function
  70988. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70989. * @param x1 Defines the x component of the start tangent in the bezier curve
  70990. * @param y1 Defines the y component of the start tangent in the bezier curve
  70991. * @param x2 Defines the x component of the end tangent in the bezier curve
  70992. * @param y2 Defines the y component of the end tangent in the bezier curve
  70993. */
  70994. constructor(
  70995. /** Defines the x component of the start tangent in the bezier curve */
  70996. x1?: number,
  70997. /** Defines the y component of the start tangent in the bezier curve */
  70998. y1?: number,
  70999. /** Defines the x component of the end tangent in the bezier curve */
  71000. x2?: number,
  71001. /** Defines the y component of the end tangent in the bezier curve */
  71002. y2?: number);
  71003. /** @hidden */
  71004. easeInCore(gradient: number): number;
  71005. }
  71006. }
  71007. declare module BABYLON {
  71008. /**
  71009. * Defines an interface which represents an animation key frame
  71010. */
  71011. export interface IAnimationKey {
  71012. /**
  71013. * Frame of the key frame
  71014. */
  71015. frame: number;
  71016. /**
  71017. * Value at the specifies key frame
  71018. */
  71019. value: any;
  71020. /**
  71021. * The input tangent for the cubic hermite spline
  71022. */
  71023. inTangent?: any;
  71024. /**
  71025. * The output tangent for the cubic hermite spline
  71026. */
  71027. outTangent?: any;
  71028. /**
  71029. * The animation interpolation type
  71030. */
  71031. interpolation?: AnimationKeyInterpolation;
  71032. }
  71033. /**
  71034. * Enum for the animation key frame interpolation type
  71035. */
  71036. export enum AnimationKeyInterpolation {
  71037. /**
  71038. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71039. */
  71040. STEP = 1
  71041. }
  71042. }
  71043. declare module BABYLON {
  71044. /**
  71045. * Represents the range of an animation
  71046. */
  71047. export class AnimationRange {
  71048. /**The name of the animation range**/
  71049. name: string;
  71050. /**The starting frame of the animation */
  71051. from: number;
  71052. /**The ending frame of the animation*/
  71053. to: number;
  71054. /**
  71055. * Initializes the range of an animation
  71056. * @param name The name of the animation range
  71057. * @param from The starting frame of the animation
  71058. * @param to The ending frame of the animation
  71059. */
  71060. constructor(
  71061. /**The name of the animation range**/
  71062. name: string,
  71063. /**The starting frame of the animation */
  71064. from: number,
  71065. /**The ending frame of the animation*/
  71066. to: number);
  71067. /**
  71068. * Makes a copy of the animation range
  71069. * @returns A copy of the animation range
  71070. */
  71071. clone(): AnimationRange;
  71072. }
  71073. }
  71074. declare module BABYLON {
  71075. /**
  71076. * Composed of a frame, and an action function
  71077. */
  71078. export class AnimationEvent {
  71079. /** The frame for which the event is triggered **/
  71080. frame: number;
  71081. /** The event to perform when triggered **/
  71082. action: (currentFrame: number) => void;
  71083. /** Specifies if the event should be triggered only once**/
  71084. onlyOnce?: boolean | undefined;
  71085. /**
  71086. * Specifies if the animation event is done
  71087. */
  71088. isDone: boolean;
  71089. /**
  71090. * Initializes the animation event
  71091. * @param frame The frame for which the event is triggered
  71092. * @param action The event to perform when triggered
  71093. * @param onlyOnce Specifies if the event should be triggered only once
  71094. */
  71095. constructor(
  71096. /** The frame for which the event is triggered **/
  71097. frame: number,
  71098. /** The event to perform when triggered **/
  71099. action: (currentFrame: number) => void,
  71100. /** Specifies if the event should be triggered only once**/
  71101. onlyOnce?: boolean | undefined);
  71102. /** @hidden */
  71103. _clone(): AnimationEvent;
  71104. }
  71105. }
  71106. declare module BABYLON {
  71107. /**
  71108. * Interface used to define a behavior
  71109. */
  71110. export interface Behavior<T> {
  71111. /** gets or sets behavior's name */
  71112. name: string;
  71113. /**
  71114. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71115. */
  71116. init(): void;
  71117. /**
  71118. * Called when the behavior is attached to a target
  71119. * @param target defines the target where the behavior is attached to
  71120. */
  71121. attach(target: T): void;
  71122. /**
  71123. * Called when the behavior is detached from its target
  71124. */
  71125. detach(): void;
  71126. }
  71127. /**
  71128. * Interface implemented by classes supporting behaviors
  71129. */
  71130. export interface IBehaviorAware<T> {
  71131. /**
  71132. * Attach a behavior
  71133. * @param behavior defines the behavior to attach
  71134. * @returns the current host
  71135. */
  71136. addBehavior(behavior: Behavior<T>): T;
  71137. /**
  71138. * Remove a behavior from the current object
  71139. * @param behavior defines the behavior to detach
  71140. * @returns the current host
  71141. */
  71142. removeBehavior(behavior: Behavior<T>): T;
  71143. /**
  71144. * Gets a behavior using its name to search
  71145. * @param name defines the name to search
  71146. * @returns the behavior or null if not found
  71147. */
  71148. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71149. }
  71150. }
  71151. declare module BABYLON {
  71152. /**
  71153. * Defines an array and its length.
  71154. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71155. */
  71156. export interface ISmartArrayLike<T> {
  71157. /**
  71158. * The data of the array.
  71159. */
  71160. data: Array<T>;
  71161. /**
  71162. * The active length of the array.
  71163. */
  71164. length: number;
  71165. }
  71166. /**
  71167. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71168. */
  71169. export class SmartArray<T> implements ISmartArrayLike<T> {
  71170. /**
  71171. * The full set of data from the array.
  71172. */
  71173. data: Array<T>;
  71174. /**
  71175. * The active length of the array.
  71176. */
  71177. length: number;
  71178. protected _id: number;
  71179. /**
  71180. * Instantiates a Smart Array.
  71181. * @param capacity defines the default capacity of the array.
  71182. */
  71183. constructor(capacity: number);
  71184. /**
  71185. * Pushes a value at the end of the active data.
  71186. * @param value defines the object to push in the array.
  71187. */
  71188. push(value: T): void;
  71189. /**
  71190. * Iterates over the active data and apply the lambda to them.
  71191. * @param func defines the action to apply on each value.
  71192. */
  71193. forEach(func: (content: T) => void): void;
  71194. /**
  71195. * Sorts the full sets of data.
  71196. * @param compareFn defines the comparison function to apply.
  71197. */
  71198. sort(compareFn: (a: T, b: T) => number): void;
  71199. /**
  71200. * Resets the active data to an empty array.
  71201. */
  71202. reset(): void;
  71203. /**
  71204. * Releases all the data from the array as well as the array.
  71205. */
  71206. dispose(): void;
  71207. /**
  71208. * Concats the active data with a given array.
  71209. * @param array defines the data to concatenate with.
  71210. */
  71211. concat(array: any): void;
  71212. /**
  71213. * Returns the position of a value in the active data.
  71214. * @param value defines the value to find the index for
  71215. * @returns the index if found in the active data otherwise -1
  71216. */
  71217. indexOf(value: T): number;
  71218. /**
  71219. * Returns whether an element is part of the active data.
  71220. * @param value defines the value to look for
  71221. * @returns true if found in the active data otherwise false
  71222. */
  71223. contains(value: T): boolean;
  71224. private static _GlobalId;
  71225. }
  71226. /**
  71227. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71228. * The data in this array can only be present once
  71229. */
  71230. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  71231. private _duplicateId;
  71232. /**
  71233. * Pushes a value at the end of the active data.
  71234. * THIS DOES NOT PREVENT DUPPLICATE DATA
  71235. * @param value defines the object to push in the array.
  71236. */
  71237. push(value: T): void;
  71238. /**
  71239. * Pushes a value at the end of the active data.
  71240. * If the data is already present, it won t be added again
  71241. * @param value defines the object to push in the array.
  71242. * @returns true if added false if it was already present
  71243. */
  71244. pushNoDuplicate(value: T): boolean;
  71245. /**
  71246. * Resets the active data to an empty array.
  71247. */
  71248. reset(): void;
  71249. /**
  71250. * Concats the active data with a given array.
  71251. * This ensures no dupplicate will be present in the result.
  71252. * @param array defines the data to concatenate with.
  71253. */
  71254. concatWithNoDuplicate(array: any): void;
  71255. }
  71256. }
  71257. declare module BABYLON {
  71258. /**
  71259. * @ignore
  71260. * This is a list of all the different input types that are available in the application.
  71261. * Fo instance: ArcRotateCameraGamepadInput...
  71262. */
  71263. export var CameraInputTypes: {};
  71264. /**
  71265. * This is the contract to implement in order to create a new input class.
  71266. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  71267. */
  71268. export interface ICameraInput<TCamera extends Camera> {
  71269. /**
  71270. * Defines the camera the input is attached to.
  71271. */
  71272. camera: Nullable<TCamera>;
  71273. /**
  71274. * Gets the class name of the current intput.
  71275. * @returns the class name
  71276. */
  71277. getClassName(): string;
  71278. /**
  71279. * Get the friendly name associated with the input class.
  71280. * @returns the input friendly name
  71281. */
  71282. getSimpleName(): string;
  71283. /**
  71284. * Attach the input controls to a specific dom element to get the input from.
  71285. * @param element Defines the element the controls should be listened from
  71286. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71287. */
  71288. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71289. /**
  71290. * Detach the current controls from the specified dom element.
  71291. * @param element Defines the element to stop listening the inputs from
  71292. */
  71293. detachControl(element: Nullable<HTMLElement>): void;
  71294. /**
  71295. * Update the current camera state depending on the inputs that have been used this frame.
  71296. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71297. */
  71298. checkInputs?: () => void;
  71299. }
  71300. /**
  71301. * Represents a map of input types to input instance or input index to input instance.
  71302. */
  71303. export interface CameraInputsMap<TCamera extends Camera> {
  71304. /**
  71305. * Accessor to the input by input type.
  71306. */
  71307. [name: string]: ICameraInput<TCamera>;
  71308. /**
  71309. * Accessor to the input by input index.
  71310. */
  71311. [idx: number]: ICameraInput<TCamera>;
  71312. }
  71313. /**
  71314. * This represents the input manager used within a camera.
  71315. * It helps dealing with all the different kind of input attached to a camera.
  71316. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71317. */
  71318. export class CameraInputsManager<TCamera extends Camera> {
  71319. /**
  71320. * Defines the list of inputs attahed to the camera.
  71321. */
  71322. attached: CameraInputsMap<TCamera>;
  71323. /**
  71324. * Defines the dom element the camera is collecting inputs from.
  71325. * This is null if the controls have not been attached.
  71326. */
  71327. attachedElement: Nullable<HTMLElement>;
  71328. /**
  71329. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71330. */
  71331. noPreventDefault: boolean;
  71332. /**
  71333. * Defined the camera the input manager belongs to.
  71334. */
  71335. camera: TCamera;
  71336. /**
  71337. * Update the current camera state depending on the inputs that have been used this frame.
  71338. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71339. */
  71340. checkInputs: () => void;
  71341. /**
  71342. * Instantiate a new Camera Input Manager.
  71343. * @param camera Defines the camera the input manager blongs to
  71344. */
  71345. constructor(camera: TCamera);
  71346. /**
  71347. * Add an input method to a camera
  71348. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71349. * @param input camera input method
  71350. */
  71351. add(input: ICameraInput<TCamera>): void;
  71352. /**
  71353. * Remove a specific input method from a camera
  71354. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71355. * @param inputToRemove camera input method
  71356. */
  71357. remove(inputToRemove: ICameraInput<TCamera>): void;
  71358. /**
  71359. * Remove a specific input type from a camera
  71360. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71361. * @param inputType the type of the input to remove
  71362. */
  71363. removeByType(inputType: string): void;
  71364. private _addCheckInputs;
  71365. /**
  71366. * Attach the input controls to the currently attached dom element to listen the events from.
  71367. * @param input Defines the input to attach
  71368. */
  71369. attachInput(input: ICameraInput<TCamera>): void;
  71370. /**
  71371. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71372. * @param element Defines the dom element to collect the events from
  71373. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71374. */
  71375. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71376. /**
  71377. * Detach the current manager inputs controls from a specific dom element.
  71378. * @param element Defines the dom element to collect the events from
  71379. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71380. */
  71381. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71382. /**
  71383. * Rebuild the dynamic inputCheck function from the current list of
  71384. * defined inputs in the manager.
  71385. */
  71386. rebuildInputCheck(): void;
  71387. /**
  71388. * Remove all attached input methods from a camera
  71389. */
  71390. clear(): void;
  71391. /**
  71392. * Serialize the current input manager attached to a camera.
  71393. * This ensures than once parsed,
  71394. * the input associated to the camera will be identical to the current ones
  71395. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71396. */
  71397. serialize(serializedCamera: any): void;
  71398. /**
  71399. * Parses an input manager serialized JSON to restore the previous list of inputs
  71400. * and states associated to a camera.
  71401. * @param parsedCamera Defines the JSON to parse
  71402. */
  71403. parse(parsedCamera: any): void;
  71404. }
  71405. }
  71406. declare module BABYLON {
  71407. /**
  71408. * @hidden
  71409. */
  71410. export class IntersectionInfo {
  71411. bu: Nullable<number>;
  71412. bv: Nullable<number>;
  71413. distance: number;
  71414. faceId: number;
  71415. subMeshId: number;
  71416. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71417. }
  71418. }
  71419. declare module BABYLON {
  71420. /**
  71421. * Represens a plane by the equation ax + by + cz + d = 0
  71422. */
  71423. export class Plane {
  71424. private static _TmpMatrix;
  71425. /**
  71426. * Normal of the plane (a,b,c)
  71427. */
  71428. normal: Vector3;
  71429. /**
  71430. * d component of the plane
  71431. */
  71432. d: number;
  71433. /**
  71434. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71435. * @param a a component of the plane
  71436. * @param b b component of the plane
  71437. * @param c c component of the plane
  71438. * @param d d component of the plane
  71439. */
  71440. constructor(a: number, b: number, c: number, d: number);
  71441. /**
  71442. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71443. */
  71444. asArray(): number[];
  71445. /**
  71446. * @returns a new plane copied from the current Plane.
  71447. */
  71448. clone(): Plane;
  71449. /**
  71450. * @returns the string "Plane".
  71451. */
  71452. getClassName(): string;
  71453. /**
  71454. * @returns the Plane hash code.
  71455. */
  71456. getHashCode(): number;
  71457. /**
  71458. * Normalize the current Plane in place.
  71459. * @returns the updated Plane.
  71460. */
  71461. normalize(): Plane;
  71462. /**
  71463. * Applies a transformation the plane and returns the result
  71464. * @param transformation the transformation matrix to be applied to the plane
  71465. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71466. */
  71467. transform(transformation: DeepImmutable<Matrix>): Plane;
  71468. /**
  71469. * Calcualtte the dot product between the point and the plane normal
  71470. * @param point point to calculate the dot product with
  71471. * @returns the dot product (float) of the point coordinates and the plane normal.
  71472. */
  71473. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71474. /**
  71475. * Updates the current Plane from the plane defined by the three given points.
  71476. * @param point1 one of the points used to contruct the plane
  71477. * @param point2 one of the points used to contruct the plane
  71478. * @param point3 one of the points used to contruct the plane
  71479. * @returns the updated Plane.
  71480. */
  71481. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71482. /**
  71483. * Checks if the plane is facing a given direction
  71484. * @param direction the direction to check if the plane is facing
  71485. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71486. * @returns True is the vector "direction" is the same side than the plane normal.
  71487. */
  71488. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71489. /**
  71490. * Calculates the distance to a point
  71491. * @param point point to calculate distance to
  71492. * @returns the signed distance (float) from the given point to the Plane.
  71493. */
  71494. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71495. /**
  71496. * Creates a plane from an array
  71497. * @param array the array to create a plane from
  71498. * @returns a new Plane from the given array.
  71499. */
  71500. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71501. /**
  71502. * Creates a plane from three points
  71503. * @param point1 point used to create the plane
  71504. * @param point2 point used to create the plane
  71505. * @param point3 point used to create the plane
  71506. * @returns a new Plane defined by the three given points.
  71507. */
  71508. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71509. /**
  71510. * Creates a plane from an origin point and a normal
  71511. * @param origin origin of the plane to be constructed
  71512. * @param normal normal of the plane to be constructed
  71513. * @returns a new Plane the normal vector to this plane at the given origin point.
  71514. * Note : the vector "normal" is updated because normalized.
  71515. */
  71516. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71517. /**
  71518. * Calculates the distance from a plane and a point
  71519. * @param origin origin of the plane to be constructed
  71520. * @param normal normal of the plane to be constructed
  71521. * @param point point to calculate distance to
  71522. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71523. */
  71524. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71525. }
  71526. }
  71527. declare module BABYLON {
  71528. /**
  71529. * Class used to store bounding sphere information
  71530. */
  71531. export class BoundingSphere {
  71532. /**
  71533. * Gets the center of the bounding sphere in local space
  71534. */
  71535. readonly center: Vector3;
  71536. /**
  71537. * Radius of the bounding sphere in local space
  71538. */
  71539. radius: number;
  71540. /**
  71541. * Gets the center of the bounding sphere in world space
  71542. */
  71543. readonly centerWorld: Vector3;
  71544. /**
  71545. * Radius of the bounding sphere in world space
  71546. */
  71547. radiusWorld: number;
  71548. /**
  71549. * Gets the minimum vector in local space
  71550. */
  71551. readonly minimum: Vector3;
  71552. /**
  71553. * Gets the maximum vector in local space
  71554. */
  71555. readonly maximum: Vector3;
  71556. private _worldMatrix;
  71557. private static readonly TmpVector3;
  71558. /**
  71559. * Creates a new bounding sphere
  71560. * @param min defines the minimum vector (in local space)
  71561. * @param max defines the maximum vector (in local space)
  71562. * @param worldMatrix defines the new world matrix
  71563. */
  71564. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71565. /**
  71566. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71567. * @param min defines the new minimum vector (in local space)
  71568. * @param max defines the new maximum vector (in local space)
  71569. * @param worldMatrix defines the new world matrix
  71570. */
  71571. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71572. /**
  71573. * Scale the current bounding sphere by applying a scale factor
  71574. * @param factor defines the scale factor to apply
  71575. * @returns the current bounding box
  71576. */
  71577. scale(factor: number): BoundingSphere;
  71578. /**
  71579. * Gets the world matrix of the bounding box
  71580. * @returns a matrix
  71581. */
  71582. getWorldMatrix(): DeepImmutable<Matrix>;
  71583. /** @hidden */
  71584. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71585. /**
  71586. * Tests if the bounding sphere is intersecting the frustum planes
  71587. * @param frustumPlanes defines the frustum planes to test
  71588. * @returns true if there is an intersection
  71589. */
  71590. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71591. /**
  71592. * Tests if the bounding sphere center is in between the frustum planes.
  71593. * Used for optimistic fast inclusion.
  71594. * @param frustumPlanes defines the frustum planes to test
  71595. * @returns true if the sphere center is in between the frustum planes
  71596. */
  71597. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71598. /**
  71599. * Tests if a point is inside the bounding sphere
  71600. * @param point defines the point to test
  71601. * @returns true if the point is inside the bounding sphere
  71602. */
  71603. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71604. /**
  71605. * Checks if two sphere intersct
  71606. * @param sphere0 sphere 0
  71607. * @param sphere1 sphere 1
  71608. * @returns true if the speres intersect
  71609. */
  71610. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71611. }
  71612. }
  71613. declare module BABYLON {
  71614. /**
  71615. * Class used to store bounding box information
  71616. */
  71617. export class BoundingBox implements ICullable {
  71618. /**
  71619. * Gets the 8 vectors representing the bounding box in local space
  71620. */
  71621. readonly vectors: Vector3[];
  71622. /**
  71623. * Gets the center of the bounding box in local space
  71624. */
  71625. readonly center: Vector3;
  71626. /**
  71627. * Gets the center of the bounding box in world space
  71628. */
  71629. readonly centerWorld: Vector3;
  71630. /**
  71631. * Gets the extend size in local space
  71632. */
  71633. readonly extendSize: Vector3;
  71634. /**
  71635. * Gets the extend size in world space
  71636. */
  71637. readonly extendSizeWorld: Vector3;
  71638. /**
  71639. * Gets the OBB (object bounding box) directions
  71640. */
  71641. readonly directions: Vector3[];
  71642. /**
  71643. * Gets the 8 vectors representing the bounding box in world space
  71644. */
  71645. readonly vectorsWorld: Vector3[];
  71646. /**
  71647. * Gets the minimum vector in world space
  71648. */
  71649. readonly minimumWorld: Vector3;
  71650. /**
  71651. * Gets the maximum vector in world space
  71652. */
  71653. readonly maximumWorld: Vector3;
  71654. /**
  71655. * Gets the minimum vector in local space
  71656. */
  71657. readonly minimum: Vector3;
  71658. /**
  71659. * Gets the maximum vector in local space
  71660. */
  71661. readonly maximum: Vector3;
  71662. private _worldMatrix;
  71663. private static readonly TmpVector3;
  71664. /**
  71665. * @hidden
  71666. */
  71667. _tag: number;
  71668. /**
  71669. * Creates a new bounding box
  71670. * @param min defines the minimum vector (in local space)
  71671. * @param max defines the maximum vector (in local space)
  71672. * @param worldMatrix defines the new world matrix
  71673. */
  71674. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71675. /**
  71676. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71677. * @param min defines the new minimum vector (in local space)
  71678. * @param max defines the new maximum vector (in local space)
  71679. * @param worldMatrix defines the new world matrix
  71680. */
  71681. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71682. /**
  71683. * Scale the current bounding box by applying a scale factor
  71684. * @param factor defines the scale factor to apply
  71685. * @returns the current bounding box
  71686. */
  71687. scale(factor: number): BoundingBox;
  71688. /**
  71689. * Gets the world matrix of the bounding box
  71690. * @returns a matrix
  71691. */
  71692. getWorldMatrix(): DeepImmutable<Matrix>;
  71693. /** @hidden */
  71694. _update(world: DeepImmutable<Matrix>): void;
  71695. /**
  71696. * Tests if the bounding box is intersecting the frustum planes
  71697. * @param frustumPlanes defines the frustum planes to test
  71698. * @returns true if there is an intersection
  71699. */
  71700. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71701. /**
  71702. * Tests if the bounding box is entirely inside the frustum planes
  71703. * @param frustumPlanes defines the frustum planes to test
  71704. * @returns true if there is an inclusion
  71705. */
  71706. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71707. /**
  71708. * Tests if a point is inside the bounding box
  71709. * @param point defines the point to test
  71710. * @returns true if the point is inside the bounding box
  71711. */
  71712. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71713. /**
  71714. * Tests if the bounding box intersects with a bounding sphere
  71715. * @param sphere defines the sphere to test
  71716. * @returns true if there is an intersection
  71717. */
  71718. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71719. /**
  71720. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71721. * @param min defines the min vector to use
  71722. * @param max defines the max vector to use
  71723. * @returns true if there is an intersection
  71724. */
  71725. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71726. /**
  71727. * Tests if two bounding boxes are intersections
  71728. * @param box0 defines the first box to test
  71729. * @param box1 defines the second box to test
  71730. * @returns true if there is an intersection
  71731. */
  71732. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71733. /**
  71734. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71735. * @param minPoint defines the minimum vector of the bounding box
  71736. * @param maxPoint defines the maximum vector of the bounding box
  71737. * @param sphereCenter defines the sphere center
  71738. * @param sphereRadius defines the sphere radius
  71739. * @returns true if there is an intersection
  71740. */
  71741. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71742. /**
  71743. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71744. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71745. * @param frustumPlanes defines the frustum planes to test
  71746. * @return true if there is an inclusion
  71747. */
  71748. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71749. /**
  71750. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71751. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71752. * @param frustumPlanes defines the frustum planes to test
  71753. * @return true if there is an intersection
  71754. */
  71755. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71756. }
  71757. }
  71758. declare module BABYLON {
  71759. /** @hidden */
  71760. export class Collider {
  71761. /** Define if a collision was found */
  71762. collisionFound: boolean;
  71763. /**
  71764. * Define last intersection point in local space
  71765. */
  71766. intersectionPoint: Vector3;
  71767. /**
  71768. * Define last collided mesh
  71769. */
  71770. collidedMesh: Nullable<AbstractMesh>;
  71771. private _collisionPoint;
  71772. private _planeIntersectionPoint;
  71773. private _tempVector;
  71774. private _tempVector2;
  71775. private _tempVector3;
  71776. private _tempVector4;
  71777. private _edge;
  71778. private _baseToVertex;
  71779. private _destinationPoint;
  71780. private _slidePlaneNormal;
  71781. private _displacementVector;
  71782. /** @hidden */
  71783. _radius: Vector3;
  71784. /** @hidden */
  71785. _retry: number;
  71786. private _velocity;
  71787. private _basePoint;
  71788. private _epsilon;
  71789. /** @hidden */
  71790. _velocityWorldLength: number;
  71791. /** @hidden */
  71792. _basePointWorld: Vector3;
  71793. private _velocityWorld;
  71794. private _normalizedVelocity;
  71795. /** @hidden */
  71796. _initialVelocity: Vector3;
  71797. /** @hidden */
  71798. _initialPosition: Vector3;
  71799. private _nearestDistance;
  71800. private _collisionMask;
  71801. collisionMask: number;
  71802. /**
  71803. * Gets the plane normal used to compute the sliding response (in local space)
  71804. */
  71805. readonly slidePlaneNormal: Vector3;
  71806. /** @hidden */
  71807. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71808. /** @hidden */
  71809. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71810. /** @hidden */
  71811. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71812. /** @hidden */
  71813. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71814. /** @hidden */
  71815. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71816. /** @hidden */
  71817. _getResponse(pos: Vector3, vel: Vector3): void;
  71818. }
  71819. }
  71820. declare module BABYLON {
  71821. /**
  71822. * Interface for cullable objects
  71823. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71824. */
  71825. export interface ICullable {
  71826. /**
  71827. * Checks if the object or part of the object is in the frustum
  71828. * @param frustumPlanes Camera near/planes
  71829. * @returns true if the object is in frustum otherwise false
  71830. */
  71831. isInFrustum(frustumPlanes: Plane[]): boolean;
  71832. /**
  71833. * Checks if a cullable object (mesh...) is in the camera frustum
  71834. * Unlike isInFrustum this cheks the full bounding box
  71835. * @param frustumPlanes Camera near/planes
  71836. * @returns true if the object is in frustum otherwise false
  71837. */
  71838. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71839. }
  71840. /**
  71841. * Info for a bounding data of a mesh
  71842. */
  71843. export class BoundingInfo implements ICullable {
  71844. /**
  71845. * Bounding box for the mesh
  71846. */
  71847. readonly boundingBox: BoundingBox;
  71848. /**
  71849. * Bounding sphere for the mesh
  71850. */
  71851. readonly boundingSphere: BoundingSphere;
  71852. private _isLocked;
  71853. private static readonly TmpVector3;
  71854. /**
  71855. * Constructs bounding info
  71856. * @param minimum min vector of the bounding box/sphere
  71857. * @param maximum max vector of the bounding box/sphere
  71858. * @param worldMatrix defines the new world matrix
  71859. */
  71860. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71861. /**
  71862. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71863. * @param min defines the new minimum vector (in local space)
  71864. * @param max defines the new maximum vector (in local space)
  71865. * @param worldMatrix defines the new world matrix
  71866. */
  71867. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71868. /**
  71869. * min vector of the bounding box/sphere
  71870. */
  71871. readonly minimum: Vector3;
  71872. /**
  71873. * max vector of the bounding box/sphere
  71874. */
  71875. readonly maximum: Vector3;
  71876. /**
  71877. * If the info is locked and won't be updated to avoid perf overhead
  71878. */
  71879. isLocked: boolean;
  71880. /**
  71881. * Updates the bounding sphere and box
  71882. * @param world world matrix to be used to update
  71883. */
  71884. update(world: DeepImmutable<Matrix>): void;
  71885. /**
  71886. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71887. * @param center New center of the bounding info
  71888. * @param extend New extend of the bounding info
  71889. * @returns the current bounding info
  71890. */
  71891. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71892. /**
  71893. * Scale the current bounding info by applying a scale factor
  71894. * @param factor defines the scale factor to apply
  71895. * @returns the current bounding info
  71896. */
  71897. scale(factor: number): BoundingInfo;
  71898. /**
  71899. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71900. * @param frustumPlanes defines the frustum to test
  71901. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71902. * @returns true if the bounding info is in the frustum planes
  71903. */
  71904. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71905. /**
  71906. * Gets the world distance between the min and max points of the bounding box
  71907. */
  71908. readonly diagonalLength: number;
  71909. /**
  71910. * Checks if a cullable object (mesh...) is in the camera frustum
  71911. * Unlike isInFrustum this cheks the full bounding box
  71912. * @param frustumPlanes Camera near/planes
  71913. * @returns true if the object is in frustum otherwise false
  71914. */
  71915. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71916. /** @hidden */
  71917. _checkCollision(collider: Collider): boolean;
  71918. /**
  71919. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71920. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71921. * @param point the point to check intersection with
  71922. * @returns if the point intersects
  71923. */
  71924. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71925. /**
  71926. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71927. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71928. * @param boundingInfo the bounding info to check intersection with
  71929. * @param precise if the intersection should be done using OBB
  71930. * @returns if the bounding info intersects
  71931. */
  71932. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71933. }
  71934. }
  71935. declare module BABYLON {
  71936. /**
  71937. * Extracts minimum and maximum values from a list of indexed positions
  71938. * @param positions defines the positions to use
  71939. * @param indices defines the indices to the positions
  71940. * @param indexStart defines the start index
  71941. * @param indexCount defines the end index
  71942. * @param bias defines bias value to add to the result
  71943. * @return minimum and maximum values
  71944. */
  71945. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71946. minimum: Vector3;
  71947. maximum: Vector3;
  71948. };
  71949. /**
  71950. * Extracts minimum and maximum values from a list of positions
  71951. * @param positions defines the positions to use
  71952. * @param start defines the start index in the positions array
  71953. * @param count defines the number of positions to handle
  71954. * @param bias defines bias value to add to the result
  71955. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71956. * @return minimum and maximum values
  71957. */
  71958. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71959. minimum: Vector3;
  71960. maximum: Vector3;
  71961. };
  71962. }
  71963. declare module BABYLON {
  71964. /**
  71965. * Enum that determines the text-wrapping mode to use.
  71966. */
  71967. export enum InspectableType {
  71968. /**
  71969. * Checkbox for booleans
  71970. */
  71971. Checkbox = 0,
  71972. /**
  71973. * Sliders for numbers
  71974. */
  71975. Slider = 1,
  71976. /**
  71977. * Vector3
  71978. */
  71979. Vector3 = 2,
  71980. /**
  71981. * Quaternions
  71982. */
  71983. Quaternion = 3,
  71984. /**
  71985. * Color3
  71986. */
  71987. Color3 = 4,
  71988. /**
  71989. * String
  71990. */
  71991. String = 5
  71992. }
  71993. /**
  71994. * Interface used to define custom inspectable properties.
  71995. * This interface is used by the inspector to display custom property grids
  71996. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71997. */
  71998. export interface IInspectable {
  71999. /**
  72000. * Gets the label to display
  72001. */
  72002. label: string;
  72003. /**
  72004. * Gets the name of the property to edit
  72005. */
  72006. propertyName: string;
  72007. /**
  72008. * Gets the type of the editor to use
  72009. */
  72010. type: InspectableType;
  72011. /**
  72012. * Gets the minimum value of the property when using in "slider" mode
  72013. */
  72014. min?: number;
  72015. /**
  72016. * Gets the maximum value of the property when using in "slider" mode
  72017. */
  72018. max?: number;
  72019. /**
  72020. * Gets the setp to use when using in "slider" mode
  72021. */
  72022. step?: number;
  72023. }
  72024. }
  72025. declare module BABYLON {
  72026. /**
  72027. * Class used to provide helper for timing
  72028. */
  72029. export class TimingTools {
  72030. /**
  72031. * Polyfill for setImmediate
  72032. * @param action defines the action to execute after the current execution block
  72033. */
  72034. static SetImmediate(action: () => void): void;
  72035. }
  72036. }
  72037. declare module BABYLON {
  72038. /**
  72039. * Class used to enable instatition of objects by class name
  72040. */
  72041. export class InstantiationTools {
  72042. /**
  72043. * Use this object to register external classes like custom textures or material
  72044. * to allow the laoders to instantiate them
  72045. */
  72046. static RegisteredExternalClasses: {
  72047. [key: string]: Object;
  72048. };
  72049. /**
  72050. * Tries to instantiate a new object from a given class name
  72051. * @param className defines the class name to instantiate
  72052. * @returns the new object or null if the system was not able to do the instantiation
  72053. */
  72054. static Instantiate(className: string): any;
  72055. }
  72056. }
  72057. declare module BABYLON {
  72058. /**
  72059. * This represents the required contract to create a new type of texture loader.
  72060. */
  72061. export interface IInternalTextureLoader {
  72062. /**
  72063. * Defines wether the loader supports cascade loading the different faces.
  72064. */
  72065. supportCascades: boolean;
  72066. /**
  72067. * This returns if the loader support the current file information.
  72068. * @param extension defines the file extension of the file being loaded
  72069. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72070. * @param fallback defines the fallback internal texture if any
  72071. * @param isBase64 defines whether the texture is encoded as a base64
  72072. * @param isBuffer defines whether the texture data are stored as a buffer
  72073. * @returns true if the loader can load the specified file
  72074. */
  72075. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72076. /**
  72077. * Transform the url before loading if required.
  72078. * @param rootUrl the url of the texture
  72079. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72080. * @returns the transformed texture
  72081. */
  72082. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72083. /**
  72084. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72085. * @param rootUrl the url of the texture
  72086. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72087. * @returns the fallback texture
  72088. */
  72089. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72090. /**
  72091. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72092. * @param data contains the texture data
  72093. * @param texture defines the BabylonJS internal texture
  72094. * @param createPolynomials will be true if polynomials have been requested
  72095. * @param onLoad defines the callback to trigger once the texture is ready
  72096. * @param onError defines the callback to trigger in case of error
  72097. */
  72098. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72099. /**
  72100. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72101. * @param data contains the texture data
  72102. * @param texture defines the BabylonJS internal texture
  72103. * @param callback defines the method to call once ready to upload
  72104. */
  72105. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72106. }
  72107. }
  72108. declare module BABYLON {
  72109. interface Engine {
  72110. /**
  72111. * Creates a depth stencil cube texture.
  72112. * This is only available in WebGL 2.
  72113. * @param size The size of face edge in the cube texture.
  72114. * @param options The options defining the cube texture.
  72115. * @returns The cube texture
  72116. */
  72117. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72118. /**
  72119. * Creates a cube texture
  72120. * @param rootUrl defines the url where the files to load is located
  72121. * @param scene defines the current scene
  72122. * @param files defines the list of files to load (1 per face)
  72123. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72124. * @param onLoad defines an optional callback raised when the texture is loaded
  72125. * @param onError defines an optional callback raised if there is an issue to load the texture
  72126. * @param format defines the format of the data
  72127. * @param forcedExtension defines the extension to use to pick the right loader
  72128. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72129. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72130. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72131. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72132. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72133. * @returns the cube texture as an InternalTexture
  72134. */
  72135. 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;
  72136. /**
  72137. * Creates a cube texture
  72138. * @param rootUrl defines the url where the files to load is located
  72139. * @param scene defines the current scene
  72140. * @param files defines the list of files to load (1 per face)
  72141. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72142. * @param onLoad defines an optional callback raised when the texture is loaded
  72143. * @param onError defines an optional callback raised if there is an issue to load the texture
  72144. * @param format defines the format of the data
  72145. * @param forcedExtension defines the extension to use to pick the right loader
  72146. * @returns the cube texture as an InternalTexture
  72147. */
  72148. 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;
  72149. /**
  72150. * Creates a cube texture
  72151. * @param rootUrl defines the url where the files to load is located
  72152. * @param scene defines the current scene
  72153. * @param files defines the list of files to load (1 per face)
  72154. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72155. * @param onLoad defines an optional callback raised when the texture is loaded
  72156. * @param onError defines an optional callback raised if there is an issue to load the texture
  72157. * @param format defines the format of the data
  72158. * @param forcedExtension defines the extension to use to pick the right loader
  72159. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72160. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72161. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72162. * @returns the cube texture as an InternalTexture
  72163. */
  72164. 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;
  72165. /** @hidden */
  72166. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72167. /** @hidden */
  72168. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72169. /** @hidden */
  72170. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72171. /** @hidden */
  72172. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72173. }
  72174. }
  72175. declare module BABYLON {
  72176. /**
  72177. * Class for creating a cube texture
  72178. */
  72179. export class CubeTexture extends BaseTexture {
  72180. private _delayedOnLoad;
  72181. /**
  72182. * The url of the texture
  72183. */
  72184. url: string;
  72185. /**
  72186. * Gets or sets the center of the bounding box associated with the cube texture.
  72187. * It must define where the camera used to render the texture was set
  72188. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72189. */
  72190. boundingBoxPosition: Vector3;
  72191. private _boundingBoxSize;
  72192. /**
  72193. * Gets or sets the size of the bounding box associated with the cube texture
  72194. * When defined, the cubemap will switch to local mode
  72195. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72196. * @example https://www.babylonjs-playground.com/#RNASML
  72197. */
  72198. /**
  72199. * Returns the bounding box size
  72200. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72201. */
  72202. boundingBoxSize: Vector3;
  72203. protected _rotationY: number;
  72204. /**
  72205. * Sets texture matrix rotation angle around Y axis in radians.
  72206. */
  72207. /**
  72208. * Gets texture matrix rotation angle around Y axis radians.
  72209. */
  72210. rotationY: number;
  72211. /**
  72212. * Are mip maps generated for this texture or not.
  72213. */
  72214. readonly noMipmap: boolean;
  72215. private _noMipmap;
  72216. private _files;
  72217. private _extensions;
  72218. private _textureMatrix;
  72219. private _format;
  72220. private _createPolynomials;
  72221. /** @hidden */
  72222. _prefiltered: boolean;
  72223. /**
  72224. * Creates a cube texture from an array of image urls
  72225. * @param files defines an array of image urls
  72226. * @param scene defines the hosting scene
  72227. * @param noMipmap specifies if mip maps are not used
  72228. * @returns a cube texture
  72229. */
  72230. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  72231. /**
  72232. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72233. * @param url defines the url of the prefiltered texture
  72234. * @param scene defines the scene the texture is attached to
  72235. * @param forcedExtension defines the extension of the file if different from the url
  72236. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72237. * @return the prefiltered texture
  72238. */
  72239. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  72240. /**
  72241. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72242. * as prefiltered data.
  72243. * @param rootUrl defines the url of the texture or the root name of the six images
  72244. * @param scene defines the scene the texture is attached to
  72245. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72246. * @param noMipmap defines if mipmaps should be created or not
  72247. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  72248. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72249. * @param onError defines a callback triggered in case of error during load
  72250. * @param format defines the internal format to use for the texture once loaded
  72251. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72252. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72253. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72254. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72255. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72256. * @return the cube texture
  72257. */
  72258. 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);
  72259. /**
  72260. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  72261. */
  72262. readonly isPrefiltered: boolean;
  72263. /**
  72264. * Get the current class name of the texture useful for serialization or dynamic coding.
  72265. * @returns "CubeTexture"
  72266. */
  72267. getClassName(): string;
  72268. /**
  72269. * Update the url (and optional buffer) of this texture if url was null during construction.
  72270. * @param url the url of the texture
  72271. * @param forcedExtension defines the extension to use
  72272. * @param onLoad callback called when the texture is loaded (defaults to null)
  72273. */
  72274. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  72275. /**
  72276. * Delays loading of the cube texture
  72277. * @param forcedExtension defines the extension to use
  72278. */
  72279. delayLoad(forcedExtension?: string): void;
  72280. /**
  72281. * Returns the reflection texture matrix
  72282. * @returns the reflection texture matrix
  72283. */
  72284. getReflectionTextureMatrix(): Matrix;
  72285. /**
  72286. * Sets the reflection texture matrix
  72287. * @param value Reflection texture matrix
  72288. */
  72289. setReflectionTextureMatrix(value: Matrix): void;
  72290. /**
  72291. * Parses text to create a cube texture
  72292. * @param parsedTexture define the serialized text to read from
  72293. * @param scene defines the hosting scene
  72294. * @param rootUrl defines the root url of the cube texture
  72295. * @returns a cube texture
  72296. */
  72297. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  72298. /**
  72299. * Makes a clone, or deep copy, of the cube texture
  72300. * @returns a new cube texture
  72301. */
  72302. clone(): CubeTexture;
  72303. }
  72304. }
  72305. declare module BABYLON {
  72306. /**
  72307. * Manages the defines for the Material
  72308. */
  72309. export class MaterialDefines {
  72310. /** @hidden */
  72311. protected _keys: string[];
  72312. private _isDirty;
  72313. /** @hidden */
  72314. _renderId: number;
  72315. /** @hidden */
  72316. _areLightsDirty: boolean;
  72317. /** @hidden */
  72318. _areAttributesDirty: boolean;
  72319. /** @hidden */
  72320. _areTexturesDirty: boolean;
  72321. /** @hidden */
  72322. _areFresnelDirty: boolean;
  72323. /** @hidden */
  72324. _areMiscDirty: boolean;
  72325. /** @hidden */
  72326. _areImageProcessingDirty: boolean;
  72327. /** @hidden */
  72328. _normals: boolean;
  72329. /** @hidden */
  72330. _uvs: boolean;
  72331. /** @hidden */
  72332. _needNormals: boolean;
  72333. /** @hidden */
  72334. _needUVs: boolean;
  72335. [id: string]: any;
  72336. /**
  72337. * Specifies if the material needs to be re-calculated
  72338. */
  72339. readonly isDirty: boolean;
  72340. /**
  72341. * Marks the material to indicate that it has been re-calculated
  72342. */
  72343. markAsProcessed(): void;
  72344. /**
  72345. * Marks the material to indicate that it needs to be re-calculated
  72346. */
  72347. markAsUnprocessed(): void;
  72348. /**
  72349. * Marks the material to indicate all of its defines need to be re-calculated
  72350. */
  72351. markAllAsDirty(): void;
  72352. /**
  72353. * Marks the material to indicate that image processing needs to be re-calculated
  72354. */
  72355. markAsImageProcessingDirty(): void;
  72356. /**
  72357. * Marks the material to indicate the lights need to be re-calculated
  72358. */
  72359. markAsLightDirty(): void;
  72360. /**
  72361. * Marks the attribute state as changed
  72362. */
  72363. markAsAttributesDirty(): void;
  72364. /**
  72365. * Marks the texture state as changed
  72366. */
  72367. markAsTexturesDirty(): void;
  72368. /**
  72369. * Marks the fresnel state as changed
  72370. */
  72371. markAsFresnelDirty(): void;
  72372. /**
  72373. * Marks the misc state as changed
  72374. */
  72375. markAsMiscDirty(): void;
  72376. /**
  72377. * Rebuilds the material defines
  72378. */
  72379. rebuild(): void;
  72380. /**
  72381. * Specifies if two material defines are equal
  72382. * @param other - A material define instance to compare to
  72383. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72384. */
  72385. isEqual(other: MaterialDefines): boolean;
  72386. /**
  72387. * Clones this instance's defines to another instance
  72388. * @param other - material defines to clone values to
  72389. */
  72390. cloneTo(other: MaterialDefines): void;
  72391. /**
  72392. * Resets the material define values
  72393. */
  72394. reset(): void;
  72395. /**
  72396. * Converts the material define values to a string
  72397. * @returns - String of material define information
  72398. */
  72399. toString(): string;
  72400. }
  72401. }
  72402. declare module BABYLON {
  72403. /**
  72404. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72405. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72406. * 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;
  72407. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72408. */
  72409. export class ColorCurves {
  72410. private _dirty;
  72411. private _tempColor;
  72412. private _globalCurve;
  72413. private _highlightsCurve;
  72414. private _midtonesCurve;
  72415. private _shadowsCurve;
  72416. private _positiveCurve;
  72417. private _negativeCurve;
  72418. private _globalHue;
  72419. private _globalDensity;
  72420. private _globalSaturation;
  72421. private _globalExposure;
  72422. /**
  72423. * Gets the global Hue value.
  72424. * 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).
  72425. */
  72426. /**
  72427. * Sets the global Hue value.
  72428. * 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).
  72429. */
  72430. globalHue: number;
  72431. /**
  72432. * Gets the global Density value.
  72433. * 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.
  72434. * Values less than zero provide a filter of opposite hue.
  72435. */
  72436. /**
  72437. * Sets the global Density value.
  72438. * 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.
  72439. * Values less than zero provide a filter of opposite hue.
  72440. */
  72441. globalDensity: number;
  72442. /**
  72443. * Gets the global Saturation value.
  72444. * 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.
  72445. */
  72446. /**
  72447. * Sets the global Saturation value.
  72448. * 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.
  72449. */
  72450. globalSaturation: number;
  72451. /**
  72452. * Gets the global Exposure value.
  72453. * 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.
  72454. */
  72455. /**
  72456. * Sets the global Exposure value.
  72457. * 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.
  72458. */
  72459. globalExposure: number;
  72460. private _highlightsHue;
  72461. private _highlightsDensity;
  72462. private _highlightsSaturation;
  72463. private _highlightsExposure;
  72464. /**
  72465. * Gets the highlights Hue value.
  72466. * 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).
  72467. */
  72468. /**
  72469. * Sets the highlights Hue value.
  72470. * 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).
  72471. */
  72472. highlightsHue: number;
  72473. /**
  72474. * Gets the highlights Density value.
  72475. * 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.
  72476. * Values less than zero provide a filter of opposite hue.
  72477. */
  72478. /**
  72479. * Sets the highlights Density value.
  72480. * 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.
  72481. * Values less than zero provide a filter of opposite hue.
  72482. */
  72483. highlightsDensity: number;
  72484. /**
  72485. * Gets the highlights Saturation value.
  72486. * 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.
  72487. */
  72488. /**
  72489. * Sets the highlights Saturation value.
  72490. * 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.
  72491. */
  72492. highlightsSaturation: number;
  72493. /**
  72494. * Gets the highlights Exposure value.
  72495. * 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.
  72496. */
  72497. /**
  72498. * Sets the highlights Exposure value.
  72499. * 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.
  72500. */
  72501. highlightsExposure: number;
  72502. private _midtonesHue;
  72503. private _midtonesDensity;
  72504. private _midtonesSaturation;
  72505. private _midtonesExposure;
  72506. /**
  72507. * Gets the midtones Hue value.
  72508. * 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).
  72509. */
  72510. /**
  72511. * Sets the midtones Hue value.
  72512. * 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).
  72513. */
  72514. midtonesHue: number;
  72515. /**
  72516. * Gets the midtones Density value.
  72517. * 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.
  72518. * Values less than zero provide a filter of opposite hue.
  72519. */
  72520. /**
  72521. * Sets the midtones Density value.
  72522. * 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.
  72523. * Values less than zero provide a filter of opposite hue.
  72524. */
  72525. midtonesDensity: number;
  72526. /**
  72527. * Gets the midtones Saturation value.
  72528. * 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.
  72529. */
  72530. /**
  72531. * Sets the midtones Saturation value.
  72532. * 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.
  72533. */
  72534. midtonesSaturation: number;
  72535. /**
  72536. * Gets the midtones Exposure value.
  72537. * 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.
  72538. */
  72539. /**
  72540. * Sets the midtones Exposure value.
  72541. * 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.
  72542. */
  72543. midtonesExposure: number;
  72544. private _shadowsHue;
  72545. private _shadowsDensity;
  72546. private _shadowsSaturation;
  72547. private _shadowsExposure;
  72548. /**
  72549. * Gets the shadows Hue value.
  72550. * 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).
  72551. */
  72552. /**
  72553. * Sets the shadows Hue value.
  72554. * 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).
  72555. */
  72556. shadowsHue: number;
  72557. /**
  72558. * Gets the shadows Density value.
  72559. * 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.
  72560. * Values less than zero provide a filter of opposite hue.
  72561. */
  72562. /**
  72563. * Sets the shadows Density value.
  72564. * 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.
  72565. * Values less than zero provide a filter of opposite hue.
  72566. */
  72567. shadowsDensity: number;
  72568. /**
  72569. * Gets the shadows Saturation value.
  72570. * 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.
  72571. */
  72572. /**
  72573. * Sets the shadows Saturation value.
  72574. * 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.
  72575. */
  72576. shadowsSaturation: number;
  72577. /**
  72578. * Gets the shadows Exposure value.
  72579. * 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.
  72580. */
  72581. /**
  72582. * Sets the shadows Exposure value.
  72583. * 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.
  72584. */
  72585. shadowsExposure: number;
  72586. /**
  72587. * Returns the class name
  72588. * @returns The class name
  72589. */
  72590. getClassName(): string;
  72591. /**
  72592. * Binds the color curves to the shader.
  72593. * @param colorCurves The color curve to bind
  72594. * @param effect The effect to bind to
  72595. * @param positiveUniform The positive uniform shader parameter
  72596. * @param neutralUniform The neutral uniform shader parameter
  72597. * @param negativeUniform The negative uniform shader parameter
  72598. */
  72599. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72600. /**
  72601. * Prepare the list of uniforms associated with the ColorCurves effects.
  72602. * @param uniformsList The list of uniforms used in the effect
  72603. */
  72604. static PrepareUniforms(uniformsList: string[]): void;
  72605. /**
  72606. * Returns color grading data based on a hue, density, saturation and exposure value.
  72607. * @param filterHue The hue of the color filter.
  72608. * @param filterDensity The density of the color filter.
  72609. * @param saturation The saturation.
  72610. * @param exposure The exposure.
  72611. * @param result The result data container.
  72612. */
  72613. private getColorGradingDataToRef;
  72614. /**
  72615. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72616. * @param value The input slider value in range [-100,100].
  72617. * @returns Adjusted value.
  72618. */
  72619. private static applyColorGradingSliderNonlinear;
  72620. /**
  72621. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72622. * @param hue The hue (H) input.
  72623. * @param saturation The saturation (S) input.
  72624. * @param brightness The brightness (B) input.
  72625. * @result An RGBA color represented as Vector4.
  72626. */
  72627. private static fromHSBToRef;
  72628. /**
  72629. * Returns a value clamped between min and max
  72630. * @param value The value to clamp
  72631. * @param min The minimum of value
  72632. * @param max The maximum of value
  72633. * @returns The clamped value.
  72634. */
  72635. private static clamp;
  72636. /**
  72637. * Clones the current color curve instance.
  72638. * @return The cloned curves
  72639. */
  72640. clone(): ColorCurves;
  72641. /**
  72642. * Serializes the current color curve instance to a json representation.
  72643. * @return a JSON representation
  72644. */
  72645. serialize(): any;
  72646. /**
  72647. * Parses the color curve from a json representation.
  72648. * @param source the JSON source to parse
  72649. * @return The parsed curves
  72650. */
  72651. static Parse(source: any): ColorCurves;
  72652. }
  72653. }
  72654. declare module BABYLON {
  72655. /**
  72656. * Interface to follow in your material defines to integrate easily the
  72657. * Image proccessing functions.
  72658. * @hidden
  72659. */
  72660. export interface IImageProcessingConfigurationDefines {
  72661. IMAGEPROCESSING: boolean;
  72662. VIGNETTE: boolean;
  72663. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72664. VIGNETTEBLENDMODEOPAQUE: boolean;
  72665. TONEMAPPING: boolean;
  72666. TONEMAPPING_ACES: boolean;
  72667. CONTRAST: boolean;
  72668. EXPOSURE: boolean;
  72669. COLORCURVES: boolean;
  72670. COLORGRADING: boolean;
  72671. COLORGRADING3D: boolean;
  72672. SAMPLER3DGREENDEPTH: boolean;
  72673. SAMPLER3DBGRMAP: boolean;
  72674. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72675. }
  72676. /**
  72677. * @hidden
  72678. */
  72679. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72680. IMAGEPROCESSING: boolean;
  72681. VIGNETTE: boolean;
  72682. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72683. VIGNETTEBLENDMODEOPAQUE: boolean;
  72684. TONEMAPPING: boolean;
  72685. TONEMAPPING_ACES: boolean;
  72686. CONTRAST: boolean;
  72687. COLORCURVES: boolean;
  72688. COLORGRADING: boolean;
  72689. COLORGRADING3D: boolean;
  72690. SAMPLER3DGREENDEPTH: boolean;
  72691. SAMPLER3DBGRMAP: boolean;
  72692. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72693. EXPOSURE: boolean;
  72694. constructor();
  72695. }
  72696. /**
  72697. * This groups together the common properties used for image processing either in direct forward pass
  72698. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72699. * or not.
  72700. */
  72701. export class ImageProcessingConfiguration {
  72702. /**
  72703. * Default tone mapping applied in BabylonJS.
  72704. */
  72705. static readonly TONEMAPPING_STANDARD: number;
  72706. /**
  72707. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72708. * to other engines rendering to increase portability.
  72709. */
  72710. static readonly TONEMAPPING_ACES: number;
  72711. /**
  72712. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72713. */
  72714. colorCurves: Nullable<ColorCurves>;
  72715. private _colorCurvesEnabled;
  72716. /**
  72717. * Gets wether the color curves effect is enabled.
  72718. */
  72719. /**
  72720. * Sets wether the color curves effect is enabled.
  72721. */
  72722. colorCurvesEnabled: boolean;
  72723. private _colorGradingTexture;
  72724. /**
  72725. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72726. */
  72727. /**
  72728. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72729. */
  72730. colorGradingTexture: Nullable<BaseTexture>;
  72731. private _colorGradingEnabled;
  72732. /**
  72733. * Gets wether the color grading effect is enabled.
  72734. */
  72735. /**
  72736. * Sets wether the color grading effect is enabled.
  72737. */
  72738. colorGradingEnabled: boolean;
  72739. private _colorGradingWithGreenDepth;
  72740. /**
  72741. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72742. */
  72743. /**
  72744. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72745. */
  72746. colorGradingWithGreenDepth: boolean;
  72747. private _colorGradingBGR;
  72748. /**
  72749. * Gets wether the color grading texture contains BGR values.
  72750. */
  72751. /**
  72752. * Sets wether the color grading texture contains BGR values.
  72753. */
  72754. colorGradingBGR: boolean;
  72755. /** @hidden */
  72756. _exposure: number;
  72757. /**
  72758. * Gets the Exposure used in the effect.
  72759. */
  72760. /**
  72761. * Sets the Exposure used in the effect.
  72762. */
  72763. exposure: number;
  72764. private _toneMappingEnabled;
  72765. /**
  72766. * Gets wether the tone mapping effect is enabled.
  72767. */
  72768. /**
  72769. * Sets wether the tone mapping effect is enabled.
  72770. */
  72771. toneMappingEnabled: boolean;
  72772. private _toneMappingType;
  72773. /**
  72774. * Gets the type of tone mapping effect.
  72775. */
  72776. /**
  72777. * Sets the type of tone mapping effect used in BabylonJS.
  72778. */
  72779. toneMappingType: number;
  72780. protected _contrast: number;
  72781. /**
  72782. * Gets the contrast used in the effect.
  72783. */
  72784. /**
  72785. * Sets the contrast used in the effect.
  72786. */
  72787. contrast: number;
  72788. /**
  72789. * Vignette stretch size.
  72790. */
  72791. vignetteStretch: number;
  72792. /**
  72793. * Vignette centre X Offset.
  72794. */
  72795. vignetteCentreX: number;
  72796. /**
  72797. * Vignette centre Y Offset.
  72798. */
  72799. vignetteCentreY: number;
  72800. /**
  72801. * Vignette weight or intensity of the vignette effect.
  72802. */
  72803. vignetteWeight: number;
  72804. /**
  72805. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72806. * if vignetteEnabled is set to true.
  72807. */
  72808. vignetteColor: Color4;
  72809. /**
  72810. * Camera field of view used by the Vignette effect.
  72811. */
  72812. vignetteCameraFov: number;
  72813. private _vignetteBlendMode;
  72814. /**
  72815. * Gets the vignette blend mode allowing different kind of effect.
  72816. */
  72817. /**
  72818. * Sets the vignette blend mode allowing different kind of effect.
  72819. */
  72820. vignetteBlendMode: number;
  72821. private _vignetteEnabled;
  72822. /**
  72823. * Gets wether the vignette effect is enabled.
  72824. */
  72825. /**
  72826. * Sets wether the vignette effect is enabled.
  72827. */
  72828. vignetteEnabled: boolean;
  72829. private _applyByPostProcess;
  72830. /**
  72831. * Gets wether the image processing is applied through a post process or not.
  72832. */
  72833. /**
  72834. * Sets wether the image processing is applied through a post process or not.
  72835. */
  72836. applyByPostProcess: boolean;
  72837. private _isEnabled;
  72838. /**
  72839. * Gets wether the image processing is enabled or not.
  72840. */
  72841. /**
  72842. * Sets wether the image processing is enabled or not.
  72843. */
  72844. isEnabled: boolean;
  72845. /**
  72846. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72847. */
  72848. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72849. /**
  72850. * Method called each time the image processing information changes requires to recompile the effect.
  72851. */
  72852. protected _updateParameters(): void;
  72853. /**
  72854. * Gets the current class name.
  72855. * @return "ImageProcessingConfiguration"
  72856. */
  72857. getClassName(): string;
  72858. /**
  72859. * Prepare the list of uniforms associated with the Image Processing effects.
  72860. * @param uniforms The list of uniforms used in the effect
  72861. * @param defines the list of defines currently in use
  72862. */
  72863. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72864. /**
  72865. * Prepare the list of samplers associated with the Image Processing effects.
  72866. * @param samplersList The list of uniforms used in the effect
  72867. * @param defines the list of defines currently in use
  72868. */
  72869. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72870. /**
  72871. * Prepare the list of defines associated to the shader.
  72872. * @param defines the list of defines to complete
  72873. * @param forPostProcess Define if we are currently in post process mode or not
  72874. */
  72875. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72876. /**
  72877. * Returns true if all the image processing information are ready.
  72878. * @returns True if ready, otherwise, false
  72879. */
  72880. isReady(): boolean;
  72881. /**
  72882. * Binds the image processing to the shader.
  72883. * @param effect The effect to bind to
  72884. * @param aspectRatio Define the current aspect ratio of the effect
  72885. */
  72886. bind(effect: Effect, aspectRatio?: number): void;
  72887. /**
  72888. * Clones the current image processing instance.
  72889. * @return The cloned image processing
  72890. */
  72891. clone(): ImageProcessingConfiguration;
  72892. /**
  72893. * Serializes the current image processing instance to a json representation.
  72894. * @return a JSON representation
  72895. */
  72896. serialize(): any;
  72897. /**
  72898. * Parses the image processing from a json representation.
  72899. * @param source the JSON source to parse
  72900. * @return The parsed image processing
  72901. */
  72902. static Parse(source: any): ImageProcessingConfiguration;
  72903. private static _VIGNETTEMODE_MULTIPLY;
  72904. private static _VIGNETTEMODE_OPAQUE;
  72905. /**
  72906. * Used to apply the vignette as a mix with the pixel color.
  72907. */
  72908. static readonly VIGNETTEMODE_MULTIPLY: number;
  72909. /**
  72910. * Used to apply the vignette as a replacement of the pixel color.
  72911. */
  72912. static readonly VIGNETTEMODE_OPAQUE: number;
  72913. }
  72914. }
  72915. declare module BABYLON {
  72916. /** @hidden */
  72917. export var postprocessVertexShader: {
  72918. name: string;
  72919. shader: string;
  72920. };
  72921. }
  72922. declare module BABYLON {
  72923. /** Defines supported spaces */
  72924. export enum Space {
  72925. /** Local (object) space */
  72926. LOCAL = 0,
  72927. /** World space */
  72928. WORLD = 1,
  72929. /** Bone space */
  72930. BONE = 2
  72931. }
  72932. /** Defines the 3 main axes */
  72933. export class Axis {
  72934. /** X axis */
  72935. static X: Vector3;
  72936. /** Y axis */
  72937. static Y: Vector3;
  72938. /** Z axis */
  72939. static Z: Vector3;
  72940. }
  72941. }
  72942. declare module BABYLON {
  72943. /**
  72944. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72945. * This is the base of the follow, arc rotate cameras and Free camera
  72946. * @see http://doc.babylonjs.com/features/cameras
  72947. */
  72948. export class TargetCamera extends Camera {
  72949. private static _RigCamTransformMatrix;
  72950. private static _TargetTransformMatrix;
  72951. private static _TargetFocalPoint;
  72952. /**
  72953. * Define the current direction the camera is moving to
  72954. */
  72955. cameraDirection: Vector3;
  72956. /**
  72957. * Define the current rotation the camera is rotating to
  72958. */
  72959. cameraRotation: Vector2;
  72960. /**
  72961. * When set, the up vector of the camera will be updated by the rotation of the camera
  72962. */
  72963. updateUpVectorFromRotation: boolean;
  72964. private _tmpQuaternion;
  72965. /**
  72966. * Define the current rotation of the camera
  72967. */
  72968. rotation: Vector3;
  72969. /**
  72970. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72971. */
  72972. rotationQuaternion: Quaternion;
  72973. /**
  72974. * Define the current speed of the camera
  72975. */
  72976. speed: number;
  72977. /**
  72978. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72979. * around all axis.
  72980. */
  72981. noRotationConstraint: boolean;
  72982. /**
  72983. * Define the current target of the camera as an object or a position.
  72984. */
  72985. lockedTarget: any;
  72986. /** @hidden */
  72987. _currentTarget: Vector3;
  72988. /** @hidden */
  72989. _initialFocalDistance: number;
  72990. /** @hidden */
  72991. _viewMatrix: Matrix;
  72992. /** @hidden */
  72993. _camMatrix: Matrix;
  72994. /** @hidden */
  72995. _cameraTransformMatrix: Matrix;
  72996. /** @hidden */
  72997. _cameraRotationMatrix: Matrix;
  72998. /** @hidden */
  72999. _referencePoint: Vector3;
  73000. /** @hidden */
  73001. _transformedReferencePoint: Vector3;
  73002. protected _globalCurrentTarget: Vector3;
  73003. protected _globalCurrentUpVector: Vector3;
  73004. /** @hidden */
  73005. _reset: () => void;
  73006. private _defaultUp;
  73007. /**
  73008. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  73009. * This is the base of the follow, arc rotate cameras and Free camera
  73010. * @see http://doc.babylonjs.com/features/cameras
  73011. * @param name Defines the name of the camera in the scene
  73012. * @param position Defines the start position of the camera in the scene
  73013. * @param scene Defines the scene the camera belongs to
  73014. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73015. */
  73016. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73017. /**
  73018. * Gets the position in front of the camera at a given distance.
  73019. * @param distance The distance from the camera we want the position to be
  73020. * @returns the position
  73021. */
  73022. getFrontPosition(distance: number): Vector3;
  73023. /** @hidden */
  73024. _getLockedTargetPosition(): Nullable<Vector3>;
  73025. private _storedPosition;
  73026. private _storedRotation;
  73027. private _storedRotationQuaternion;
  73028. /**
  73029. * Store current camera state of the camera (fov, position, rotation, etc..)
  73030. * @returns the camera
  73031. */
  73032. storeState(): Camera;
  73033. /**
  73034. * Restored camera state. You must call storeState() first
  73035. * @returns whether it was successful or not
  73036. * @hidden
  73037. */
  73038. _restoreStateValues(): boolean;
  73039. /** @hidden */
  73040. _initCache(): void;
  73041. /** @hidden */
  73042. _updateCache(ignoreParentClass?: boolean): void;
  73043. /** @hidden */
  73044. _isSynchronizedViewMatrix(): boolean;
  73045. /** @hidden */
  73046. _computeLocalCameraSpeed(): number;
  73047. /**
  73048. * Defines the target the camera should look at.
  73049. * @param target Defines the new target as a Vector or a mesh
  73050. */
  73051. setTarget(target: Vector3): void;
  73052. /**
  73053. * Return the current target position of the camera. This value is expressed in local space.
  73054. * @returns the target position
  73055. */
  73056. getTarget(): Vector3;
  73057. /** @hidden */
  73058. _decideIfNeedsToMove(): boolean;
  73059. /** @hidden */
  73060. _updatePosition(): void;
  73061. /** @hidden */
  73062. _checkInputs(): void;
  73063. protected _updateCameraRotationMatrix(): void;
  73064. /**
  73065. * 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)
  73066. * @returns the current camera
  73067. */
  73068. private _rotateUpVectorWithCameraRotationMatrix;
  73069. private _cachedRotationZ;
  73070. private _cachedQuaternionRotationZ;
  73071. /** @hidden */
  73072. _getViewMatrix(): Matrix;
  73073. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73074. /**
  73075. * @hidden
  73076. */
  73077. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73078. /**
  73079. * @hidden
  73080. */
  73081. _updateRigCameras(): void;
  73082. private _getRigCamPositionAndTarget;
  73083. /**
  73084. * Gets the current object class name.
  73085. * @return the class name
  73086. */
  73087. getClassName(): string;
  73088. }
  73089. }
  73090. declare module BABYLON {
  73091. /**
  73092. * Gather the list of keyboard event types as constants.
  73093. */
  73094. export class KeyboardEventTypes {
  73095. /**
  73096. * The keydown event is fired when a key becomes active (pressed).
  73097. */
  73098. static readonly KEYDOWN: number;
  73099. /**
  73100. * The keyup event is fired when a key has been released.
  73101. */
  73102. static readonly KEYUP: number;
  73103. }
  73104. /**
  73105. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73106. */
  73107. export class KeyboardInfo {
  73108. /**
  73109. * Defines the type of event (KeyboardEventTypes)
  73110. */
  73111. type: number;
  73112. /**
  73113. * Defines the related dom event
  73114. */
  73115. event: KeyboardEvent;
  73116. /**
  73117. * Instantiates a new keyboard info.
  73118. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73119. * @param type Defines the type of event (KeyboardEventTypes)
  73120. * @param event Defines the related dom event
  73121. */
  73122. constructor(
  73123. /**
  73124. * Defines the type of event (KeyboardEventTypes)
  73125. */
  73126. type: number,
  73127. /**
  73128. * Defines the related dom event
  73129. */
  73130. event: KeyboardEvent);
  73131. }
  73132. /**
  73133. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73134. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73135. */
  73136. export class KeyboardInfoPre extends KeyboardInfo {
  73137. /**
  73138. * Defines the type of event (KeyboardEventTypes)
  73139. */
  73140. type: number;
  73141. /**
  73142. * Defines the related dom event
  73143. */
  73144. event: KeyboardEvent;
  73145. /**
  73146. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73147. */
  73148. skipOnPointerObservable: boolean;
  73149. /**
  73150. * Instantiates a new keyboard pre info.
  73151. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73152. * @param type Defines the type of event (KeyboardEventTypes)
  73153. * @param event Defines the related dom event
  73154. */
  73155. constructor(
  73156. /**
  73157. * Defines the type of event (KeyboardEventTypes)
  73158. */
  73159. type: number,
  73160. /**
  73161. * Defines the related dom event
  73162. */
  73163. event: KeyboardEvent);
  73164. }
  73165. }
  73166. declare module BABYLON {
  73167. /**
  73168. * Manage the keyboard inputs to control the movement of a free camera.
  73169. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73170. */
  73171. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73172. /**
  73173. * Defines the camera the input is attached to.
  73174. */
  73175. camera: FreeCamera;
  73176. /**
  73177. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73178. */
  73179. keysUp: number[];
  73180. /**
  73181. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73182. */
  73183. keysDown: number[];
  73184. /**
  73185. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73186. */
  73187. keysLeft: number[];
  73188. /**
  73189. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73190. */
  73191. keysRight: number[];
  73192. private _keys;
  73193. private _onCanvasBlurObserver;
  73194. private _onKeyboardObserver;
  73195. private _engine;
  73196. private _scene;
  73197. /**
  73198. * Attach the input controls to a specific dom element to get the input from.
  73199. * @param element Defines the element the controls should be listened from
  73200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73201. */
  73202. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73203. /**
  73204. * Detach the current controls from the specified dom element.
  73205. * @param element Defines the element to stop listening the inputs from
  73206. */
  73207. detachControl(element: Nullable<HTMLElement>): void;
  73208. /**
  73209. * Update the current camera state depending on the inputs that have been used this frame.
  73210. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73211. */
  73212. checkInputs(): void;
  73213. /**
  73214. * Gets the class name of the current intput.
  73215. * @returns the class name
  73216. */
  73217. getClassName(): string;
  73218. /** @hidden */
  73219. _onLostFocus(): void;
  73220. /**
  73221. * Get the friendly name associated with the input class.
  73222. * @returns the input friendly name
  73223. */
  73224. getSimpleName(): string;
  73225. }
  73226. }
  73227. declare module BABYLON {
  73228. /**
  73229. * Interface describing all the common properties and methods a shadow light needs to implement.
  73230. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  73231. * as well as binding the different shadow properties to the effects.
  73232. */
  73233. export interface IShadowLight extends Light {
  73234. /**
  73235. * The light id in the scene (used in scene.findLighById for instance)
  73236. */
  73237. id: string;
  73238. /**
  73239. * The position the shdow will be casted from.
  73240. */
  73241. position: Vector3;
  73242. /**
  73243. * In 2d mode (needCube being false), the direction used to cast the shadow.
  73244. */
  73245. direction: Vector3;
  73246. /**
  73247. * The transformed position. Position of the light in world space taking parenting in account.
  73248. */
  73249. transformedPosition: Vector3;
  73250. /**
  73251. * The transformed direction. Direction of the light in world space taking parenting in account.
  73252. */
  73253. transformedDirection: Vector3;
  73254. /**
  73255. * The friendly name of the light in the scene.
  73256. */
  73257. name: string;
  73258. /**
  73259. * Defines the shadow projection clipping minimum z value.
  73260. */
  73261. shadowMinZ: number;
  73262. /**
  73263. * Defines the shadow projection clipping maximum z value.
  73264. */
  73265. shadowMaxZ: number;
  73266. /**
  73267. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73268. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73269. */
  73270. computeTransformedInformation(): boolean;
  73271. /**
  73272. * Gets the scene the light belongs to.
  73273. * @returns The scene
  73274. */
  73275. getScene(): Scene;
  73276. /**
  73277. * Callback defining a custom Projection Matrix Builder.
  73278. * This can be used to override the default projection matrix computation.
  73279. */
  73280. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73281. /**
  73282. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73283. * @param matrix The materix to updated with the projection information
  73284. * @param viewMatrix The transform matrix of the light
  73285. * @param renderList The list of mesh to render in the map
  73286. * @returns The current light
  73287. */
  73288. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73289. /**
  73290. * Gets the current depth scale used in ESM.
  73291. * @returns The scale
  73292. */
  73293. getDepthScale(): number;
  73294. /**
  73295. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73296. * @returns true if a cube texture needs to be use
  73297. */
  73298. needCube(): boolean;
  73299. /**
  73300. * Detects if the projection matrix requires to be recomputed this frame.
  73301. * @returns true if it requires to be recomputed otherwise, false.
  73302. */
  73303. needProjectionMatrixCompute(): boolean;
  73304. /**
  73305. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73306. */
  73307. forceProjectionMatrixCompute(): void;
  73308. /**
  73309. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73310. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73311. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73312. */
  73313. getShadowDirection(faceIndex?: number): Vector3;
  73314. /**
  73315. * Gets the minZ used for shadow according to both the scene and the light.
  73316. * @param activeCamera The camera we are returning the min for
  73317. * @returns the depth min z
  73318. */
  73319. getDepthMinZ(activeCamera: Camera): number;
  73320. /**
  73321. * Gets the maxZ used for shadow according to both the scene and the light.
  73322. * @param activeCamera The camera we are returning the max for
  73323. * @returns the depth max z
  73324. */
  73325. getDepthMaxZ(activeCamera: Camera): number;
  73326. }
  73327. /**
  73328. * Base implementation IShadowLight
  73329. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73330. */
  73331. export abstract class ShadowLight extends Light implements IShadowLight {
  73332. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73333. protected _position: Vector3;
  73334. protected _setPosition(value: Vector3): void;
  73335. /**
  73336. * Sets the position the shadow will be casted from. Also use as the light position for both
  73337. * point and spot lights.
  73338. */
  73339. /**
  73340. * Sets the position the shadow will be casted from. Also use as the light position for both
  73341. * point and spot lights.
  73342. */
  73343. position: Vector3;
  73344. protected _direction: Vector3;
  73345. protected _setDirection(value: Vector3): void;
  73346. /**
  73347. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73348. * Also use as the light direction on spot and directional lights.
  73349. */
  73350. /**
  73351. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73352. * Also use as the light direction on spot and directional lights.
  73353. */
  73354. direction: Vector3;
  73355. private _shadowMinZ;
  73356. /**
  73357. * Gets the shadow projection clipping minimum z value.
  73358. */
  73359. /**
  73360. * Sets the shadow projection clipping minimum z value.
  73361. */
  73362. shadowMinZ: number;
  73363. private _shadowMaxZ;
  73364. /**
  73365. * Sets the shadow projection clipping maximum z value.
  73366. */
  73367. /**
  73368. * Gets the shadow projection clipping maximum z value.
  73369. */
  73370. shadowMaxZ: number;
  73371. /**
  73372. * Callback defining a custom Projection Matrix Builder.
  73373. * This can be used to override the default projection matrix computation.
  73374. */
  73375. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73376. /**
  73377. * The transformed position. Position of the light in world space taking parenting in account.
  73378. */
  73379. transformedPosition: Vector3;
  73380. /**
  73381. * The transformed direction. Direction of the light in world space taking parenting in account.
  73382. */
  73383. transformedDirection: Vector3;
  73384. private _needProjectionMatrixCompute;
  73385. /**
  73386. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73387. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73388. */
  73389. computeTransformedInformation(): boolean;
  73390. /**
  73391. * Return the depth scale used for the shadow map.
  73392. * @returns the depth scale.
  73393. */
  73394. getDepthScale(): number;
  73395. /**
  73396. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73397. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73398. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73399. */
  73400. getShadowDirection(faceIndex?: number): Vector3;
  73401. /**
  73402. * Returns the ShadowLight absolute position in the World.
  73403. * @returns the position vector in world space
  73404. */
  73405. getAbsolutePosition(): Vector3;
  73406. /**
  73407. * Sets the ShadowLight direction toward the passed target.
  73408. * @param target The point to target in local space
  73409. * @returns the updated ShadowLight direction
  73410. */
  73411. setDirectionToTarget(target: Vector3): Vector3;
  73412. /**
  73413. * Returns the light rotation in euler definition.
  73414. * @returns the x y z rotation in local space.
  73415. */
  73416. getRotation(): Vector3;
  73417. /**
  73418. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73419. * @returns true if a cube texture needs to be use
  73420. */
  73421. needCube(): boolean;
  73422. /**
  73423. * Detects if the projection matrix requires to be recomputed this frame.
  73424. * @returns true if it requires to be recomputed otherwise, false.
  73425. */
  73426. needProjectionMatrixCompute(): boolean;
  73427. /**
  73428. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73429. */
  73430. forceProjectionMatrixCompute(): void;
  73431. /** @hidden */
  73432. _initCache(): void;
  73433. /** @hidden */
  73434. _isSynchronized(): boolean;
  73435. /**
  73436. * Computes the world matrix of the node
  73437. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73438. * @returns the world matrix
  73439. */
  73440. computeWorldMatrix(force?: boolean): Matrix;
  73441. /**
  73442. * Gets the minZ used for shadow according to both the scene and the light.
  73443. * @param activeCamera The camera we are returning the min for
  73444. * @returns the depth min z
  73445. */
  73446. getDepthMinZ(activeCamera: Camera): number;
  73447. /**
  73448. * Gets the maxZ used for shadow according to both the scene and the light.
  73449. * @param activeCamera The camera we are returning the max for
  73450. * @returns the depth max z
  73451. */
  73452. getDepthMaxZ(activeCamera: Camera): number;
  73453. /**
  73454. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73455. * @param matrix The materix to updated with the projection information
  73456. * @param viewMatrix The transform matrix of the light
  73457. * @param renderList The list of mesh to render in the map
  73458. * @returns The current light
  73459. */
  73460. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73461. }
  73462. }
  73463. declare module BABYLON {
  73464. /**
  73465. * "Static Class" containing the most commonly used helper while dealing with material for
  73466. * rendering purpose.
  73467. *
  73468. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73469. *
  73470. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73471. */
  73472. export class MaterialHelper {
  73473. /**
  73474. * Bind the current view position to an effect.
  73475. * @param effect The effect to be bound
  73476. * @param scene The scene the eyes position is used from
  73477. */
  73478. static BindEyePosition(effect: Effect, scene: Scene): void;
  73479. /**
  73480. * Helps preparing the defines values about the UVs in used in the effect.
  73481. * UVs are shared as much as we can accross channels in the shaders.
  73482. * @param texture The texture we are preparing the UVs for
  73483. * @param defines The defines to update
  73484. * @param key The channel key "diffuse", "specular"... used in the shader
  73485. */
  73486. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73487. /**
  73488. * Binds a texture matrix value to its corrsponding uniform
  73489. * @param texture The texture to bind the matrix for
  73490. * @param uniformBuffer The uniform buffer receivin the data
  73491. * @param key The channel key "diffuse", "specular"... used in the shader
  73492. */
  73493. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73494. /**
  73495. * Gets the current status of the fog (should it be enabled?)
  73496. * @param mesh defines the mesh to evaluate for fog support
  73497. * @param scene defines the hosting scene
  73498. * @returns true if fog must be enabled
  73499. */
  73500. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73501. /**
  73502. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73503. * @param mesh defines the current mesh
  73504. * @param scene defines the current scene
  73505. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73506. * @param pointsCloud defines if point cloud rendering has to be turned on
  73507. * @param fogEnabled defines if fog has to be turned on
  73508. * @param alphaTest defines if alpha testing has to be turned on
  73509. * @param defines defines the current list of defines
  73510. */
  73511. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73512. /**
  73513. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73514. * @param scene defines the current scene
  73515. * @param engine defines the current engine
  73516. * @param defines specifies the list of active defines
  73517. * @param useInstances defines if instances have to be turned on
  73518. * @param useClipPlane defines if clip plane have to be turned on
  73519. */
  73520. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73521. /**
  73522. * Prepares the defines for bones
  73523. * @param mesh The mesh containing the geometry data we will draw
  73524. * @param defines The defines to update
  73525. */
  73526. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73527. /**
  73528. * Prepares the defines for morph targets
  73529. * @param mesh The mesh containing the geometry data we will draw
  73530. * @param defines The defines to update
  73531. */
  73532. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73533. /**
  73534. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73535. * @param mesh The mesh containing the geometry data we will draw
  73536. * @param defines The defines to update
  73537. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73538. * @param useBones Precise whether bones should be used or not (override mesh info)
  73539. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73540. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73541. * @returns false if defines are considered not dirty and have not been checked
  73542. */
  73543. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73544. /**
  73545. * Prepares the defines related to multiview
  73546. * @param scene The scene we are intending to draw
  73547. * @param defines The defines to update
  73548. */
  73549. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73550. /**
  73551. * Prepares the defines related to the light information passed in parameter
  73552. * @param scene The scene we are intending to draw
  73553. * @param mesh The mesh the effect is compiling for
  73554. * @param light The light the effect is compiling for
  73555. * @param lightIndex The index of the light
  73556. * @param defines The defines to update
  73557. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73558. * @param state Defines the current state regarding what is needed (normals, etc...)
  73559. */
  73560. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73561. needNormals: boolean;
  73562. needRebuild: boolean;
  73563. shadowEnabled: boolean;
  73564. specularEnabled: boolean;
  73565. lightmapMode: boolean;
  73566. }): void;
  73567. /**
  73568. * Prepares the defines related to the light information passed in parameter
  73569. * @param scene The scene we are intending to draw
  73570. * @param mesh The mesh the effect is compiling for
  73571. * @param defines The defines to update
  73572. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73573. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73574. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73575. * @returns true if normals will be required for the rest of the effect
  73576. */
  73577. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73578. /**
  73579. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73580. * @param lightIndex defines the light index
  73581. * @param uniformsList The uniform list
  73582. * @param samplersList The sampler list
  73583. * @param projectedLightTexture defines if projected texture must be used
  73584. * @param uniformBuffersList defines an optional list of uniform buffers
  73585. */
  73586. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73587. /**
  73588. * Prepares the uniforms and samplers list to be used in the effect
  73589. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73590. * @param samplersList The sampler list
  73591. * @param defines The defines helping in the list generation
  73592. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73593. */
  73594. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73595. /**
  73596. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73597. * @param defines The defines to update while falling back
  73598. * @param fallbacks The authorized effect fallbacks
  73599. * @param maxSimultaneousLights The maximum number of lights allowed
  73600. * @param rank the current rank of the Effect
  73601. * @returns The newly affected rank
  73602. */
  73603. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73604. private static _TmpMorphInfluencers;
  73605. /**
  73606. * Prepares the list of attributes required for morph targets according to the effect defines.
  73607. * @param attribs The current list of supported attribs
  73608. * @param mesh The mesh to prepare the morph targets attributes for
  73609. * @param influencers The number of influencers
  73610. */
  73611. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73612. /**
  73613. * Prepares the list of attributes required for morph targets according to the effect defines.
  73614. * @param attribs The current list of supported attribs
  73615. * @param mesh The mesh to prepare the morph targets attributes for
  73616. * @param defines The current Defines of the effect
  73617. */
  73618. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73619. /**
  73620. * Prepares the list of attributes required for bones according to the effect defines.
  73621. * @param attribs The current list of supported attribs
  73622. * @param mesh The mesh to prepare the bones attributes for
  73623. * @param defines The current Defines of the effect
  73624. * @param fallbacks The current efffect fallback strategy
  73625. */
  73626. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73627. /**
  73628. * Check and prepare the list of attributes required for instances according to the effect defines.
  73629. * @param attribs The current list of supported attribs
  73630. * @param defines The current MaterialDefines of the effect
  73631. */
  73632. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73633. /**
  73634. * Add the list of attributes required for instances to the attribs array.
  73635. * @param attribs The current list of supported attribs
  73636. */
  73637. static PushAttributesForInstances(attribs: string[]): void;
  73638. /**
  73639. * Binds the light shadow information to the effect for the given mesh.
  73640. * @param light The light containing the generator
  73641. * @param scene The scene the lights belongs to
  73642. * @param mesh The mesh we are binding the information to render
  73643. * @param lightIndex The light index in the effect used to render the mesh
  73644. * @param effect The effect we are binding the data to
  73645. */
  73646. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73647. /**
  73648. * Binds the light information to the effect.
  73649. * @param light The light containing the generator
  73650. * @param effect The effect we are binding the data to
  73651. * @param lightIndex The light index in the effect used to render
  73652. */
  73653. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73654. /**
  73655. * Binds the lights information from the scene to the effect for the given mesh.
  73656. * @param light Light to bind
  73657. * @param lightIndex Light index
  73658. * @param scene The scene where the light belongs to
  73659. * @param mesh The mesh we are binding the information to render
  73660. * @param effect The effect we are binding the data to
  73661. * @param useSpecular Defines if specular is supported
  73662. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73663. */
  73664. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73665. /**
  73666. * Binds the lights information from the scene to the effect for the given mesh.
  73667. * @param scene The scene the lights belongs to
  73668. * @param mesh The mesh we are binding the information to render
  73669. * @param effect The effect we are binding the data to
  73670. * @param defines The generated defines for the effect
  73671. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73672. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73673. */
  73674. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73675. private static _tempFogColor;
  73676. /**
  73677. * Binds the fog information from the scene to the effect for the given mesh.
  73678. * @param scene The scene the lights belongs to
  73679. * @param mesh The mesh we are binding the information to render
  73680. * @param effect The effect we are binding the data to
  73681. * @param linearSpace Defines if the fog effect is applied in linear space
  73682. */
  73683. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73684. /**
  73685. * Binds the bones information from the mesh to the effect.
  73686. * @param mesh The mesh we are binding the information to render
  73687. * @param effect The effect we are binding the data to
  73688. */
  73689. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73690. /**
  73691. * Binds the morph targets information from the mesh to the effect.
  73692. * @param abstractMesh The mesh we are binding the information to render
  73693. * @param effect The effect we are binding the data to
  73694. */
  73695. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73696. /**
  73697. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73698. * @param defines The generated defines used in the effect
  73699. * @param effect The effect we are binding the data to
  73700. * @param scene The scene we are willing to render with logarithmic scale for
  73701. */
  73702. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73703. /**
  73704. * Binds the clip plane information from the scene to the effect.
  73705. * @param scene The scene the clip plane information are extracted from
  73706. * @param effect The effect we are binding the data to
  73707. */
  73708. static BindClipPlane(effect: Effect, scene: Scene): void;
  73709. }
  73710. }
  73711. declare module BABYLON {
  73712. /** @hidden */
  73713. export var packingFunctions: {
  73714. name: string;
  73715. shader: string;
  73716. };
  73717. }
  73718. declare module BABYLON {
  73719. /** @hidden */
  73720. export var shadowMapPixelShader: {
  73721. name: string;
  73722. shader: string;
  73723. };
  73724. }
  73725. declare module BABYLON {
  73726. /** @hidden */
  73727. export var bonesDeclaration: {
  73728. name: string;
  73729. shader: string;
  73730. };
  73731. }
  73732. declare module BABYLON {
  73733. /** @hidden */
  73734. export var morphTargetsVertexGlobalDeclaration: {
  73735. name: string;
  73736. shader: string;
  73737. };
  73738. }
  73739. declare module BABYLON {
  73740. /** @hidden */
  73741. export var morphTargetsVertexDeclaration: {
  73742. name: string;
  73743. shader: string;
  73744. };
  73745. }
  73746. declare module BABYLON {
  73747. /** @hidden */
  73748. export var instancesDeclaration: {
  73749. name: string;
  73750. shader: string;
  73751. };
  73752. }
  73753. declare module BABYLON {
  73754. /** @hidden */
  73755. export var helperFunctions: {
  73756. name: string;
  73757. shader: string;
  73758. };
  73759. }
  73760. declare module BABYLON {
  73761. /** @hidden */
  73762. export var morphTargetsVertex: {
  73763. name: string;
  73764. shader: string;
  73765. };
  73766. }
  73767. declare module BABYLON {
  73768. /** @hidden */
  73769. export var instancesVertex: {
  73770. name: string;
  73771. shader: string;
  73772. };
  73773. }
  73774. declare module BABYLON {
  73775. /** @hidden */
  73776. export var bonesVertex: {
  73777. name: string;
  73778. shader: string;
  73779. };
  73780. }
  73781. declare module BABYLON {
  73782. /** @hidden */
  73783. export var shadowMapVertexShader: {
  73784. name: string;
  73785. shader: string;
  73786. };
  73787. }
  73788. declare module BABYLON {
  73789. /** @hidden */
  73790. export var depthBoxBlurPixelShader: {
  73791. name: string;
  73792. shader: string;
  73793. };
  73794. }
  73795. declare module BABYLON {
  73796. /**
  73797. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73798. */
  73799. export interface ICustomShaderOptions {
  73800. /**
  73801. * Gets or sets the custom shader name to use
  73802. */
  73803. shaderName: string;
  73804. /**
  73805. * The list of attribute names used in the shader
  73806. */
  73807. attributes?: string[];
  73808. /**
  73809. * The list of unifrom names used in the shader
  73810. */
  73811. uniforms?: string[];
  73812. /**
  73813. * The list of sampler names used in the shader
  73814. */
  73815. samplers?: string[];
  73816. /**
  73817. * The list of defines used in the shader
  73818. */
  73819. defines?: string[];
  73820. }
  73821. /**
  73822. * Interface to implement to create a shadow generator compatible with BJS.
  73823. */
  73824. export interface IShadowGenerator {
  73825. /**
  73826. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73827. * @returns The render target texture if present otherwise, null
  73828. */
  73829. getShadowMap(): Nullable<RenderTargetTexture>;
  73830. /**
  73831. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73832. * @returns The render target texture if the shadow map is present otherwise, null
  73833. */
  73834. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73835. /**
  73836. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73837. * @param subMesh The submesh we want to render in the shadow map
  73838. * @param useInstances Defines wether will draw in the map using instances
  73839. * @returns true if ready otherwise, false
  73840. */
  73841. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73842. /**
  73843. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73844. * @param defines Defines of the material we want to update
  73845. * @param lightIndex Index of the light in the enabled light list of the material
  73846. */
  73847. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73848. /**
  73849. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73850. * defined in the generator but impacting the effect).
  73851. * It implies the unifroms available on the materials are the standard BJS ones.
  73852. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73853. * @param effect The effect we are binfing the information for
  73854. */
  73855. bindShadowLight(lightIndex: string, effect: Effect): void;
  73856. /**
  73857. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73858. * (eq to shadow prjection matrix * light transform matrix)
  73859. * @returns The transform matrix used to create the shadow map
  73860. */
  73861. getTransformMatrix(): Matrix;
  73862. /**
  73863. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73864. * Cube and 2D textures for instance.
  73865. */
  73866. recreateShadowMap(): void;
  73867. /**
  73868. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73869. * @param onCompiled Callback triggered at the and of the effects compilation
  73870. * @param options Sets of optional options forcing the compilation with different modes
  73871. */
  73872. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73873. useInstances: boolean;
  73874. }>): void;
  73875. /**
  73876. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73877. * @param options Sets of optional options forcing the compilation with different modes
  73878. * @returns A promise that resolves when the compilation completes
  73879. */
  73880. forceCompilationAsync(options?: Partial<{
  73881. useInstances: boolean;
  73882. }>): Promise<void>;
  73883. /**
  73884. * Serializes the shadow generator setup to a json object.
  73885. * @returns The serialized JSON object
  73886. */
  73887. serialize(): any;
  73888. /**
  73889. * Disposes the Shadow map and related Textures and effects.
  73890. */
  73891. dispose(): void;
  73892. }
  73893. /**
  73894. * Default implementation IShadowGenerator.
  73895. * This is the main object responsible of generating shadows in the framework.
  73896. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73897. */
  73898. export class ShadowGenerator implements IShadowGenerator {
  73899. /**
  73900. * Shadow generator mode None: no filtering applied.
  73901. */
  73902. static readonly FILTER_NONE: number;
  73903. /**
  73904. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73905. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73906. */
  73907. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73908. /**
  73909. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73910. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73911. */
  73912. static readonly FILTER_POISSONSAMPLING: number;
  73913. /**
  73914. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73915. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73916. */
  73917. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73918. /**
  73919. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73920. * edge artifacts on steep falloff.
  73921. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73922. */
  73923. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73924. /**
  73925. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73926. * edge artifacts on steep falloff.
  73927. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73928. */
  73929. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73930. /**
  73931. * Shadow generator mode PCF: Percentage Closer Filtering
  73932. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73933. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73934. */
  73935. static readonly FILTER_PCF: number;
  73936. /**
  73937. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73938. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73939. * Contact Hardening
  73940. */
  73941. static readonly FILTER_PCSS: number;
  73942. /**
  73943. * Reserved for PCF and PCSS
  73944. * Highest Quality.
  73945. *
  73946. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73947. *
  73948. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73949. */
  73950. static readonly QUALITY_HIGH: number;
  73951. /**
  73952. * Reserved for PCF and PCSS
  73953. * Good tradeoff for quality/perf cross devices
  73954. *
  73955. * Execute PCF on a 3*3 kernel.
  73956. *
  73957. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73958. */
  73959. static readonly QUALITY_MEDIUM: number;
  73960. /**
  73961. * Reserved for PCF and PCSS
  73962. * The lowest quality but the fastest.
  73963. *
  73964. * Execute PCF on a 1*1 kernel.
  73965. *
  73966. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73967. */
  73968. static readonly QUALITY_LOW: number;
  73969. /** Gets or sets the custom shader name to use */
  73970. customShaderOptions: ICustomShaderOptions;
  73971. /**
  73972. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73973. */
  73974. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73975. /**
  73976. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73977. */
  73978. onAfterShadowMapRenderObservable: Observable<Effect>;
  73979. /**
  73980. * Observable triggered before a mesh is rendered in the shadow map.
  73981. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73982. */
  73983. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73984. /**
  73985. * Observable triggered after a mesh is rendered in the shadow map.
  73986. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73987. */
  73988. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73989. private _bias;
  73990. /**
  73991. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73992. */
  73993. /**
  73994. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73995. */
  73996. bias: number;
  73997. private _normalBias;
  73998. /**
  73999. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74000. */
  74001. /**
  74002. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74003. */
  74004. normalBias: number;
  74005. private _blurBoxOffset;
  74006. /**
  74007. * Gets the blur box offset: offset applied during the blur pass.
  74008. * Only useful if useKernelBlur = false
  74009. */
  74010. /**
  74011. * Sets the blur box offset: offset applied during the blur pass.
  74012. * Only useful if useKernelBlur = false
  74013. */
  74014. blurBoxOffset: number;
  74015. private _blurScale;
  74016. /**
  74017. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74018. * 2 means half of the size.
  74019. */
  74020. /**
  74021. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74022. * 2 means half of the size.
  74023. */
  74024. blurScale: number;
  74025. private _blurKernel;
  74026. /**
  74027. * Gets the blur kernel: kernel size of the blur pass.
  74028. * Only useful if useKernelBlur = true
  74029. */
  74030. /**
  74031. * Sets the blur kernel: kernel size of the blur pass.
  74032. * Only useful if useKernelBlur = true
  74033. */
  74034. blurKernel: number;
  74035. private _useKernelBlur;
  74036. /**
  74037. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74038. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74039. */
  74040. /**
  74041. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74042. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74043. */
  74044. useKernelBlur: boolean;
  74045. private _depthScale;
  74046. /**
  74047. * Gets the depth scale used in ESM mode.
  74048. */
  74049. /**
  74050. * Sets the depth scale used in ESM mode.
  74051. * This can override the scale stored on the light.
  74052. */
  74053. depthScale: number;
  74054. private _filter;
  74055. /**
  74056. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74057. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74058. */
  74059. /**
  74060. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74061. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74062. */
  74063. filter: number;
  74064. /**
  74065. * Gets if the current filter is set to Poisson Sampling.
  74066. */
  74067. /**
  74068. * Sets the current filter to Poisson Sampling.
  74069. */
  74070. usePoissonSampling: boolean;
  74071. /**
  74072. * Gets if the current filter is set to ESM.
  74073. */
  74074. /**
  74075. * Sets the current filter is to ESM.
  74076. */
  74077. useExponentialShadowMap: boolean;
  74078. /**
  74079. * Gets if the current filter is set to filtered ESM.
  74080. */
  74081. /**
  74082. * Gets if the current filter is set to filtered ESM.
  74083. */
  74084. useBlurExponentialShadowMap: boolean;
  74085. /**
  74086. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74087. * exponential to prevent steep falloff artifacts).
  74088. */
  74089. /**
  74090. * Sets the current filter to "close ESM" (using the inverse of the
  74091. * exponential to prevent steep falloff artifacts).
  74092. */
  74093. useCloseExponentialShadowMap: boolean;
  74094. /**
  74095. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74096. * exponential to prevent steep falloff artifacts).
  74097. */
  74098. /**
  74099. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74100. * exponential to prevent steep falloff artifacts).
  74101. */
  74102. useBlurCloseExponentialShadowMap: boolean;
  74103. /**
  74104. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74105. */
  74106. /**
  74107. * Sets the current filter to "PCF" (percentage closer filtering).
  74108. */
  74109. usePercentageCloserFiltering: boolean;
  74110. private _filteringQuality;
  74111. /**
  74112. * Gets the PCF or PCSS Quality.
  74113. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74114. */
  74115. /**
  74116. * Sets the PCF or PCSS Quality.
  74117. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74118. */
  74119. filteringQuality: number;
  74120. /**
  74121. * Gets if the current filter is set to "PCSS" (contact hardening).
  74122. */
  74123. /**
  74124. * Sets the current filter to "PCSS" (contact hardening).
  74125. */
  74126. useContactHardeningShadow: boolean;
  74127. private _contactHardeningLightSizeUVRatio;
  74128. /**
  74129. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74130. * Using a ratio helps keeping shape stability independently of the map size.
  74131. *
  74132. * It does not account for the light projection as it was having too much
  74133. * instability during the light setup or during light position changes.
  74134. *
  74135. * Only valid if useContactHardeningShadow is true.
  74136. */
  74137. /**
  74138. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74139. * Using a ratio helps keeping shape stability independently of the map size.
  74140. *
  74141. * It does not account for the light projection as it was having too much
  74142. * instability during the light setup or during light position changes.
  74143. *
  74144. * Only valid if useContactHardeningShadow is true.
  74145. */
  74146. contactHardeningLightSizeUVRatio: number;
  74147. private _darkness;
  74148. /** Gets or sets the actual darkness of a shadow */
  74149. darkness: number;
  74150. /**
  74151. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74152. * 0 means strongest and 1 would means no shadow.
  74153. * @returns the darkness.
  74154. */
  74155. getDarkness(): number;
  74156. /**
  74157. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74158. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74159. * @returns the shadow generator allowing fluent coding.
  74160. */
  74161. setDarkness(darkness: number): ShadowGenerator;
  74162. private _transparencyShadow;
  74163. /** Gets or sets the ability to have transparent shadow */
  74164. transparencyShadow: boolean;
  74165. /**
  74166. * Sets the ability to have transparent shadow (boolean).
  74167. * @param transparent True if transparent else False
  74168. * @returns the shadow generator allowing fluent coding
  74169. */
  74170. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74171. private _shadowMap;
  74172. private _shadowMap2;
  74173. /**
  74174. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74175. * @returns The render target texture if present otherwise, null
  74176. */
  74177. getShadowMap(): Nullable<RenderTargetTexture>;
  74178. /**
  74179. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74180. * @returns The render target texture if the shadow map is present otherwise, null
  74181. */
  74182. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74183. /**
  74184. * Gets the class name of that object
  74185. * @returns "ShadowGenerator"
  74186. */
  74187. getClassName(): string;
  74188. /**
  74189. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74190. * @param mesh Mesh to add
  74191. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74192. * @returns the Shadow Generator itself
  74193. */
  74194. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74195. /**
  74196. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74197. * @param mesh Mesh to remove
  74198. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74199. * @returns the Shadow Generator itself
  74200. */
  74201. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74202. /**
  74203. * Controls the extent to which the shadows fade out at the edge of the frustum
  74204. * Used only by directionals and spots
  74205. */
  74206. frustumEdgeFalloff: number;
  74207. private _light;
  74208. /**
  74209. * Returns the associated light object.
  74210. * @returns the light generating the shadow
  74211. */
  74212. getLight(): IShadowLight;
  74213. /**
  74214. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  74215. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  74216. * It might on the other hand introduce peter panning.
  74217. */
  74218. forceBackFacesOnly: boolean;
  74219. private _scene;
  74220. private _lightDirection;
  74221. private _effect;
  74222. private _viewMatrix;
  74223. private _projectionMatrix;
  74224. private _transformMatrix;
  74225. private _cachedPosition;
  74226. private _cachedDirection;
  74227. private _cachedDefines;
  74228. private _currentRenderID;
  74229. private _boxBlurPostprocess;
  74230. private _kernelBlurXPostprocess;
  74231. private _kernelBlurYPostprocess;
  74232. private _blurPostProcesses;
  74233. private _mapSize;
  74234. private _currentFaceIndex;
  74235. private _currentFaceIndexCache;
  74236. private _textureType;
  74237. private _defaultTextureMatrix;
  74238. /** @hidden */
  74239. static _SceneComponentInitialization: (scene: Scene) => void;
  74240. /**
  74241. * Creates a ShadowGenerator object.
  74242. * A ShadowGenerator is the required tool to use the shadows.
  74243. * Each light casting shadows needs to use its own ShadowGenerator.
  74244. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  74245. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  74246. * @param light The light object generating the shadows.
  74247. * @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.
  74248. */
  74249. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  74250. private _initializeGenerator;
  74251. private _initializeShadowMap;
  74252. private _initializeBlurRTTAndPostProcesses;
  74253. private _renderForShadowMap;
  74254. private _renderSubMeshForShadowMap;
  74255. private _applyFilterValues;
  74256. /**
  74257. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74258. * @param onCompiled Callback triggered at the and of the effects compilation
  74259. * @param options Sets of optional options forcing the compilation with different modes
  74260. */
  74261. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74262. useInstances: boolean;
  74263. }>): void;
  74264. /**
  74265. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74266. * @param options Sets of optional options forcing the compilation with different modes
  74267. * @returns A promise that resolves when the compilation completes
  74268. */
  74269. forceCompilationAsync(options?: Partial<{
  74270. useInstances: boolean;
  74271. }>): Promise<void>;
  74272. /**
  74273. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74274. * @param subMesh The submesh we want to render in the shadow map
  74275. * @param useInstances Defines wether will draw in the map using instances
  74276. * @returns true if ready otherwise, false
  74277. */
  74278. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74279. /**
  74280. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74281. * @param defines Defines of the material we want to update
  74282. * @param lightIndex Index of the light in the enabled light list of the material
  74283. */
  74284. prepareDefines(defines: any, lightIndex: number): void;
  74285. /**
  74286. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74287. * defined in the generator but impacting the effect).
  74288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74289. * @param effect The effect we are binfing the information for
  74290. */
  74291. bindShadowLight(lightIndex: string, effect: Effect): void;
  74292. /**
  74293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74294. * (eq to shadow prjection matrix * light transform matrix)
  74295. * @returns The transform matrix used to create the shadow map
  74296. */
  74297. getTransformMatrix(): Matrix;
  74298. /**
  74299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74300. * Cube and 2D textures for instance.
  74301. */
  74302. recreateShadowMap(): void;
  74303. private _disposeBlurPostProcesses;
  74304. private _disposeRTTandPostProcesses;
  74305. /**
  74306. * Disposes the ShadowGenerator.
  74307. * Returns nothing.
  74308. */
  74309. dispose(): void;
  74310. /**
  74311. * Serializes the shadow generator setup to a json object.
  74312. * @returns The serialized JSON object
  74313. */
  74314. serialize(): any;
  74315. /**
  74316. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  74317. * @param parsedShadowGenerator The JSON object to parse
  74318. * @param scene The scene to create the shadow map for
  74319. * @returns The parsed shadow generator
  74320. */
  74321. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  74322. }
  74323. }
  74324. declare module BABYLON {
  74325. /**
  74326. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  74327. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  74328. * 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.
  74329. */
  74330. export abstract class Light extends Node {
  74331. /**
  74332. * Falloff Default: light is falling off following the material specification:
  74333. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74334. */
  74335. static readonly FALLOFF_DEFAULT: number;
  74336. /**
  74337. * Falloff Physical: light is falling off following the inverse squared distance law.
  74338. */
  74339. static readonly FALLOFF_PHYSICAL: number;
  74340. /**
  74341. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74342. * to enhance interoperability with other engines.
  74343. */
  74344. static readonly FALLOFF_GLTF: number;
  74345. /**
  74346. * Falloff Standard: light is falling off like in the standard material
  74347. * to enhance interoperability with other materials.
  74348. */
  74349. static readonly FALLOFF_STANDARD: number;
  74350. /**
  74351. * If every light affecting the material is in this lightmapMode,
  74352. * material.lightmapTexture adds or multiplies
  74353. * (depends on material.useLightmapAsShadowmap)
  74354. * after every other light calculations.
  74355. */
  74356. static readonly LIGHTMAP_DEFAULT: number;
  74357. /**
  74358. * material.lightmapTexture as only diffuse lighting from this light
  74359. * adds only specular lighting from this light
  74360. * adds dynamic shadows
  74361. */
  74362. static readonly LIGHTMAP_SPECULAR: number;
  74363. /**
  74364. * material.lightmapTexture as only lighting
  74365. * no light calculation from this light
  74366. * only adds dynamic shadows from this light
  74367. */
  74368. static readonly LIGHTMAP_SHADOWSONLY: number;
  74369. /**
  74370. * Each light type uses the default quantity according to its type:
  74371. * point/spot lights use luminous intensity
  74372. * directional lights use illuminance
  74373. */
  74374. static readonly INTENSITYMODE_AUTOMATIC: number;
  74375. /**
  74376. * lumen (lm)
  74377. */
  74378. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74379. /**
  74380. * candela (lm/sr)
  74381. */
  74382. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74383. /**
  74384. * lux (lm/m^2)
  74385. */
  74386. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74387. /**
  74388. * nit (cd/m^2)
  74389. */
  74390. static readonly INTENSITYMODE_LUMINANCE: number;
  74391. /**
  74392. * Light type const id of the point light.
  74393. */
  74394. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74395. /**
  74396. * Light type const id of the directional light.
  74397. */
  74398. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74399. /**
  74400. * Light type const id of the spot light.
  74401. */
  74402. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74403. /**
  74404. * Light type const id of the hemispheric light.
  74405. */
  74406. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74407. /**
  74408. * Diffuse gives the basic color to an object.
  74409. */
  74410. diffuse: Color3;
  74411. /**
  74412. * Specular produces a highlight color on an object.
  74413. * Note: This is note affecting PBR materials.
  74414. */
  74415. specular: Color3;
  74416. /**
  74417. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74418. * falling off base on range or angle.
  74419. * This can be set to any values in Light.FALLOFF_x.
  74420. *
  74421. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74422. * other types of materials.
  74423. */
  74424. falloffType: number;
  74425. /**
  74426. * Strength of the light.
  74427. * Note: By default it is define in the framework own unit.
  74428. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74429. */
  74430. intensity: number;
  74431. private _range;
  74432. protected _inverseSquaredRange: number;
  74433. /**
  74434. * Defines how far from the source the light is impacting in scene units.
  74435. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74436. */
  74437. /**
  74438. * Defines how far from the source the light is impacting in scene units.
  74439. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74440. */
  74441. range: number;
  74442. /**
  74443. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74444. * of light.
  74445. */
  74446. private _photometricScale;
  74447. private _intensityMode;
  74448. /**
  74449. * Gets the photometric scale used to interpret the intensity.
  74450. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74451. */
  74452. /**
  74453. * Sets the photometric scale used to interpret the intensity.
  74454. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74455. */
  74456. intensityMode: number;
  74457. private _radius;
  74458. /**
  74459. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74460. */
  74461. /**
  74462. * sets the light radius used by PBR Materials to simulate soft area lights.
  74463. */
  74464. radius: number;
  74465. private _renderPriority;
  74466. /**
  74467. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74468. * exceeding the number allowed of the materials.
  74469. */
  74470. renderPriority: number;
  74471. private _shadowEnabled;
  74472. /**
  74473. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74474. * the current shadow generator.
  74475. */
  74476. /**
  74477. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74478. * the current shadow generator.
  74479. */
  74480. shadowEnabled: boolean;
  74481. private _includedOnlyMeshes;
  74482. /**
  74483. * Gets the only meshes impacted by this light.
  74484. */
  74485. /**
  74486. * Sets the only meshes impacted by this light.
  74487. */
  74488. includedOnlyMeshes: AbstractMesh[];
  74489. private _excludedMeshes;
  74490. /**
  74491. * Gets the meshes not impacted by this light.
  74492. */
  74493. /**
  74494. * Sets the meshes not impacted by this light.
  74495. */
  74496. excludedMeshes: AbstractMesh[];
  74497. private _excludeWithLayerMask;
  74498. /**
  74499. * Gets the layer id use to find what meshes are not impacted by the light.
  74500. * Inactive if 0
  74501. */
  74502. /**
  74503. * Sets the layer id use to find what meshes are not impacted by the light.
  74504. * Inactive if 0
  74505. */
  74506. excludeWithLayerMask: number;
  74507. private _includeOnlyWithLayerMask;
  74508. /**
  74509. * Gets the layer id use to find what meshes are impacted by the light.
  74510. * Inactive if 0
  74511. */
  74512. /**
  74513. * Sets the layer id use to find what meshes are impacted by the light.
  74514. * Inactive if 0
  74515. */
  74516. includeOnlyWithLayerMask: number;
  74517. private _lightmapMode;
  74518. /**
  74519. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74520. */
  74521. /**
  74522. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74523. */
  74524. lightmapMode: number;
  74525. /**
  74526. * Shadow generator associted to the light.
  74527. * @hidden Internal use only.
  74528. */
  74529. _shadowGenerator: Nullable<IShadowGenerator>;
  74530. /**
  74531. * @hidden Internal use only.
  74532. */
  74533. _excludedMeshesIds: string[];
  74534. /**
  74535. * @hidden Internal use only.
  74536. */
  74537. _includedOnlyMeshesIds: string[];
  74538. /**
  74539. * The current light unifom buffer.
  74540. * @hidden Internal use only.
  74541. */
  74542. _uniformBuffer: UniformBuffer;
  74543. /**
  74544. * Creates a Light object in the scene.
  74545. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74546. * @param name The firendly name of the light
  74547. * @param scene The scene the light belongs too
  74548. */
  74549. constructor(name: string, scene: Scene);
  74550. protected abstract _buildUniformLayout(): void;
  74551. /**
  74552. * Sets the passed Effect "effect" with the Light information.
  74553. * @param effect The effect to update
  74554. * @param lightIndex The index of the light in the effect to update
  74555. * @returns The light
  74556. */
  74557. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74558. /**
  74559. * Returns the string "Light".
  74560. * @returns the class name
  74561. */
  74562. getClassName(): string;
  74563. /** @hidden */
  74564. readonly _isLight: boolean;
  74565. /**
  74566. * Converts the light information to a readable string for debug purpose.
  74567. * @param fullDetails Supports for multiple levels of logging within scene loading
  74568. * @returns the human readable light info
  74569. */
  74570. toString(fullDetails?: boolean): string;
  74571. /** @hidden */
  74572. protected _syncParentEnabledState(): void;
  74573. /**
  74574. * Set the enabled state of this node.
  74575. * @param value - the new enabled state
  74576. */
  74577. setEnabled(value: boolean): void;
  74578. /**
  74579. * Returns the Light associated shadow generator if any.
  74580. * @return the associated shadow generator.
  74581. */
  74582. getShadowGenerator(): Nullable<IShadowGenerator>;
  74583. /**
  74584. * Returns a Vector3, the absolute light position in the World.
  74585. * @returns the world space position of the light
  74586. */
  74587. getAbsolutePosition(): Vector3;
  74588. /**
  74589. * Specifies if the light will affect the passed mesh.
  74590. * @param mesh The mesh to test against the light
  74591. * @return true the mesh is affected otherwise, false.
  74592. */
  74593. canAffectMesh(mesh: AbstractMesh): boolean;
  74594. /**
  74595. * Sort function to order lights for rendering.
  74596. * @param a First Light object to compare to second.
  74597. * @param b Second Light object to compare first.
  74598. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74599. */
  74600. static CompareLightsPriority(a: Light, b: Light): number;
  74601. /**
  74602. * Releases resources associated with this node.
  74603. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74604. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74605. */
  74606. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74607. /**
  74608. * Returns the light type ID (integer).
  74609. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74610. */
  74611. getTypeID(): number;
  74612. /**
  74613. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74614. * @returns the scaled intensity in intensity mode unit
  74615. */
  74616. getScaledIntensity(): number;
  74617. /**
  74618. * Returns a new Light object, named "name", from the current one.
  74619. * @param name The name of the cloned light
  74620. * @returns the new created light
  74621. */
  74622. clone(name: string): Nullable<Light>;
  74623. /**
  74624. * Serializes the current light into a Serialization object.
  74625. * @returns the serialized object.
  74626. */
  74627. serialize(): any;
  74628. /**
  74629. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74630. * This new light is named "name" and added to the passed scene.
  74631. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74632. * @param name The friendly name of the light
  74633. * @param scene The scene the new light will belong to
  74634. * @returns the constructor function
  74635. */
  74636. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74637. /**
  74638. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74639. * @param parsedLight The JSON representation of the light
  74640. * @param scene The scene to create the parsed light in
  74641. * @returns the created light after parsing
  74642. */
  74643. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74644. private _hookArrayForExcluded;
  74645. private _hookArrayForIncludedOnly;
  74646. private _resyncMeshes;
  74647. /**
  74648. * Forces the meshes to update their light related information in their rendering used effects
  74649. * @hidden Internal Use Only
  74650. */
  74651. _markMeshesAsLightDirty(): void;
  74652. /**
  74653. * Recomputes the cached photometric scale if needed.
  74654. */
  74655. private _computePhotometricScale;
  74656. /**
  74657. * Returns the Photometric Scale according to the light type and intensity mode.
  74658. */
  74659. private _getPhotometricScale;
  74660. /**
  74661. * Reorder the light in the scene according to their defined priority.
  74662. * @hidden Internal Use Only
  74663. */
  74664. _reorderLightsInScene(): void;
  74665. /**
  74666. * Prepares the list of defines specific to the light type.
  74667. * @param defines the list of defines
  74668. * @param lightIndex defines the index of the light for the effect
  74669. */
  74670. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74671. }
  74672. }
  74673. declare module BABYLON {
  74674. /**
  74675. * Interface used to define Action
  74676. */
  74677. export interface IAction {
  74678. /**
  74679. * Trigger for the action
  74680. */
  74681. trigger: number;
  74682. /** Options of the trigger */
  74683. triggerOptions: any;
  74684. /**
  74685. * Gets the trigger parameters
  74686. * @returns the trigger parameters
  74687. */
  74688. getTriggerParameter(): any;
  74689. /**
  74690. * Internal only - executes current action event
  74691. * @hidden
  74692. */
  74693. _executeCurrent(evt?: ActionEvent): void;
  74694. /**
  74695. * Serialize placeholder for child classes
  74696. * @param parent of child
  74697. * @returns the serialized object
  74698. */
  74699. serialize(parent: any): any;
  74700. /**
  74701. * Internal only
  74702. * @hidden
  74703. */
  74704. _prepare(): void;
  74705. /**
  74706. * Internal only - manager for action
  74707. * @hidden
  74708. */
  74709. _actionManager: AbstractActionManager;
  74710. /**
  74711. * Adds action to chain of actions, may be a DoNothingAction
  74712. * @param action defines the next action to execute
  74713. * @returns The action passed in
  74714. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74715. */
  74716. then(action: IAction): IAction;
  74717. }
  74718. /**
  74719. * The action to be carried out following a trigger
  74720. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74721. */
  74722. export class Action implements IAction {
  74723. /** the trigger, with or without parameters, for the action */
  74724. triggerOptions: any;
  74725. /**
  74726. * Trigger for the action
  74727. */
  74728. trigger: number;
  74729. /**
  74730. * Internal only - manager for action
  74731. * @hidden
  74732. */
  74733. _actionManager: ActionManager;
  74734. private _nextActiveAction;
  74735. private _child;
  74736. private _condition?;
  74737. private _triggerParameter;
  74738. /**
  74739. * An event triggered prior to action being executed.
  74740. */
  74741. onBeforeExecuteObservable: Observable<Action>;
  74742. /**
  74743. * Creates a new Action
  74744. * @param triggerOptions the trigger, with or without parameters, for the action
  74745. * @param condition an optional determinant of action
  74746. */
  74747. constructor(
  74748. /** the trigger, with or without parameters, for the action */
  74749. triggerOptions: any, condition?: Condition);
  74750. /**
  74751. * Internal only
  74752. * @hidden
  74753. */
  74754. _prepare(): void;
  74755. /**
  74756. * Gets the trigger parameters
  74757. * @returns the trigger parameters
  74758. */
  74759. getTriggerParameter(): any;
  74760. /**
  74761. * Internal only - executes current action event
  74762. * @hidden
  74763. */
  74764. _executeCurrent(evt?: ActionEvent): void;
  74765. /**
  74766. * Execute placeholder for child classes
  74767. * @param evt optional action event
  74768. */
  74769. execute(evt?: ActionEvent): void;
  74770. /**
  74771. * Skips to next active action
  74772. */
  74773. skipToNextActiveAction(): void;
  74774. /**
  74775. * Adds action to chain of actions, may be a DoNothingAction
  74776. * @param action defines the next action to execute
  74777. * @returns The action passed in
  74778. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74779. */
  74780. then(action: Action): Action;
  74781. /**
  74782. * Internal only
  74783. * @hidden
  74784. */
  74785. _getProperty(propertyPath: string): string;
  74786. /**
  74787. * Internal only
  74788. * @hidden
  74789. */
  74790. _getEffectiveTarget(target: any, propertyPath: string): any;
  74791. /**
  74792. * Serialize placeholder for child classes
  74793. * @param parent of child
  74794. * @returns the serialized object
  74795. */
  74796. serialize(parent: any): any;
  74797. /**
  74798. * Internal only called by serialize
  74799. * @hidden
  74800. */
  74801. protected _serialize(serializedAction: any, parent?: any): any;
  74802. /**
  74803. * Internal only
  74804. * @hidden
  74805. */
  74806. static _SerializeValueAsString: (value: any) => string;
  74807. /**
  74808. * Internal only
  74809. * @hidden
  74810. */
  74811. static _GetTargetProperty: (target: Node | Scene) => {
  74812. name: string;
  74813. targetType: string;
  74814. value: string;
  74815. };
  74816. }
  74817. }
  74818. declare module BABYLON {
  74819. /**
  74820. * A Condition applied to an Action
  74821. */
  74822. export class Condition {
  74823. /**
  74824. * Internal only - manager for action
  74825. * @hidden
  74826. */
  74827. _actionManager: ActionManager;
  74828. /**
  74829. * Internal only
  74830. * @hidden
  74831. */
  74832. _evaluationId: number;
  74833. /**
  74834. * Internal only
  74835. * @hidden
  74836. */
  74837. _currentResult: boolean;
  74838. /**
  74839. * Creates a new Condition
  74840. * @param actionManager the manager of the action the condition is applied to
  74841. */
  74842. constructor(actionManager: ActionManager);
  74843. /**
  74844. * Check if the current condition is valid
  74845. * @returns a boolean
  74846. */
  74847. isValid(): boolean;
  74848. /**
  74849. * Internal only
  74850. * @hidden
  74851. */
  74852. _getProperty(propertyPath: string): string;
  74853. /**
  74854. * Internal only
  74855. * @hidden
  74856. */
  74857. _getEffectiveTarget(target: any, propertyPath: string): any;
  74858. /**
  74859. * Serialize placeholder for child classes
  74860. * @returns the serialized object
  74861. */
  74862. serialize(): any;
  74863. /**
  74864. * Internal only
  74865. * @hidden
  74866. */
  74867. protected _serialize(serializedCondition: any): any;
  74868. }
  74869. /**
  74870. * Defines specific conditional operators as extensions of Condition
  74871. */
  74872. export class ValueCondition extends Condition {
  74873. /** path to specify the property of the target the conditional operator uses */
  74874. propertyPath: string;
  74875. /** the value compared by the conditional operator against the current value of the property */
  74876. value: any;
  74877. /** the conditional operator, default ValueCondition.IsEqual */
  74878. operator: number;
  74879. /**
  74880. * Internal only
  74881. * @hidden
  74882. */
  74883. private static _IsEqual;
  74884. /**
  74885. * Internal only
  74886. * @hidden
  74887. */
  74888. private static _IsDifferent;
  74889. /**
  74890. * Internal only
  74891. * @hidden
  74892. */
  74893. private static _IsGreater;
  74894. /**
  74895. * Internal only
  74896. * @hidden
  74897. */
  74898. private static _IsLesser;
  74899. /**
  74900. * returns the number for IsEqual
  74901. */
  74902. static readonly IsEqual: number;
  74903. /**
  74904. * Returns the number for IsDifferent
  74905. */
  74906. static readonly IsDifferent: number;
  74907. /**
  74908. * Returns the number for IsGreater
  74909. */
  74910. static readonly IsGreater: number;
  74911. /**
  74912. * Returns the number for IsLesser
  74913. */
  74914. static readonly IsLesser: number;
  74915. /**
  74916. * Internal only The action manager for the condition
  74917. * @hidden
  74918. */
  74919. _actionManager: ActionManager;
  74920. /**
  74921. * Internal only
  74922. * @hidden
  74923. */
  74924. private _target;
  74925. /**
  74926. * Internal only
  74927. * @hidden
  74928. */
  74929. private _effectiveTarget;
  74930. /**
  74931. * Internal only
  74932. * @hidden
  74933. */
  74934. private _property;
  74935. /**
  74936. * Creates a new ValueCondition
  74937. * @param actionManager manager for the action the condition applies to
  74938. * @param target for the action
  74939. * @param propertyPath path to specify the property of the target the conditional operator uses
  74940. * @param value the value compared by the conditional operator against the current value of the property
  74941. * @param operator the conditional operator, default ValueCondition.IsEqual
  74942. */
  74943. constructor(actionManager: ActionManager, target: any,
  74944. /** path to specify the property of the target the conditional operator uses */
  74945. propertyPath: string,
  74946. /** the value compared by the conditional operator against the current value of the property */
  74947. value: any,
  74948. /** the conditional operator, default ValueCondition.IsEqual */
  74949. operator?: number);
  74950. /**
  74951. * Compares the given value with the property value for the specified conditional operator
  74952. * @returns the result of the comparison
  74953. */
  74954. isValid(): boolean;
  74955. /**
  74956. * Serialize the ValueCondition into a JSON compatible object
  74957. * @returns serialization object
  74958. */
  74959. serialize(): any;
  74960. /**
  74961. * Gets the name of the conditional operator for the ValueCondition
  74962. * @param operator the conditional operator
  74963. * @returns the name
  74964. */
  74965. static GetOperatorName(operator: number): string;
  74966. }
  74967. /**
  74968. * Defines a predicate condition as an extension of Condition
  74969. */
  74970. export class PredicateCondition extends Condition {
  74971. /** defines the predicate function used to validate the condition */
  74972. predicate: () => boolean;
  74973. /**
  74974. * Internal only - manager for action
  74975. * @hidden
  74976. */
  74977. _actionManager: ActionManager;
  74978. /**
  74979. * Creates a new PredicateCondition
  74980. * @param actionManager manager for the action the condition applies to
  74981. * @param predicate defines the predicate function used to validate the condition
  74982. */
  74983. constructor(actionManager: ActionManager,
  74984. /** defines the predicate function used to validate the condition */
  74985. predicate: () => boolean);
  74986. /**
  74987. * @returns the validity of the predicate condition
  74988. */
  74989. isValid(): boolean;
  74990. }
  74991. /**
  74992. * Defines a state condition as an extension of Condition
  74993. */
  74994. export class StateCondition extends Condition {
  74995. /** Value to compare with target state */
  74996. value: string;
  74997. /**
  74998. * Internal only - manager for action
  74999. * @hidden
  75000. */
  75001. _actionManager: ActionManager;
  75002. /**
  75003. * Internal only
  75004. * @hidden
  75005. */
  75006. private _target;
  75007. /**
  75008. * Creates a new StateCondition
  75009. * @param actionManager manager for the action the condition applies to
  75010. * @param target of the condition
  75011. * @param value to compare with target state
  75012. */
  75013. constructor(actionManager: ActionManager, target: any,
  75014. /** Value to compare with target state */
  75015. value: string);
  75016. /**
  75017. * Gets a boolean indicating if the current condition is met
  75018. * @returns the validity of the state
  75019. */
  75020. isValid(): boolean;
  75021. /**
  75022. * Serialize the StateCondition into a JSON compatible object
  75023. * @returns serialization object
  75024. */
  75025. serialize(): any;
  75026. }
  75027. }
  75028. declare module BABYLON {
  75029. /**
  75030. * This defines an action responsible to toggle a boolean once triggered.
  75031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75032. */
  75033. export class SwitchBooleanAction extends Action {
  75034. /**
  75035. * The path to the boolean property in the target object
  75036. */
  75037. propertyPath: string;
  75038. private _target;
  75039. private _effectiveTarget;
  75040. private _property;
  75041. /**
  75042. * Instantiate the action
  75043. * @param triggerOptions defines the trigger options
  75044. * @param target defines the object containing the boolean
  75045. * @param propertyPath defines the path to the boolean property in the target object
  75046. * @param condition defines the trigger related conditions
  75047. */
  75048. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75049. /** @hidden */
  75050. _prepare(): void;
  75051. /**
  75052. * Execute the action toggle the boolean value.
  75053. */
  75054. execute(): void;
  75055. /**
  75056. * Serializes the actions and its related information.
  75057. * @param parent defines the object to serialize in
  75058. * @returns the serialized object
  75059. */
  75060. serialize(parent: any): any;
  75061. }
  75062. /**
  75063. * This defines an action responsible to set a the state field of the target
  75064. * to a desired value once triggered.
  75065. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75066. */
  75067. export class SetStateAction extends Action {
  75068. /**
  75069. * The value to store in the state field.
  75070. */
  75071. value: string;
  75072. private _target;
  75073. /**
  75074. * Instantiate the action
  75075. * @param triggerOptions defines the trigger options
  75076. * @param target defines the object containing the state property
  75077. * @param value defines the value to store in the state field
  75078. * @param condition defines the trigger related conditions
  75079. */
  75080. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75081. /**
  75082. * Execute the action and store the value on the target state property.
  75083. */
  75084. execute(): void;
  75085. /**
  75086. * Serializes the actions and its related information.
  75087. * @param parent defines the object to serialize in
  75088. * @returns the serialized object
  75089. */
  75090. serialize(parent: any): any;
  75091. }
  75092. /**
  75093. * This defines an action responsible to set a property of the target
  75094. * to a desired value once triggered.
  75095. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75096. */
  75097. export class SetValueAction extends Action {
  75098. /**
  75099. * The path of the property to set in the target.
  75100. */
  75101. propertyPath: string;
  75102. /**
  75103. * The value to set in the property
  75104. */
  75105. value: any;
  75106. private _target;
  75107. private _effectiveTarget;
  75108. private _property;
  75109. /**
  75110. * Instantiate the action
  75111. * @param triggerOptions defines the trigger options
  75112. * @param target defines the object containing the property
  75113. * @param propertyPath defines the path of the property to set in the target
  75114. * @param value defines the value to set in the property
  75115. * @param condition defines the trigger related conditions
  75116. */
  75117. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75118. /** @hidden */
  75119. _prepare(): void;
  75120. /**
  75121. * Execute the action and set the targetted property to the desired value.
  75122. */
  75123. execute(): void;
  75124. /**
  75125. * Serializes the actions and its related information.
  75126. * @param parent defines the object to serialize in
  75127. * @returns the serialized object
  75128. */
  75129. serialize(parent: any): any;
  75130. }
  75131. /**
  75132. * This defines an action responsible to increment the target value
  75133. * to a desired value once triggered.
  75134. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75135. */
  75136. export class IncrementValueAction extends Action {
  75137. /**
  75138. * The path of the property to increment in the target.
  75139. */
  75140. propertyPath: string;
  75141. /**
  75142. * The value we should increment the property by.
  75143. */
  75144. value: any;
  75145. private _target;
  75146. private _effectiveTarget;
  75147. private _property;
  75148. /**
  75149. * Instantiate the action
  75150. * @param triggerOptions defines the trigger options
  75151. * @param target defines the object containing the property
  75152. * @param propertyPath defines the path of the property to increment in the target
  75153. * @param value defines the value value we should increment the property by
  75154. * @param condition defines the trigger related conditions
  75155. */
  75156. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75157. /** @hidden */
  75158. _prepare(): void;
  75159. /**
  75160. * Execute the action and increment the target of the value amount.
  75161. */
  75162. execute(): void;
  75163. /**
  75164. * Serializes the actions and its related information.
  75165. * @param parent defines the object to serialize in
  75166. * @returns the serialized object
  75167. */
  75168. serialize(parent: any): any;
  75169. }
  75170. /**
  75171. * This defines an action responsible to start an animation once triggered.
  75172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75173. */
  75174. export class PlayAnimationAction extends Action {
  75175. /**
  75176. * Where the animation should start (animation frame)
  75177. */
  75178. from: number;
  75179. /**
  75180. * Where the animation should stop (animation frame)
  75181. */
  75182. to: number;
  75183. /**
  75184. * Define if the animation should loop or stop after the first play.
  75185. */
  75186. loop?: boolean;
  75187. private _target;
  75188. /**
  75189. * Instantiate the action
  75190. * @param triggerOptions defines the trigger options
  75191. * @param target defines the target animation or animation name
  75192. * @param from defines from where the animation should start (animation frame)
  75193. * @param end defines where the animation should stop (animation frame)
  75194. * @param loop defines if the animation should loop or stop after the first play
  75195. * @param condition defines the trigger related conditions
  75196. */
  75197. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75198. /** @hidden */
  75199. _prepare(): void;
  75200. /**
  75201. * Execute the action and play the animation.
  75202. */
  75203. execute(): void;
  75204. /**
  75205. * Serializes the actions and its related information.
  75206. * @param parent defines the object to serialize in
  75207. * @returns the serialized object
  75208. */
  75209. serialize(parent: any): any;
  75210. }
  75211. /**
  75212. * This defines an action responsible to stop an animation once triggered.
  75213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75214. */
  75215. export class StopAnimationAction extends Action {
  75216. private _target;
  75217. /**
  75218. * Instantiate the action
  75219. * @param triggerOptions defines the trigger options
  75220. * @param target defines the target animation or animation name
  75221. * @param condition defines the trigger related conditions
  75222. */
  75223. constructor(triggerOptions: any, target: any, condition?: Condition);
  75224. /** @hidden */
  75225. _prepare(): void;
  75226. /**
  75227. * Execute the action and stop the animation.
  75228. */
  75229. execute(): void;
  75230. /**
  75231. * Serializes the actions and its related information.
  75232. * @param parent defines the object to serialize in
  75233. * @returns the serialized object
  75234. */
  75235. serialize(parent: any): any;
  75236. }
  75237. /**
  75238. * This defines an action responsible that does nothing once triggered.
  75239. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75240. */
  75241. export class DoNothingAction extends Action {
  75242. /**
  75243. * Instantiate the action
  75244. * @param triggerOptions defines the trigger options
  75245. * @param condition defines the trigger related conditions
  75246. */
  75247. constructor(triggerOptions?: any, condition?: Condition);
  75248. /**
  75249. * Execute the action and do nothing.
  75250. */
  75251. execute(): void;
  75252. /**
  75253. * Serializes the actions and its related information.
  75254. * @param parent defines the object to serialize in
  75255. * @returns the serialized object
  75256. */
  75257. serialize(parent: any): any;
  75258. }
  75259. /**
  75260. * This defines an action responsible to trigger several actions once triggered.
  75261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75262. */
  75263. export class CombineAction extends Action {
  75264. /**
  75265. * The list of aggregated animations to run.
  75266. */
  75267. children: Action[];
  75268. /**
  75269. * Instantiate the action
  75270. * @param triggerOptions defines the trigger options
  75271. * @param children defines the list of aggregated animations to run
  75272. * @param condition defines the trigger related conditions
  75273. */
  75274. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  75275. /** @hidden */
  75276. _prepare(): void;
  75277. /**
  75278. * Execute the action and executes all the aggregated actions.
  75279. */
  75280. execute(evt: ActionEvent): void;
  75281. /**
  75282. * Serializes the actions and its related information.
  75283. * @param parent defines the object to serialize in
  75284. * @returns the serialized object
  75285. */
  75286. serialize(parent: any): any;
  75287. }
  75288. /**
  75289. * This defines an action responsible to run code (external event) once triggered.
  75290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75291. */
  75292. export class ExecuteCodeAction extends Action {
  75293. /**
  75294. * The callback function to run.
  75295. */
  75296. func: (evt: ActionEvent) => void;
  75297. /**
  75298. * Instantiate the action
  75299. * @param triggerOptions defines the trigger options
  75300. * @param func defines the callback function to run
  75301. * @param condition defines the trigger related conditions
  75302. */
  75303. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  75304. /**
  75305. * Execute the action and run the attached code.
  75306. */
  75307. execute(evt: ActionEvent): void;
  75308. }
  75309. /**
  75310. * This defines an action responsible to set the parent property of the target once triggered.
  75311. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75312. */
  75313. export class SetParentAction extends Action {
  75314. private _parent;
  75315. private _target;
  75316. /**
  75317. * Instantiate the action
  75318. * @param triggerOptions defines the trigger options
  75319. * @param target defines the target containing the parent property
  75320. * @param parent defines from where the animation should start (animation frame)
  75321. * @param condition defines the trigger related conditions
  75322. */
  75323. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  75324. /** @hidden */
  75325. _prepare(): void;
  75326. /**
  75327. * Execute the action and set the parent property.
  75328. */
  75329. execute(): void;
  75330. /**
  75331. * Serializes the actions and its related information.
  75332. * @param parent defines the object to serialize in
  75333. * @returns the serialized object
  75334. */
  75335. serialize(parent: any): any;
  75336. }
  75337. }
  75338. declare module BABYLON {
  75339. /**
  75340. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75341. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75342. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75343. */
  75344. export class ActionManager extends AbstractActionManager {
  75345. /**
  75346. * Nothing
  75347. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75348. */
  75349. static readonly NothingTrigger: number;
  75350. /**
  75351. * On pick
  75352. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75353. */
  75354. static readonly OnPickTrigger: number;
  75355. /**
  75356. * On left pick
  75357. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75358. */
  75359. static readonly OnLeftPickTrigger: number;
  75360. /**
  75361. * On right pick
  75362. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75363. */
  75364. static readonly OnRightPickTrigger: number;
  75365. /**
  75366. * On center pick
  75367. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75368. */
  75369. static readonly OnCenterPickTrigger: number;
  75370. /**
  75371. * On pick down
  75372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75373. */
  75374. static readonly OnPickDownTrigger: number;
  75375. /**
  75376. * On double pick
  75377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75378. */
  75379. static readonly OnDoublePickTrigger: number;
  75380. /**
  75381. * On pick up
  75382. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75383. */
  75384. static readonly OnPickUpTrigger: number;
  75385. /**
  75386. * On pick out.
  75387. * This trigger will only be raised if you also declared a OnPickDown
  75388. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75389. */
  75390. static readonly OnPickOutTrigger: number;
  75391. /**
  75392. * On long press
  75393. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75394. */
  75395. static readonly OnLongPressTrigger: number;
  75396. /**
  75397. * On pointer over
  75398. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75399. */
  75400. static readonly OnPointerOverTrigger: number;
  75401. /**
  75402. * On pointer out
  75403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75404. */
  75405. static readonly OnPointerOutTrigger: number;
  75406. /**
  75407. * On every frame
  75408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75409. */
  75410. static readonly OnEveryFrameTrigger: number;
  75411. /**
  75412. * On intersection enter
  75413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75414. */
  75415. static readonly OnIntersectionEnterTrigger: number;
  75416. /**
  75417. * On intersection exit
  75418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75419. */
  75420. static readonly OnIntersectionExitTrigger: number;
  75421. /**
  75422. * On key down
  75423. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75424. */
  75425. static readonly OnKeyDownTrigger: number;
  75426. /**
  75427. * On key up
  75428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75429. */
  75430. static readonly OnKeyUpTrigger: number;
  75431. private _scene;
  75432. /**
  75433. * Creates a new action manager
  75434. * @param scene defines the hosting scene
  75435. */
  75436. constructor(scene: Scene);
  75437. /**
  75438. * Releases all associated resources
  75439. */
  75440. dispose(): void;
  75441. /**
  75442. * Gets hosting scene
  75443. * @returns the hosting scene
  75444. */
  75445. getScene(): Scene;
  75446. /**
  75447. * Does this action manager handles actions of any of the given triggers
  75448. * @param triggers defines the triggers to be tested
  75449. * @return a boolean indicating whether one (or more) of the triggers is handled
  75450. */
  75451. hasSpecificTriggers(triggers: number[]): boolean;
  75452. /**
  75453. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75454. * speed.
  75455. * @param triggerA defines the trigger to be tested
  75456. * @param triggerB defines the trigger to be tested
  75457. * @return a boolean indicating whether one (or more) of the triggers is handled
  75458. */
  75459. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75460. /**
  75461. * Does this action manager handles actions of a given trigger
  75462. * @param trigger defines the trigger to be tested
  75463. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75464. * @return whether the trigger is handled
  75465. */
  75466. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75467. /**
  75468. * Does this action manager has pointer triggers
  75469. */
  75470. readonly hasPointerTriggers: boolean;
  75471. /**
  75472. * Does this action manager has pick triggers
  75473. */
  75474. readonly hasPickTriggers: boolean;
  75475. /**
  75476. * Registers an action to this action manager
  75477. * @param action defines the action to be registered
  75478. * @return the action amended (prepared) after registration
  75479. */
  75480. registerAction(action: IAction): Nullable<IAction>;
  75481. /**
  75482. * Unregisters an action to this action manager
  75483. * @param action defines the action to be unregistered
  75484. * @return a boolean indicating whether the action has been unregistered
  75485. */
  75486. unregisterAction(action: IAction): Boolean;
  75487. /**
  75488. * Process a specific trigger
  75489. * @param trigger defines the trigger to process
  75490. * @param evt defines the event details to be processed
  75491. */
  75492. processTrigger(trigger: number, evt?: IActionEvent): void;
  75493. /** @hidden */
  75494. _getEffectiveTarget(target: any, propertyPath: string): any;
  75495. /** @hidden */
  75496. _getProperty(propertyPath: string): string;
  75497. /**
  75498. * Serialize this manager to a JSON object
  75499. * @param name defines the property name to store this manager
  75500. * @returns a JSON representation of this manager
  75501. */
  75502. serialize(name: string): any;
  75503. /**
  75504. * Creates a new ActionManager from a JSON data
  75505. * @param parsedActions defines the JSON data to read from
  75506. * @param object defines the hosting mesh
  75507. * @param scene defines the hosting scene
  75508. */
  75509. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75510. /**
  75511. * Get a trigger name by index
  75512. * @param trigger defines the trigger index
  75513. * @returns a trigger name
  75514. */
  75515. static GetTriggerName(trigger: number): string;
  75516. }
  75517. }
  75518. declare module BABYLON {
  75519. /**
  75520. * Class representing a ray with position and direction
  75521. */
  75522. export class Ray {
  75523. /** origin point */
  75524. origin: Vector3;
  75525. /** direction */
  75526. direction: Vector3;
  75527. /** length of the ray */
  75528. length: number;
  75529. private static readonly TmpVector3;
  75530. private _tmpRay;
  75531. /**
  75532. * Creates a new ray
  75533. * @param origin origin point
  75534. * @param direction direction
  75535. * @param length length of the ray
  75536. */
  75537. constructor(
  75538. /** origin point */
  75539. origin: Vector3,
  75540. /** direction */
  75541. direction: Vector3,
  75542. /** length of the ray */
  75543. length?: number);
  75544. /**
  75545. * Checks if the ray intersects a box
  75546. * @param minimum bound of the box
  75547. * @param maximum bound of the box
  75548. * @param intersectionTreshold extra extend to be added to the box in all direction
  75549. * @returns if the box was hit
  75550. */
  75551. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75552. /**
  75553. * Checks if the ray intersects a box
  75554. * @param box the bounding box to check
  75555. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75556. * @returns if the box was hit
  75557. */
  75558. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75559. /**
  75560. * If the ray hits a sphere
  75561. * @param sphere the bounding sphere to check
  75562. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75563. * @returns true if it hits the sphere
  75564. */
  75565. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75566. /**
  75567. * If the ray hits a triange
  75568. * @param vertex0 triangle vertex
  75569. * @param vertex1 triangle vertex
  75570. * @param vertex2 triangle vertex
  75571. * @returns intersection information if hit
  75572. */
  75573. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75574. /**
  75575. * Checks if ray intersects a plane
  75576. * @param plane the plane to check
  75577. * @returns the distance away it was hit
  75578. */
  75579. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75580. /**
  75581. * Calculate the intercept of a ray on a given axis
  75582. * @param axis to check 'x' | 'y' | 'z'
  75583. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75584. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75585. */
  75586. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75587. /**
  75588. * Checks if ray intersects a mesh
  75589. * @param mesh the mesh to check
  75590. * @param fastCheck if only the bounding box should checked
  75591. * @returns picking info of the intersecton
  75592. */
  75593. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75594. /**
  75595. * Checks if ray intersects a mesh
  75596. * @param meshes the meshes to check
  75597. * @param fastCheck if only the bounding box should checked
  75598. * @param results array to store result in
  75599. * @returns Array of picking infos
  75600. */
  75601. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75602. private _comparePickingInfo;
  75603. private static smallnum;
  75604. private static rayl;
  75605. /**
  75606. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75607. * @param sega the first point of the segment to test the intersection against
  75608. * @param segb the second point of the segment to test the intersection against
  75609. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75610. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75611. */
  75612. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75613. /**
  75614. * Update the ray from viewport position
  75615. * @param x position
  75616. * @param y y position
  75617. * @param viewportWidth viewport width
  75618. * @param viewportHeight viewport height
  75619. * @param world world matrix
  75620. * @param view view matrix
  75621. * @param projection projection matrix
  75622. * @returns this ray updated
  75623. */
  75624. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75625. /**
  75626. * Creates a ray with origin and direction of 0,0,0
  75627. * @returns the new ray
  75628. */
  75629. static Zero(): Ray;
  75630. /**
  75631. * Creates a new ray from screen space and viewport
  75632. * @param x position
  75633. * @param y y position
  75634. * @param viewportWidth viewport width
  75635. * @param viewportHeight viewport height
  75636. * @param world world matrix
  75637. * @param view view matrix
  75638. * @param projection projection matrix
  75639. * @returns new ray
  75640. */
  75641. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75642. /**
  75643. * 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
  75644. * transformed to the given world matrix.
  75645. * @param origin The origin point
  75646. * @param end The end point
  75647. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75648. * @returns the new ray
  75649. */
  75650. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75651. /**
  75652. * Transforms a ray by a matrix
  75653. * @param ray ray to transform
  75654. * @param matrix matrix to apply
  75655. * @returns the resulting new ray
  75656. */
  75657. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75658. /**
  75659. * Transforms a ray by a matrix
  75660. * @param ray ray to transform
  75661. * @param matrix matrix to apply
  75662. * @param result ray to store result in
  75663. */
  75664. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75665. /**
  75666. * Unproject a ray from screen space to object space
  75667. * @param sourceX defines the screen space x coordinate to use
  75668. * @param sourceY defines the screen space y coordinate to use
  75669. * @param viewportWidth defines the current width of the viewport
  75670. * @param viewportHeight defines the current height of the viewport
  75671. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75672. * @param view defines the view matrix to use
  75673. * @param projection defines the projection matrix to use
  75674. */
  75675. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75676. }
  75677. /**
  75678. * Type used to define predicate used to select faces when a mesh intersection is detected
  75679. */
  75680. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75681. interface Scene {
  75682. /** @hidden */
  75683. _tempPickingRay: Nullable<Ray>;
  75684. /** @hidden */
  75685. _cachedRayForTransform: Ray;
  75686. /** @hidden */
  75687. _pickWithRayInverseMatrix: Matrix;
  75688. /** @hidden */
  75689. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75690. /** @hidden */
  75691. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75692. }
  75693. }
  75694. declare module BABYLON {
  75695. /**
  75696. * Groups all the scene component constants in one place to ease maintenance.
  75697. * @hidden
  75698. */
  75699. export class SceneComponentConstants {
  75700. static readonly NAME_EFFECTLAYER: string;
  75701. static readonly NAME_LAYER: string;
  75702. static readonly NAME_LENSFLARESYSTEM: string;
  75703. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75704. static readonly NAME_PARTICLESYSTEM: string;
  75705. static readonly NAME_GAMEPAD: string;
  75706. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75707. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75708. static readonly NAME_DEPTHRENDERER: string;
  75709. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75710. static readonly NAME_SPRITE: string;
  75711. static readonly NAME_OUTLINERENDERER: string;
  75712. static readonly NAME_PROCEDURALTEXTURE: string;
  75713. static readonly NAME_SHADOWGENERATOR: string;
  75714. static readonly NAME_OCTREE: string;
  75715. static readonly NAME_PHYSICSENGINE: string;
  75716. static readonly NAME_AUDIO: string;
  75717. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75718. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75719. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75720. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75721. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75722. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75723. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75724. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75725. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75726. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75727. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75728. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75729. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75730. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75731. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75732. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75733. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75734. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75735. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75736. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75737. static readonly STEP_AFTERRENDER_AUDIO: number;
  75738. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75739. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75740. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75741. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75742. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75743. static readonly STEP_POINTERMOVE_SPRITE: number;
  75744. static readonly STEP_POINTERDOWN_SPRITE: number;
  75745. static readonly STEP_POINTERUP_SPRITE: number;
  75746. }
  75747. /**
  75748. * This represents a scene component.
  75749. *
  75750. * This is used to decouple the dependency the scene is having on the different workloads like
  75751. * layers, post processes...
  75752. */
  75753. export interface ISceneComponent {
  75754. /**
  75755. * The name of the component. Each component must have a unique name.
  75756. */
  75757. name: string;
  75758. /**
  75759. * The scene the component belongs to.
  75760. */
  75761. scene: Scene;
  75762. /**
  75763. * Register the component to one instance of a scene.
  75764. */
  75765. register(): void;
  75766. /**
  75767. * Rebuilds the elements related to this component in case of
  75768. * context lost for instance.
  75769. */
  75770. rebuild(): void;
  75771. /**
  75772. * Disposes the component and the associated ressources.
  75773. */
  75774. dispose(): void;
  75775. }
  75776. /**
  75777. * This represents a SERIALIZABLE scene component.
  75778. *
  75779. * This extends Scene Component to add Serialization methods on top.
  75780. */
  75781. export interface ISceneSerializableComponent extends ISceneComponent {
  75782. /**
  75783. * Adds all the elements from the container to the scene
  75784. * @param container the container holding the elements
  75785. */
  75786. addFromContainer(container: AbstractScene): void;
  75787. /**
  75788. * Removes all the elements in the container from the scene
  75789. * @param container contains the elements to remove
  75790. * @param dispose if the removed element should be disposed (default: false)
  75791. */
  75792. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75793. /**
  75794. * Serializes the component data to the specified json object
  75795. * @param serializationObject The object to serialize to
  75796. */
  75797. serialize(serializationObject: any): void;
  75798. }
  75799. /**
  75800. * Strong typing of a Mesh related stage step action
  75801. */
  75802. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75803. /**
  75804. * Strong typing of a Evaluate Sub Mesh related stage step action
  75805. */
  75806. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75807. /**
  75808. * Strong typing of a Active Mesh related stage step action
  75809. */
  75810. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75811. /**
  75812. * Strong typing of a Camera related stage step action
  75813. */
  75814. export type CameraStageAction = (camera: Camera) => void;
  75815. /**
  75816. * Strong typing of a Camera Frame buffer related stage step action
  75817. */
  75818. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75819. /**
  75820. * Strong typing of a Render Target related stage step action
  75821. */
  75822. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75823. /**
  75824. * Strong typing of a RenderingGroup related stage step action
  75825. */
  75826. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75827. /**
  75828. * Strong typing of a Mesh Render related stage step action
  75829. */
  75830. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75831. /**
  75832. * Strong typing of a simple stage step action
  75833. */
  75834. export type SimpleStageAction = () => void;
  75835. /**
  75836. * Strong typing of a render target action.
  75837. */
  75838. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75839. /**
  75840. * Strong typing of a pointer move action.
  75841. */
  75842. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75843. /**
  75844. * Strong typing of a pointer up/down action.
  75845. */
  75846. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75847. /**
  75848. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75849. * @hidden
  75850. */
  75851. export class Stage<T extends Function> extends Array<{
  75852. index: number;
  75853. component: ISceneComponent;
  75854. action: T;
  75855. }> {
  75856. /**
  75857. * Hide ctor from the rest of the world.
  75858. * @param items The items to add.
  75859. */
  75860. private constructor();
  75861. /**
  75862. * Creates a new Stage.
  75863. * @returns A new instance of a Stage
  75864. */
  75865. static Create<T extends Function>(): Stage<T>;
  75866. /**
  75867. * Registers a step in an ordered way in the targeted stage.
  75868. * @param index Defines the position to register the step in
  75869. * @param component Defines the component attached to the step
  75870. * @param action Defines the action to launch during the step
  75871. */
  75872. registerStep(index: number, component: ISceneComponent, action: T): void;
  75873. /**
  75874. * Clears all the steps from the stage.
  75875. */
  75876. clear(): void;
  75877. }
  75878. }
  75879. declare module BABYLON {
  75880. interface Scene {
  75881. /** @hidden */
  75882. _pointerOverSprite: Nullable<Sprite>;
  75883. /** @hidden */
  75884. _pickedDownSprite: Nullable<Sprite>;
  75885. /** @hidden */
  75886. _tempSpritePickingRay: Nullable<Ray>;
  75887. /**
  75888. * All of the sprite managers added to this scene
  75889. * @see http://doc.babylonjs.com/babylon101/sprites
  75890. */
  75891. spriteManagers: Array<ISpriteManager>;
  75892. /**
  75893. * An event triggered when sprites rendering is about to start
  75894. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75895. */
  75896. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75897. /**
  75898. * An event triggered when sprites rendering is done
  75899. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75900. */
  75901. onAfterSpritesRenderingObservable: Observable<Scene>;
  75902. /** @hidden */
  75903. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75904. /** Launch a ray to try to pick a sprite in the scene
  75905. * @param x position on screen
  75906. * @param y position on screen
  75907. * @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
  75908. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75909. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75910. * @returns a PickingInfo
  75911. */
  75912. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75913. /** Use the given ray to pick a sprite in the scene
  75914. * @param ray The ray (in world space) to use to pick meshes
  75915. * @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
  75916. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75917. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75918. * @returns a PickingInfo
  75919. */
  75920. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75921. /** @hidden */
  75922. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  75923. /** Launch a ray to try to pick sprites in the scene
  75924. * @param x position on screen
  75925. * @param y position on screen
  75926. * @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
  75927. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75928. * @returns a PickingInfo array
  75929. */
  75930. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  75931. /** Use the given ray to pick sprites in the scene
  75932. * @param ray The ray (in world space) to use to pick meshes
  75933. * @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
  75934. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75935. * @returns a PickingInfo array
  75936. */
  75937. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  75938. /**
  75939. * Force the sprite under the pointer
  75940. * @param sprite defines the sprite to use
  75941. */
  75942. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75943. /**
  75944. * Gets the sprite under the pointer
  75945. * @returns a Sprite or null if no sprite is under the pointer
  75946. */
  75947. getPointerOverSprite(): Nullable<Sprite>;
  75948. }
  75949. /**
  75950. * Defines the sprite scene component responsible to manage sprites
  75951. * in a given scene.
  75952. */
  75953. export class SpriteSceneComponent implements ISceneComponent {
  75954. /**
  75955. * The component name helpfull to identify the component in the list of scene components.
  75956. */
  75957. readonly name: string;
  75958. /**
  75959. * The scene the component belongs to.
  75960. */
  75961. scene: Scene;
  75962. /** @hidden */
  75963. private _spritePredicate;
  75964. /**
  75965. * Creates a new instance of the component for the given scene
  75966. * @param scene Defines the scene to register the component in
  75967. */
  75968. constructor(scene: Scene);
  75969. /**
  75970. * Registers the component in a given scene
  75971. */
  75972. register(): void;
  75973. /**
  75974. * Rebuilds the elements related to this component in case of
  75975. * context lost for instance.
  75976. */
  75977. rebuild(): void;
  75978. /**
  75979. * Disposes the component and the associated ressources.
  75980. */
  75981. dispose(): void;
  75982. private _pickSpriteButKeepRay;
  75983. private _pointerMove;
  75984. private _pointerDown;
  75985. private _pointerUp;
  75986. }
  75987. }
  75988. declare module BABYLON {
  75989. /** @hidden */
  75990. export var fogFragmentDeclaration: {
  75991. name: string;
  75992. shader: string;
  75993. };
  75994. }
  75995. declare module BABYLON {
  75996. /** @hidden */
  75997. export var fogFragment: {
  75998. name: string;
  75999. shader: string;
  76000. };
  76001. }
  76002. declare module BABYLON {
  76003. /** @hidden */
  76004. export var spritesPixelShader: {
  76005. name: string;
  76006. shader: string;
  76007. };
  76008. }
  76009. declare module BABYLON {
  76010. /** @hidden */
  76011. export var fogVertexDeclaration: {
  76012. name: string;
  76013. shader: string;
  76014. };
  76015. }
  76016. declare module BABYLON {
  76017. /** @hidden */
  76018. export var spritesVertexShader: {
  76019. name: string;
  76020. shader: string;
  76021. };
  76022. }
  76023. declare module BABYLON {
  76024. /**
  76025. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76026. */
  76027. export interface ISpriteManager extends IDisposable {
  76028. /**
  76029. * Restricts the camera to viewing objects with the same layerMask.
  76030. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76031. */
  76032. layerMask: number;
  76033. /**
  76034. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76035. */
  76036. isPickable: boolean;
  76037. /**
  76038. * Specifies the rendering group id for this mesh (0 by default)
  76039. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76040. */
  76041. renderingGroupId: number;
  76042. /**
  76043. * Defines the list of sprites managed by the manager.
  76044. */
  76045. sprites: Array<Sprite>;
  76046. /**
  76047. * Tests the intersection of a sprite with a specific ray.
  76048. * @param ray The ray we are sending to test the collision
  76049. * @param camera The camera space we are sending rays in
  76050. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76051. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76052. * @returns picking info or null.
  76053. */
  76054. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76055. /**
  76056. * Intersects the sprites with a ray
  76057. * @param ray defines the ray to intersect with
  76058. * @param camera defines the current active camera
  76059. * @param predicate defines a predicate used to select candidate sprites
  76060. * @returns null if no hit or a PickingInfo array
  76061. */
  76062. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76063. /**
  76064. * Renders the list of sprites on screen.
  76065. */
  76066. render(): void;
  76067. }
  76068. /**
  76069. * Class used to manage multiple sprites on the same spritesheet
  76070. * @see http://doc.babylonjs.com/babylon101/sprites
  76071. */
  76072. export class SpriteManager implements ISpriteManager {
  76073. /** defines the manager's name */
  76074. name: string;
  76075. /** Gets the list of sprites */
  76076. sprites: Sprite[];
  76077. /** Gets or sets the rendering group id (0 by default) */
  76078. renderingGroupId: number;
  76079. /** Gets or sets camera layer mask */
  76080. layerMask: number;
  76081. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76082. fogEnabled: boolean;
  76083. /** Gets or sets a boolean indicating if the sprites are pickable */
  76084. isPickable: boolean;
  76085. /** Defines the default width of a cell in the spritesheet */
  76086. cellWidth: number;
  76087. /** Defines the default height of a cell in the spritesheet */
  76088. cellHeight: number;
  76089. /** Associative array from JSON sprite data file */
  76090. private _cellData;
  76091. /** Array of sprite names from JSON sprite data file */
  76092. private _spriteMap;
  76093. /** True when packed cell data from JSON file is ready*/
  76094. private _packedAndReady;
  76095. /**
  76096. * An event triggered when the manager is disposed.
  76097. */
  76098. onDisposeObservable: Observable<SpriteManager>;
  76099. private _onDisposeObserver;
  76100. /**
  76101. * Callback called when the manager is disposed
  76102. */
  76103. onDispose: () => void;
  76104. private _capacity;
  76105. private _fromPacked;
  76106. private _spriteTexture;
  76107. private _epsilon;
  76108. private _scene;
  76109. private _vertexData;
  76110. private _buffer;
  76111. private _vertexBuffers;
  76112. private _indexBuffer;
  76113. private _effectBase;
  76114. private _effectFog;
  76115. /**
  76116. * Gets or sets the spritesheet texture
  76117. */
  76118. texture: Texture;
  76119. /**
  76120. * Creates a new sprite manager
  76121. * @param name defines the manager's name
  76122. * @param imgUrl defines the sprite sheet url
  76123. * @param capacity defines the maximum allowed number of sprites
  76124. * @param cellSize defines the size of a sprite cell
  76125. * @param scene defines the hosting scene
  76126. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76127. * @param samplingMode defines the smapling mode to use with spritesheet
  76128. * @param fromPacked set to false; do not alter
  76129. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76130. */
  76131. constructor(
  76132. /** defines the manager's name */
  76133. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76134. private _makePacked;
  76135. private _appendSpriteVertex;
  76136. /**
  76137. * Intersects the sprites with a ray
  76138. * @param ray defines the ray to intersect with
  76139. * @param camera defines the current active camera
  76140. * @param predicate defines a predicate used to select candidate sprites
  76141. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76142. * @returns null if no hit or a PickingInfo
  76143. */
  76144. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76145. /**
  76146. * Intersects the sprites with a ray
  76147. * @param ray defines the ray to intersect with
  76148. * @param camera defines the current active camera
  76149. * @param predicate defines a predicate used to select candidate sprites
  76150. * @returns null if no hit or a PickingInfo array
  76151. */
  76152. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76153. /**
  76154. * Render all child sprites
  76155. */
  76156. render(): void;
  76157. /**
  76158. * Release associated resources
  76159. */
  76160. dispose(): void;
  76161. }
  76162. }
  76163. declare module BABYLON {
  76164. /**
  76165. * Class used to represent a sprite
  76166. * @see http://doc.babylonjs.com/babylon101/sprites
  76167. */
  76168. export class Sprite {
  76169. /** defines the name */
  76170. name: string;
  76171. /** Gets or sets the current world position */
  76172. position: Vector3;
  76173. /** Gets or sets the main color */
  76174. color: Color4;
  76175. /** Gets or sets the width */
  76176. width: number;
  76177. /** Gets or sets the height */
  76178. height: number;
  76179. /** Gets or sets rotation angle */
  76180. angle: number;
  76181. /** Gets or sets the cell index in the sprite sheet */
  76182. cellIndex: number;
  76183. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76184. cellRef: string;
  76185. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76186. invertU: number;
  76187. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76188. invertV: number;
  76189. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76190. disposeWhenFinishedAnimating: boolean;
  76191. /** Gets the list of attached animations */
  76192. animations: Animation[];
  76193. /** Gets or sets a boolean indicating if the sprite can be picked */
  76194. isPickable: boolean;
  76195. /**
  76196. * Gets or sets the associated action manager
  76197. */
  76198. actionManager: Nullable<ActionManager>;
  76199. private _animationStarted;
  76200. private _loopAnimation;
  76201. private _fromIndex;
  76202. private _toIndex;
  76203. private _delay;
  76204. private _direction;
  76205. private _manager;
  76206. private _time;
  76207. private _onAnimationEnd;
  76208. /**
  76209. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  76210. */
  76211. isVisible: boolean;
  76212. /**
  76213. * Gets or sets the sprite size
  76214. */
  76215. size: number;
  76216. /**
  76217. * Creates a new Sprite
  76218. * @param name defines the name
  76219. * @param manager defines the manager
  76220. */
  76221. constructor(
  76222. /** defines the name */
  76223. name: string, manager: ISpriteManager);
  76224. /**
  76225. * Starts an animation
  76226. * @param from defines the initial key
  76227. * @param to defines the end key
  76228. * @param loop defines if the animation must loop
  76229. * @param delay defines the start delay (in ms)
  76230. * @param onAnimationEnd defines a callback to call when animation ends
  76231. */
  76232. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  76233. /** Stops current animation (if any) */
  76234. stopAnimation(): void;
  76235. /** @hidden */
  76236. _animate(deltaTime: number): void;
  76237. /** Release associated resources */
  76238. dispose(): void;
  76239. }
  76240. }
  76241. declare module BABYLON {
  76242. /**
  76243. * Information about the result of picking within a scene
  76244. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  76245. */
  76246. export class PickingInfo {
  76247. /** @hidden */
  76248. _pickingUnavailable: boolean;
  76249. /**
  76250. * If the pick collided with an object
  76251. */
  76252. hit: boolean;
  76253. /**
  76254. * Distance away where the pick collided
  76255. */
  76256. distance: number;
  76257. /**
  76258. * The location of pick collision
  76259. */
  76260. pickedPoint: Nullable<Vector3>;
  76261. /**
  76262. * The mesh corresponding the the pick collision
  76263. */
  76264. pickedMesh: Nullable<AbstractMesh>;
  76265. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  76266. bu: number;
  76267. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  76268. bv: number;
  76269. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  76270. faceId: number;
  76271. /** Id of the the submesh that was picked */
  76272. subMeshId: number;
  76273. /** If a sprite was picked, this will be the sprite the pick collided with */
  76274. pickedSprite: Nullable<Sprite>;
  76275. /**
  76276. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  76277. */
  76278. originMesh: Nullable<AbstractMesh>;
  76279. /**
  76280. * The ray that was used to perform the picking.
  76281. */
  76282. ray: Nullable<Ray>;
  76283. /**
  76284. * Gets the normal correspodning to the face the pick collided with
  76285. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  76286. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  76287. * @returns The normal correspodning to the face the pick collided with
  76288. */
  76289. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  76290. /**
  76291. * Gets the texture coordinates of where the pick occured
  76292. * @returns the vector containing the coordnates of the texture
  76293. */
  76294. getTextureCoordinates(): Nullable<Vector2>;
  76295. }
  76296. }
  76297. declare module BABYLON {
  76298. /**
  76299. * Gather the list of pointer event types as constants.
  76300. */
  76301. export class PointerEventTypes {
  76302. /**
  76303. * 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.
  76304. */
  76305. static readonly POINTERDOWN: number;
  76306. /**
  76307. * The pointerup event is fired when a pointer is no longer active.
  76308. */
  76309. static readonly POINTERUP: number;
  76310. /**
  76311. * The pointermove event is fired when a pointer changes coordinates.
  76312. */
  76313. static readonly POINTERMOVE: number;
  76314. /**
  76315. * The pointerwheel event is fired when a mouse wheel has been rotated.
  76316. */
  76317. static readonly POINTERWHEEL: number;
  76318. /**
  76319. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  76320. */
  76321. static readonly POINTERPICK: number;
  76322. /**
  76323. * The pointertap event is fired when a the object has been touched and released without drag.
  76324. */
  76325. static readonly POINTERTAP: number;
  76326. /**
  76327. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  76328. */
  76329. static readonly POINTERDOUBLETAP: number;
  76330. }
  76331. /**
  76332. * Base class of pointer info types.
  76333. */
  76334. export class PointerInfoBase {
  76335. /**
  76336. * Defines the type of event (PointerEventTypes)
  76337. */
  76338. type: number;
  76339. /**
  76340. * Defines the related dom event
  76341. */
  76342. event: PointerEvent | MouseWheelEvent;
  76343. /**
  76344. * Instantiates the base class of pointers info.
  76345. * @param type Defines the type of event (PointerEventTypes)
  76346. * @param event Defines the related dom event
  76347. */
  76348. constructor(
  76349. /**
  76350. * Defines the type of event (PointerEventTypes)
  76351. */
  76352. type: number,
  76353. /**
  76354. * Defines the related dom event
  76355. */
  76356. event: PointerEvent | MouseWheelEvent);
  76357. }
  76358. /**
  76359. * This class is used to store pointer related info for the onPrePointerObservable event.
  76360. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  76361. */
  76362. export class PointerInfoPre extends PointerInfoBase {
  76363. /**
  76364. * Ray from a pointer if availible (eg. 6dof controller)
  76365. */
  76366. ray: Nullable<Ray>;
  76367. /**
  76368. * Defines the local position of the pointer on the canvas.
  76369. */
  76370. localPosition: Vector2;
  76371. /**
  76372. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  76373. */
  76374. skipOnPointerObservable: boolean;
  76375. /**
  76376. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76377. * @param type Defines the type of event (PointerEventTypes)
  76378. * @param event Defines the related dom event
  76379. * @param localX Defines the local x coordinates of the pointer when the event occured
  76380. * @param localY Defines the local y coordinates of the pointer when the event occured
  76381. */
  76382. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76383. }
  76384. /**
  76385. * This type contains all the data related to a pointer event in Babylon.js.
  76386. * 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.
  76387. */
  76388. export class PointerInfo extends PointerInfoBase {
  76389. /**
  76390. * Defines the picking info associated to the info (if any)\
  76391. */
  76392. pickInfo: Nullable<PickingInfo>;
  76393. /**
  76394. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76395. * @param type Defines the type of event (PointerEventTypes)
  76396. * @param event Defines the related dom event
  76397. * @param pickInfo Defines the picking info associated to the info (if any)\
  76398. */
  76399. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76400. /**
  76401. * Defines the picking info associated to the info (if any)\
  76402. */
  76403. pickInfo: Nullable<PickingInfo>);
  76404. }
  76405. /**
  76406. * Data relating to a touch event on the screen.
  76407. */
  76408. export interface PointerTouch {
  76409. /**
  76410. * X coordinate of touch.
  76411. */
  76412. x: number;
  76413. /**
  76414. * Y coordinate of touch.
  76415. */
  76416. y: number;
  76417. /**
  76418. * Id of touch. Unique for each finger.
  76419. */
  76420. pointerId: number;
  76421. /**
  76422. * Event type passed from DOM.
  76423. */
  76424. type: any;
  76425. }
  76426. }
  76427. declare module BABYLON {
  76428. /**
  76429. * Manage the mouse inputs to control the movement of a free camera.
  76430. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76431. */
  76432. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76433. /**
  76434. * Define if touch is enabled in the mouse input
  76435. */
  76436. touchEnabled: boolean;
  76437. /**
  76438. * Defines the camera the input is attached to.
  76439. */
  76440. camera: FreeCamera;
  76441. /**
  76442. * Defines the buttons associated with the input to handle camera move.
  76443. */
  76444. buttons: number[];
  76445. /**
  76446. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76447. */
  76448. angularSensibility: number;
  76449. private _pointerInput;
  76450. private _onMouseMove;
  76451. private _observer;
  76452. private previousPosition;
  76453. /**
  76454. * Observable for when a pointer move event occurs containing the move offset
  76455. */
  76456. onPointerMovedObservable: Observable<{
  76457. offsetX: number;
  76458. offsetY: number;
  76459. }>;
  76460. /**
  76461. * @hidden
  76462. * If the camera should be rotated automatically based on pointer movement
  76463. */
  76464. _allowCameraRotation: boolean;
  76465. /**
  76466. * Manage the mouse inputs to control the movement of a free camera.
  76467. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76468. * @param touchEnabled Defines if touch is enabled or not
  76469. */
  76470. constructor(
  76471. /**
  76472. * Define if touch is enabled in the mouse input
  76473. */
  76474. touchEnabled?: boolean);
  76475. /**
  76476. * Attach the input controls to a specific dom element to get the input from.
  76477. * @param element Defines the element the controls should be listened from
  76478. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76479. */
  76480. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76481. /**
  76482. * Called on JS contextmenu event.
  76483. * Override this method to provide functionality.
  76484. */
  76485. protected onContextMenu(evt: PointerEvent): void;
  76486. /**
  76487. * Detach the current controls from the specified dom element.
  76488. * @param element Defines the element to stop listening the inputs from
  76489. */
  76490. detachControl(element: Nullable<HTMLElement>): void;
  76491. /**
  76492. * Gets the class name of the current intput.
  76493. * @returns the class name
  76494. */
  76495. getClassName(): string;
  76496. /**
  76497. * Get the friendly name associated with the input class.
  76498. * @returns the input friendly name
  76499. */
  76500. getSimpleName(): string;
  76501. }
  76502. }
  76503. declare module BABYLON {
  76504. /**
  76505. * Manage the touch inputs to control the movement of a free camera.
  76506. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76507. */
  76508. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76509. /**
  76510. * Defines the camera the input is attached to.
  76511. */
  76512. camera: FreeCamera;
  76513. /**
  76514. * Defines the touch sensibility for rotation.
  76515. * The higher the faster.
  76516. */
  76517. touchAngularSensibility: number;
  76518. /**
  76519. * Defines the touch sensibility for move.
  76520. * The higher the faster.
  76521. */
  76522. touchMoveSensibility: number;
  76523. private _offsetX;
  76524. private _offsetY;
  76525. private _pointerPressed;
  76526. private _pointerInput;
  76527. private _observer;
  76528. private _onLostFocus;
  76529. /**
  76530. * Attach the input controls to a specific dom element to get the input from.
  76531. * @param element Defines the element the controls should be listened from
  76532. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76533. */
  76534. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76535. /**
  76536. * Detach the current controls from the specified dom element.
  76537. * @param element Defines the element to stop listening the inputs from
  76538. */
  76539. detachControl(element: Nullable<HTMLElement>): void;
  76540. /**
  76541. * Update the current camera state depending on the inputs that have been used this frame.
  76542. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76543. */
  76544. checkInputs(): void;
  76545. /**
  76546. * Gets the class name of the current intput.
  76547. * @returns the class name
  76548. */
  76549. getClassName(): string;
  76550. /**
  76551. * Get the friendly name associated with the input class.
  76552. * @returns the input friendly name
  76553. */
  76554. getSimpleName(): string;
  76555. }
  76556. }
  76557. declare module BABYLON {
  76558. /**
  76559. * Default Inputs manager for the FreeCamera.
  76560. * It groups all the default supported inputs for ease of use.
  76561. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76562. */
  76563. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76564. /**
  76565. * @hidden
  76566. */
  76567. _mouseInput: Nullable<FreeCameraMouseInput>;
  76568. /**
  76569. * Instantiates a new FreeCameraInputsManager.
  76570. * @param camera Defines the camera the inputs belong to
  76571. */
  76572. constructor(camera: FreeCamera);
  76573. /**
  76574. * Add keyboard input support to the input manager.
  76575. * @returns the current input manager
  76576. */
  76577. addKeyboard(): FreeCameraInputsManager;
  76578. /**
  76579. * Add mouse input support to the input manager.
  76580. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76581. * @returns the current input manager
  76582. */
  76583. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76584. /**
  76585. * Removes the mouse input support from the manager
  76586. * @returns the current input manager
  76587. */
  76588. removeMouse(): FreeCameraInputsManager;
  76589. /**
  76590. * Add touch input support to the input manager.
  76591. * @returns the current input manager
  76592. */
  76593. addTouch(): FreeCameraInputsManager;
  76594. /**
  76595. * Remove all attached input methods from a camera
  76596. */
  76597. clear(): void;
  76598. }
  76599. }
  76600. declare module BABYLON {
  76601. /**
  76602. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76603. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76604. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76605. */
  76606. export class FreeCamera extends TargetCamera {
  76607. /**
  76608. * Define the collision ellipsoid of the camera.
  76609. * This is helpful to simulate a camera body like the player body around the camera
  76610. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76611. */
  76612. ellipsoid: Vector3;
  76613. /**
  76614. * Define an offset for the position of the ellipsoid around the camera.
  76615. * This can be helpful to determine the center of the body near the gravity center of the body
  76616. * instead of its head.
  76617. */
  76618. ellipsoidOffset: Vector3;
  76619. /**
  76620. * Enable or disable collisions of the camera with the rest of the scene objects.
  76621. */
  76622. checkCollisions: boolean;
  76623. /**
  76624. * Enable or disable gravity on the camera.
  76625. */
  76626. applyGravity: boolean;
  76627. /**
  76628. * Define the input manager associated to the camera.
  76629. */
  76630. inputs: FreeCameraInputsManager;
  76631. /**
  76632. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76633. * Higher values reduce sensitivity.
  76634. */
  76635. /**
  76636. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76637. * Higher values reduce sensitivity.
  76638. */
  76639. angularSensibility: number;
  76640. /**
  76641. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76642. */
  76643. keysUp: number[];
  76644. /**
  76645. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76646. */
  76647. keysDown: number[];
  76648. /**
  76649. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76650. */
  76651. keysLeft: number[];
  76652. /**
  76653. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76654. */
  76655. keysRight: number[];
  76656. /**
  76657. * Event raised when the camera collide with a mesh in the scene.
  76658. */
  76659. onCollide: (collidedMesh: AbstractMesh) => void;
  76660. private _collider;
  76661. private _needMoveForGravity;
  76662. private _oldPosition;
  76663. private _diffPosition;
  76664. private _newPosition;
  76665. /** @hidden */
  76666. _localDirection: Vector3;
  76667. /** @hidden */
  76668. _transformedDirection: Vector3;
  76669. /**
  76670. * Instantiates a Free Camera.
  76671. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76672. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76673. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76674. * @param name Define the name of the camera in the scene
  76675. * @param position Define the start position of the camera in the scene
  76676. * @param scene Define the scene the camera belongs to
  76677. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76678. */
  76679. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76680. /**
  76681. * Attached controls to the current camera.
  76682. * @param element Defines the element the controls should be listened from
  76683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76684. */
  76685. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76686. /**
  76687. * Detach the current controls from the camera.
  76688. * The camera will stop reacting to inputs.
  76689. * @param element Defines the element to stop listening the inputs from
  76690. */
  76691. detachControl(element: HTMLElement): void;
  76692. private _collisionMask;
  76693. /**
  76694. * Define a collision mask to limit the list of object the camera can collide with
  76695. */
  76696. collisionMask: number;
  76697. /** @hidden */
  76698. _collideWithWorld(displacement: Vector3): void;
  76699. private _onCollisionPositionChange;
  76700. /** @hidden */
  76701. _checkInputs(): void;
  76702. /** @hidden */
  76703. _decideIfNeedsToMove(): boolean;
  76704. /** @hidden */
  76705. _updatePosition(): void;
  76706. /**
  76707. * Destroy the camera and release the current resources hold by it.
  76708. */
  76709. dispose(): void;
  76710. /**
  76711. * Gets the current object class name.
  76712. * @return the class name
  76713. */
  76714. getClassName(): string;
  76715. }
  76716. }
  76717. declare module BABYLON {
  76718. /**
  76719. * Represents a gamepad control stick position
  76720. */
  76721. export class StickValues {
  76722. /**
  76723. * The x component of the control stick
  76724. */
  76725. x: number;
  76726. /**
  76727. * The y component of the control stick
  76728. */
  76729. y: number;
  76730. /**
  76731. * Initializes the gamepad x and y control stick values
  76732. * @param x The x component of the gamepad control stick value
  76733. * @param y The y component of the gamepad control stick value
  76734. */
  76735. constructor(
  76736. /**
  76737. * The x component of the control stick
  76738. */
  76739. x: number,
  76740. /**
  76741. * The y component of the control stick
  76742. */
  76743. y: number);
  76744. }
  76745. /**
  76746. * An interface which manages callbacks for gamepad button changes
  76747. */
  76748. export interface GamepadButtonChanges {
  76749. /**
  76750. * Called when a gamepad has been changed
  76751. */
  76752. changed: boolean;
  76753. /**
  76754. * Called when a gamepad press event has been triggered
  76755. */
  76756. pressChanged: boolean;
  76757. /**
  76758. * Called when a touch event has been triggered
  76759. */
  76760. touchChanged: boolean;
  76761. /**
  76762. * Called when a value has changed
  76763. */
  76764. valueChanged: boolean;
  76765. }
  76766. /**
  76767. * Represents a gamepad
  76768. */
  76769. export class Gamepad {
  76770. /**
  76771. * The id of the gamepad
  76772. */
  76773. id: string;
  76774. /**
  76775. * The index of the gamepad
  76776. */
  76777. index: number;
  76778. /**
  76779. * The browser gamepad
  76780. */
  76781. browserGamepad: any;
  76782. /**
  76783. * Specifies what type of gamepad this represents
  76784. */
  76785. type: number;
  76786. private _leftStick;
  76787. private _rightStick;
  76788. /** @hidden */
  76789. _isConnected: boolean;
  76790. private _leftStickAxisX;
  76791. private _leftStickAxisY;
  76792. private _rightStickAxisX;
  76793. private _rightStickAxisY;
  76794. /**
  76795. * Triggered when the left control stick has been changed
  76796. */
  76797. private _onleftstickchanged;
  76798. /**
  76799. * Triggered when the right control stick has been changed
  76800. */
  76801. private _onrightstickchanged;
  76802. /**
  76803. * Represents a gamepad controller
  76804. */
  76805. static GAMEPAD: number;
  76806. /**
  76807. * Represents a generic controller
  76808. */
  76809. static GENERIC: number;
  76810. /**
  76811. * Represents an XBox controller
  76812. */
  76813. static XBOX: number;
  76814. /**
  76815. * Represents a pose-enabled controller
  76816. */
  76817. static POSE_ENABLED: number;
  76818. /**
  76819. * Represents an Dual Shock controller
  76820. */
  76821. static DUALSHOCK: number;
  76822. /**
  76823. * Specifies whether the left control stick should be Y-inverted
  76824. */
  76825. protected _invertLeftStickY: boolean;
  76826. /**
  76827. * Specifies if the gamepad has been connected
  76828. */
  76829. readonly isConnected: boolean;
  76830. /**
  76831. * Initializes the gamepad
  76832. * @param id The id of the gamepad
  76833. * @param index The index of the gamepad
  76834. * @param browserGamepad The browser gamepad
  76835. * @param leftStickX The x component of the left joystick
  76836. * @param leftStickY The y component of the left joystick
  76837. * @param rightStickX The x component of the right joystick
  76838. * @param rightStickY The y component of the right joystick
  76839. */
  76840. constructor(
  76841. /**
  76842. * The id of the gamepad
  76843. */
  76844. id: string,
  76845. /**
  76846. * The index of the gamepad
  76847. */
  76848. index: number,
  76849. /**
  76850. * The browser gamepad
  76851. */
  76852. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76853. /**
  76854. * Callback triggered when the left joystick has changed
  76855. * @param callback
  76856. */
  76857. onleftstickchanged(callback: (values: StickValues) => void): void;
  76858. /**
  76859. * Callback triggered when the right joystick has changed
  76860. * @param callback
  76861. */
  76862. onrightstickchanged(callback: (values: StickValues) => void): void;
  76863. /**
  76864. * Gets the left joystick
  76865. */
  76866. /**
  76867. * Sets the left joystick values
  76868. */
  76869. leftStick: StickValues;
  76870. /**
  76871. * Gets the right joystick
  76872. */
  76873. /**
  76874. * Sets the right joystick value
  76875. */
  76876. rightStick: StickValues;
  76877. /**
  76878. * Updates the gamepad joystick positions
  76879. */
  76880. update(): void;
  76881. /**
  76882. * Disposes the gamepad
  76883. */
  76884. dispose(): void;
  76885. }
  76886. /**
  76887. * Represents a generic gamepad
  76888. */
  76889. export class GenericPad extends Gamepad {
  76890. private _buttons;
  76891. private _onbuttondown;
  76892. private _onbuttonup;
  76893. /**
  76894. * Observable triggered when a button has been pressed
  76895. */
  76896. onButtonDownObservable: Observable<number>;
  76897. /**
  76898. * Observable triggered when a button has been released
  76899. */
  76900. onButtonUpObservable: Observable<number>;
  76901. /**
  76902. * Callback triggered when a button has been pressed
  76903. * @param callback Called when a button has been pressed
  76904. */
  76905. onbuttondown(callback: (buttonPressed: number) => void): void;
  76906. /**
  76907. * Callback triggered when a button has been released
  76908. * @param callback Called when a button has been released
  76909. */
  76910. onbuttonup(callback: (buttonReleased: number) => void): void;
  76911. /**
  76912. * Initializes the generic gamepad
  76913. * @param id The id of the generic gamepad
  76914. * @param index The index of the generic gamepad
  76915. * @param browserGamepad The browser gamepad
  76916. */
  76917. constructor(id: string, index: number, browserGamepad: any);
  76918. private _setButtonValue;
  76919. /**
  76920. * Updates the generic gamepad
  76921. */
  76922. update(): void;
  76923. /**
  76924. * Disposes the generic gamepad
  76925. */
  76926. dispose(): void;
  76927. }
  76928. }
  76929. declare module BABYLON {
  76930. interface Engine {
  76931. /**
  76932. * Creates a raw texture
  76933. * @param data defines the data to store in the texture
  76934. * @param width defines the width of the texture
  76935. * @param height defines the height of the texture
  76936. * @param format defines the format of the data
  76937. * @param generateMipMaps defines if the engine should generate the mip levels
  76938. * @param invertY defines if data must be stored with Y axis inverted
  76939. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76940. * @param compression defines the compression used (null by default)
  76941. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76942. * @returns the raw texture inside an InternalTexture
  76943. */
  76944. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76945. /**
  76946. * Update a raw texture
  76947. * @param texture defines the texture to update
  76948. * @param data defines the data to store in the texture
  76949. * @param format defines the format of the data
  76950. * @param invertY defines if data must be stored with Y axis inverted
  76951. */
  76952. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76953. /**
  76954. * Update a raw texture
  76955. * @param texture defines the texture to update
  76956. * @param data defines the data to store in the texture
  76957. * @param format defines the format of the data
  76958. * @param invertY defines if data must be stored with Y axis inverted
  76959. * @param compression defines the compression used (null by default)
  76960. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76961. */
  76962. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76963. /**
  76964. * Creates a new raw cube texture
  76965. * @param data defines the array of data to use to create each face
  76966. * @param size defines the size of the textures
  76967. * @param format defines the format of the data
  76968. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76969. * @param generateMipMaps defines if the engine should generate the mip levels
  76970. * @param invertY defines if data must be stored with Y axis inverted
  76971. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76972. * @param compression defines the compression used (null by default)
  76973. * @returns the cube texture as an InternalTexture
  76974. */
  76975. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76976. /**
  76977. * Update a raw cube texture
  76978. * @param texture defines the texture to udpdate
  76979. * @param data defines the data to store
  76980. * @param format defines the data format
  76981. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76982. * @param invertY defines if data must be stored with Y axis inverted
  76983. */
  76984. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76985. /**
  76986. * Update a raw cube texture
  76987. * @param texture defines the texture to udpdate
  76988. * @param data defines the data to store
  76989. * @param format defines the data format
  76990. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76991. * @param invertY defines if data must be stored with Y axis inverted
  76992. * @param compression defines the compression used (null by default)
  76993. */
  76994. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76995. /**
  76996. * Update a raw cube texture
  76997. * @param texture defines the texture to udpdate
  76998. * @param data defines the data to store
  76999. * @param format defines the data format
  77000. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77001. * @param invertY defines if data must be stored with Y axis inverted
  77002. * @param compression defines the compression used (null by default)
  77003. * @param level defines which level of the texture to update
  77004. */
  77005. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77006. /**
  77007. * Creates a new raw cube texture from a specified url
  77008. * @param url defines the url where the data is located
  77009. * @param scene defines the current scene
  77010. * @param size defines the size of the textures
  77011. * @param format defines the format of the data
  77012. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77013. * @param noMipmap defines if the engine should avoid generating the mip levels
  77014. * @param callback defines a callback used to extract texture data from loaded data
  77015. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77016. * @param onLoad defines a callback called when texture is loaded
  77017. * @param onError defines a callback called if there is an error
  77018. * @returns the cube texture as an InternalTexture
  77019. */
  77020. 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;
  77021. /**
  77022. * Creates a new raw cube texture from a specified url
  77023. * @param url defines the url where the data is located
  77024. * @param scene defines the current scene
  77025. * @param size defines the size of the textures
  77026. * @param format defines the format of the data
  77027. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77028. * @param noMipmap defines if the engine should avoid generating the mip levels
  77029. * @param callback defines a callback used to extract texture data from loaded data
  77030. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77031. * @param onLoad defines a callback called when texture is loaded
  77032. * @param onError defines a callback called if there is an error
  77033. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77034. * @param invertY defines if data must be stored with Y axis inverted
  77035. * @returns the cube texture as an InternalTexture
  77036. */
  77037. 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;
  77038. /**
  77039. * Creates a new raw 3D texture
  77040. * @param data defines the data used to create the texture
  77041. * @param width defines the width of the texture
  77042. * @param height defines the height of the texture
  77043. * @param depth defines the depth of the texture
  77044. * @param format defines the format of the texture
  77045. * @param generateMipMaps defines if the engine must generate mip levels
  77046. * @param invertY defines if data must be stored with Y axis inverted
  77047. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77048. * @param compression defines the compressed used (can be null)
  77049. * @param textureType defines the compressed used (can be null)
  77050. * @returns a new raw 3D texture (stored in an InternalTexture)
  77051. */
  77052. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77053. /**
  77054. * Update a raw 3D texture
  77055. * @param texture defines the texture to update
  77056. * @param data defines the data to store
  77057. * @param format defines the data format
  77058. * @param invertY defines if data must be stored with Y axis inverted
  77059. */
  77060. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77061. /**
  77062. * Update a raw 3D texture
  77063. * @param texture defines the texture to update
  77064. * @param data defines the data to store
  77065. * @param format defines the data format
  77066. * @param invertY defines if data must be stored with Y axis inverted
  77067. * @param compression defines the used compression (can be null)
  77068. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77069. */
  77070. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77071. }
  77072. }
  77073. declare module BABYLON {
  77074. /**
  77075. * Raw texture can help creating a texture directly from an array of data.
  77076. * This can be super useful if you either get the data from an uncompressed source or
  77077. * if you wish to create your texture pixel by pixel.
  77078. */
  77079. export class RawTexture extends Texture {
  77080. /**
  77081. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77082. */
  77083. format: number;
  77084. private _engine;
  77085. /**
  77086. * Instantiates a new RawTexture.
  77087. * Raw texture can help creating a texture directly from an array of data.
  77088. * This can be super useful if you either get the data from an uncompressed source or
  77089. * if you wish to create your texture pixel by pixel.
  77090. * @param data define the array of data to use to create the texture
  77091. * @param width define the width of the texture
  77092. * @param height define the height of the texture
  77093. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77094. * @param scene define the scene the texture belongs to
  77095. * @param generateMipMaps define whether mip maps should be generated or not
  77096. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77097. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77098. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77099. */
  77100. constructor(data: ArrayBufferView, width: number, height: number,
  77101. /**
  77102. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77103. */
  77104. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77105. /**
  77106. * Updates the texture underlying data.
  77107. * @param data Define the new data of the texture
  77108. */
  77109. update(data: ArrayBufferView): void;
  77110. /**
  77111. * Creates a luminance texture from some data.
  77112. * @param data Define the texture data
  77113. * @param width Define the width of the texture
  77114. * @param height Define the height of the texture
  77115. * @param scene Define the scene the texture belongs to
  77116. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77117. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77118. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77119. * @returns the luminance texture
  77120. */
  77121. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77122. /**
  77123. * Creates a luminance alpha texture from some data.
  77124. * @param data Define the texture data
  77125. * @param width Define the width of the texture
  77126. * @param height Define the height of the texture
  77127. * @param scene Define the scene the texture belongs to
  77128. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77129. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77130. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77131. * @returns the luminance alpha texture
  77132. */
  77133. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77134. /**
  77135. * Creates an alpha texture from some data.
  77136. * @param data Define the texture data
  77137. * @param width Define the width of the texture
  77138. * @param height Define the height of the texture
  77139. * @param scene Define the scene the texture belongs to
  77140. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77141. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77142. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77143. * @returns the alpha texture
  77144. */
  77145. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77146. /**
  77147. * Creates a RGB texture from some data.
  77148. * @param data Define the texture data
  77149. * @param width Define the width of the texture
  77150. * @param height Define the height of the texture
  77151. * @param scene Define the scene the texture belongs to
  77152. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77153. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77154. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77155. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77156. * @returns the RGB alpha texture
  77157. */
  77158. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77159. /**
  77160. * Creates a RGBA texture from some data.
  77161. * @param data Define the texture data
  77162. * @param width Define the width of the texture
  77163. * @param height Define the height of the texture
  77164. * @param scene Define the scene the texture belongs to
  77165. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77166. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77167. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77168. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77169. * @returns the RGBA texture
  77170. */
  77171. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77172. /**
  77173. * Creates a R texture from some data.
  77174. * @param data Define the texture data
  77175. * @param width Define the width of the texture
  77176. * @param height Define the height of the texture
  77177. * @param scene Define the scene the texture belongs to
  77178. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77179. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77180. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77181. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77182. * @returns the R texture
  77183. */
  77184. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77185. }
  77186. }
  77187. declare module BABYLON {
  77188. /**
  77189. * Interface for the size containing width and height
  77190. */
  77191. export interface ISize {
  77192. /**
  77193. * Width
  77194. */
  77195. width: number;
  77196. /**
  77197. * Heighht
  77198. */
  77199. height: number;
  77200. }
  77201. /**
  77202. * Size containing widht and height
  77203. */
  77204. export class Size implements ISize {
  77205. /**
  77206. * Width
  77207. */
  77208. width: number;
  77209. /**
  77210. * Height
  77211. */
  77212. height: number;
  77213. /**
  77214. * Creates a Size object from the given width and height (floats).
  77215. * @param width width of the new size
  77216. * @param height height of the new size
  77217. */
  77218. constructor(width: number, height: number);
  77219. /**
  77220. * Returns a string with the Size width and height
  77221. * @returns a string with the Size width and height
  77222. */
  77223. toString(): string;
  77224. /**
  77225. * "Size"
  77226. * @returns the string "Size"
  77227. */
  77228. getClassName(): string;
  77229. /**
  77230. * Returns the Size hash code.
  77231. * @returns a hash code for a unique width and height
  77232. */
  77233. getHashCode(): number;
  77234. /**
  77235. * Updates the current size from the given one.
  77236. * @param src the given size
  77237. */
  77238. copyFrom(src: Size): void;
  77239. /**
  77240. * Updates in place the current Size from the given floats.
  77241. * @param width width of the new size
  77242. * @param height height of the new size
  77243. * @returns the updated Size.
  77244. */
  77245. copyFromFloats(width: number, height: number): Size;
  77246. /**
  77247. * Updates in place the current Size from the given floats.
  77248. * @param width width to set
  77249. * @param height height to set
  77250. * @returns the updated Size.
  77251. */
  77252. set(width: number, height: number): Size;
  77253. /**
  77254. * Multiplies the width and height by numbers
  77255. * @param w factor to multiple the width by
  77256. * @param h factor to multiple the height by
  77257. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  77258. */
  77259. multiplyByFloats(w: number, h: number): Size;
  77260. /**
  77261. * Clones the size
  77262. * @returns a new Size copied from the given one.
  77263. */
  77264. clone(): Size;
  77265. /**
  77266. * True if the current Size and the given one width and height are strictly equal.
  77267. * @param other the other size to compare against
  77268. * @returns True if the current Size and the given one width and height are strictly equal.
  77269. */
  77270. equals(other: Size): boolean;
  77271. /**
  77272. * The surface of the Size : width * height (float).
  77273. */
  77274. readonly surface: number;
  77275. /**
  77276. * Create a new size of zero
  77277. * @returns a new Size set to (0.0, 0.0)
  77278. */
  77279. static Zero(): Size;
  77280. /**
  77281. * Sums the width and height of two sizes
  77282. * @param otherSize size to add to this size
  77283. * @returns a new Size set as the addition result of the current Size and the given one.
  77284. */
  77285. add(otherSize: Size): Size;
  77286. /**
  77287. * Subtracts the width and height of two
  77288. * @param otherSize size to subtract to this size
  77289. * @returns a new Size set as the subtraction result of the given one from the current Size.
  77290. */
  77291. subtract(otherSize: Size): Size;
  77292. /**
  77293. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  77294. * @param start starting size to lerp between
  77295. * @param end end size to lerp between
  77296. * @param amount amount to lerp between the start and end values
  77297. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  77298. */
  77299. static Lerp(start: Size, end: Size, amount: number): Size;
  77300. }
  77301. }
  77302. declare module BABYLON {
  77303. /**
  77304. * Defines a runtime animation
  77305. */
  77306. export class RuntimeAnimation {
  77307. private _events;
  77308. /**
  77309. * The current frame of the runtime animation
  77310. */
  77311. private _currentFrame;
  77312. /**
  77313. * The animation used by the runtime animation
  77314. */
  77315. private _animation;
  77316. /**
  77317. * The target of the runtime animation
  77318. */
  77319. private _target;
  77320. /**
  77321. * The initiating animatable
  77322. */
  77323. private _host;
  77324. /**
  77325. * The original value of the runtime animation
  77326. */
  77327. private _originalValue;
  77328. /**
  77329. * The original blend value of the runtime animation
  77330. */
  77331. private _originalBlendValue;
  77332. /**
  77333. * The offsets cache of the runtime animation
  77334. */
  77335. private _offsetsCache;
  77336. /**
  77337. * The high limits cache of the runtime animation
  77338. */
  77339. private _highLimitsCache;
  77340. /**
  77341. * Specifies if the runtime animation has been stopped
  77342. */
  77343. private _stopped;
  77344. /**
  77345. * The blending factor of the runtime animation
  77346. */
  77347. private _blendingFactor;
  77348. /**
  77349. * The BabylonJS scene
  77350. */
  77351. private _scene;
  77352. /**
  77353. * The current value of the runtime animation
  77354. */
  77355. private _currentValue;
  77356. /** @hidden */
  77357. _animationState: _IAnimationState;
  77358. /**
  77359. * The active target of the runtime animation
  77360. */
  77361. private _activeTargets;
  77362. private _currentActiveTarget;
  77363. private _directTarget;
  77364. /**
  77365. * The target path of the runtime animation
  77366. */
  77367. private _targetPath;
  77368. /**
  77369. * The weight of the runtime animation
  77370. */
  77371. private _weight;
  77372. /**
  77373. * The ratio offset of the runtime animation
  77374. */
  77375. private _ratioOffset;
  77376. /**
  77377. * The previous delay of the runtime animation
  77378. */
  77379. private _previousDelay;
  77380. /**
  77381. * The previous ratio of the runtime animation
  77382. */
  77383. private _previousRatio;
  77384. private _enableBlending;
  77385. private _keys;
  77386. private _minFrame;
  77387. private _maxFrame;
  77388. private _minValue;
  77389. private _maxValue;
  77390. private _targetIsArray;
  77391. /**
  77392. * Gets the current frame of the runtime animation
  77393. */
  77394. readonly currentFrame: number;
  77395. /**
  77396. * Gets the weight of the runtime animation
  77397. */
  77398. readonly weight: number;
  77399. /**
  77400. * Gets the current value of the runtime animation
  77401. */
  77402. readonly currentValue: any;
  77403. /**
  77404. * Gets the target path of the runtime animation
  77405. */
  77406. readonly targetPath: string;
  77407. /**
  77408. * Gets the actual target of the runtime animation
  77409. */
  77410. readonly target: any;
  77411. /** @hidden */
  77412. _onLoop: () => void;
  77413. /**
  77414. * Create a new RuntimeAnimation object
  77415. * @param target defines the target of the animation
  77416. * @param animation defines the source animation object
  77417. * @param scene defines the hosting scene
  77418. * @param host defines the initiating Animatable
  77419. */
  77420. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77421. private _preparePath;
  77422. /**
  77423. * Gets the animation from the runtime animation
  77424. */
  77425. readonly animation: Animation;
  77426. /**
  77427. * Resets the runtime animation to the beginning
  77428. * @param restoreOriginal defines whether to restore the target property to the original value
  77429. */
  77430. reset(restoreOriginal?: boolean): void;
  77431. /**
  77432. * Specifies if the runtime animation is stopped
  77433. * @returns Boolean specifying if the runtime animation is stopped
  77434. */
  77435. isStopped(): boolean;
  77436. /**
  77437. * Disposes of the runtime animation
  77438. */
  77439. dispose(): void;
  77440. /**
  77441. * Apply the interpolated value to the target
  77442. * @param currentValue defines the value computed by the animation
  77443. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77444. */
  77445. setValue(currentValue: any, weight: number): void;
  77446. private _getOriginalValues;
  77447. private _setValue;
  77448. /**
  77449. * Gets the loop pmode of the runtime animation
  77450. * @returns Loop Mode
  77451. */
  77452. private _getCorrectLoopMode;
  77453. /**
  77454. * Move the current animation to a given frame
  77455. * @param frame defines the frame to move to
  77456. */
  77457. goToFrame(frame: number): void;
  77458. /**
  77459. * @hidden Internal use only
  77460. */
  77461. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77462. /**
  77463. * Execute the current animation
  77464. * @param delay defines the delay to add to the current frame
  77465. * @param from defines the lower bound of the animation range
  77466. * @param to defines the upper bound of the animation range
  77467. * @param loop defines if the current animation must loop
  77468. * @param speedRatio defines the current speed ratio
  77469. * @param weight defines the weight of the animation (default is -1 so no weight)
  77470. * @param onLoop optional callback called when animation loops
  77471. * @returns a boolean indicating if the animation is running
  77472. */
  77473. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77474. }
  77475. }
  77476. declare module BABYLON {
  77477. /**
  77478. * Class used to store an actual running animation
  77479. */
  77480. export class Animatable {
  77481. /** defines the target object */
  77482. target: any;
  77483. /** defines the starting frame number (default is 0) */
  77484. fromFrame: number;
  77485. /** defines the ending frame number (default is 100) */
  77486. toFrame: number;
  77487. /** defines if the animation must loop (default is false) */
  77488. loopAnimation: boolean;
  77489. /** defines a callback to call when animation ends if it is not looping */
  77490. onAnimationEnd?: (() => void) | null | undefined;
  77491. /** defines a callback to call when animation loops */
  77492. onAnimationLoop?: (() => void) | null | undefined;
  77493. private _localDelayOffset;
  77494. private _pausedDelay;
  77495. private _runtimeAnimations;
  77496. private _paused;
  77497. private _scene;
  77498. private _speedRatio;
  77499. private _weight;
  77500. private _syncRoot;
  77501. /**
  77502. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77503. * This will only apply for non looping animation (default is true)
  77504. */
  77505. disposeOnEnd: boolean;
  77506. /**
  77507. * Gets a boolean indicating if the animation has started
  77508. */
  77509. animationStarted: boolean;
  77510. /**
  77511. * Observer raised when the animation ends
  77512. */
  77513. onAnimationEndObservable: Observable<Animatable>;
  77514. /**
  77515. * Observer raised when the animation loops
  77516. */
  77517. onAnimationLoopObservable: Observable<Animatable>;
  77518. /**
  77519. * Gets the root Animatable used to synchronize and normalize animations
  77520. */
  77521. readonly syncRoot: Nullable<Animatable>;
  77522. /**
  77523. * Gets the current frame of the first RuntimeAnimation
  77524. * Used to synchronize Animatables
  77525. */
  77526. readonly masterFrame: number;
  77527. /**
  77528. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77529. */
  77530. weight: number;
  77531. /**
  77532. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77533. */
  77534. speedRatio: number;
  77535. /**
  77536. * Creates a new Animatable
  77537. * @param scene defines the hosting scene
  77538. * @param target defines the target object
  77539. * @param fromFrame defines the starting frame number (default is 0)
  77540. * @param toFrame defines the ending frame number (default is 100)
  77541. * @param loopAnimation defines if the animation must loop (default is false)
  77542. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77543. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77544. * @param animations defines a group of animation to add to the new Animatable
  77545. * @param onAnimationLoop defines a callback to call when animation loops
  77546. */
  77547. constructor(scene: Scene,
  77548. /** defines the target object */
  77549. target: any,
  77550. /** defines the starting frame number (default is 0) */
  77551. fromFrame?: number,
  77552. /** defines the ending frame number (default is 100) */
  77553. toFrame?: number,
  77554. /** defines if the animation must loop (default is false) */
  77555. loopAnimation?: boolean, speedRatio?: number,
  77556. /** defines a callback to call when animation ends if it is not looping */
  77557. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77558. /** defines a callback to call when animation loops */
  77559. onAnimationLoop?: (() => void) | null | undefined);
  77560. /**
  77561. * Synchronize and normalize current Animatable with a source Animatable
  77562. * This is useful when using animation weights and when animations are not of the same length
  77563. * @param root defines the root Animatable to synchronize with
  77564. * @returns the current Animatable
  77565. */
  77566. syncWith(root: Animatable): Animatable;
  77567. /**
  77568. * Gets the list of runtime animations
  77569. * @returns an array of RuntimeAnimation
  77570. */
  77571. getAnimations(): RuntimeAnimation[];
  77572. /**
  77573. * Adds more animations to the current animatable
  77574. * @param target defines the target of the animations
  77575. * @param animations defines the new animations to add
  77576. */
  77577. appendAnimations(target: any, animations: Animation[]): void;
  77578. /**
  77579. * Gets the source animation for a specific property
  77580. * @param property defines the propertyu to look for
  77581. * @returns null or the source animation for the given property
  77582. */
  77583. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77584. /**
  77585. * Gets the runtime animation for a specific property
  77586. * @param property defines the propertyu to look for
  77587. * @returns null or the runtime animation for the given property
  77588. */
  77589. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77590. /**
  77591. * Resets the animatable to its original state
  77592. */
  77593. reset(): void;
  77594. /**
  77595. * Allows the animatable to blend with current running animations
  77596. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77597. * @param blendingSpeed defines the blending speed to use
  77598. */
  77599. enableBlending(blendingSpeed: number): void;
  77600. /**
  77601. * Disable animation blending
  77602. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77603. */
  77604. disableBlending(): void;
  77605. /**
  77606. * Jump directly to a given frame
  77607. * @param frame defines the frame to jump to
  77608. */
  77609. goToFrame(frame: number): void;
  77610. /**
  77611. * Pause the animation
  77612. */
  77613. pause(): void;
  77614. /**
  77615. * Restart the animation
  77616. */
  77617. restart(): void;
  77618. private _raiseOnAnimationEnd;
  77619. /**
  77620. * Stop and delete the current animation
  77621. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77622. * @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)
  77623. */
  77624. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77625. /**
  77626. * Wait asynchronously for the animation to end
  77627. * @returns a promise which will be fullfilled when the animation ends
  77628. */
  77629. waitAsync(): Promise<Animatable>;
  77630. /** @hidden */
  77631. _animate(delay: number): boolean;
  77632. }
  77633. interface Scene {
  77634. /** @hidden */
  77635. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77636. /** @hidden */
  77637. _processLateAnimationBindingsForMatrices(holder: {
  77638. totalWeight: number;
  77639. animations: RuntimeAnimation[];
  77640. originalValue: Matrix;
  77641. }): any;
  77642. /** @hidden */
  77643. _processLateAnimationBindingsForQuaternions(holder: {
  77644. totalWeight: number;
  77645. animations: RuntimeAnimation[];
  77646. originalValue: Quaternion;
  77647. }, refQuaternion: Quaternion): Quaternion;
  77648. /** @hidden */
  77649. _processLateAnimationBindings(): void;
  77650. /**
  77651. * Will start the animation sequence of a given target
  77652. * @param target defines the target
  77653. * @param from defines from which frame should animation start
  77654. * @param to defines until which frame should animation run.
  77655. * @param weight defines the weight to apply to the animation (1.0 by default)
  77656. * @param loop defines if the animation loops
  77657. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77658. * @param onAnimationEnd defines the function to be executed when the animation ends
  77659. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77660. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77661. * @param onAnimationLoop defines the callback to call when an animation loops
  77662. * @returns the animatable object created for this animation
  77663. */
  77664. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77665. /**
  77666. * Will start the animation sequence of a given target
  77667. * @param target defines the target
  77668. * @param from defines from which frame should animation start
  77669. * @param to defines until which frame should animation run.
  77670. * @param loop defines if the animation loops
  77671. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77672. * @param onAnimationEnd defines the function to be executed when the animation ends
  77673. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77674. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77675. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77676. * @param onAnimationLoop defines the callback to call when an animation loops
  77677. * @returns the animatable object created for this animation
  77678. */
  77679. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77680. /**
  77681. * Will start the animation sequence of a given target and its hierarchy
  77682. * @param target defines the target
  77683. * @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.
  77684. * @param from defines from which frame should animation start
  77685. * @param to defines until which frame should animation run.
  77686. * @param loop defines if the animation loops
  77687. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77688. * @param onAnimationEnd defines the function to be executed when the animation ends
  77689. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77690. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77691. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77692. * @param onAnimationLoop defines the callback to call when an animation loops
  77693. * @returns the list of created animatables
  77694. */
  77695. 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[];
  77696. /**
  77697. * Begin a new animation on a given node
  77698. * @param target defines the target where the animation will take place
  77699. * @param animations defines the list of animations to start
  77700. * @param from defines the initial value
  77701. * @param to defines the final value
  77702. * @param loop defines if you want animation to loop (off by default)
  77703. * @param speedRatio defines the speed ratio to apply to all animations
  77704. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77705. * @param onAnimationLoop defines the callback to call when an animation loops
  77706. * @returns the list of created animatables
  77707. */
  77708. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77709. /**
  77710. * Begin a new animation on a given node and its hierarchy
  77711. * @param target defines the root node where the animation will take place
  77712. * @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.
  77713. * @param animations defines the list of animations to start
  77714. * @param from defines the initial value
  77715. * @param to defines the final value
  77716. * @param loop defines if you want animation to loop (off by default)
  77717. * @param speedRatio defines the speed ratio to apply to all animations
  77718. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77719. * @param onAnimationLoop defines the callback to call when an animation loops
  77720. * @returns the list of animatables created for all nodes
  77721. */
  77722. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77723. /**
  77724. * Gets the animatable associated with a specific target
  77725. * @param target defines the target of the animatable
  77726. * @returns the required animatable if found
  77727. */
  77728. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77729. /**
  77730. * Gets all animatables associated with a given target
  77731. * @param target defines the target to look animatables for
  77732. * @returns an array of Animatables
  77733. */
  77734. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77735. /**
  77736. * Stops and removes all animations that have been applied to the scene
  77737. */
  77738. stopAllAnimations(): void;
  77739. }
  77740. interface Bone {
  77741. /**
  77742. * Copy an animation range from another bone
  77743. * @param source defines the source bone
  77744. * @param rangeName defines the range name to copy
  77745. * @param frameOffset defines the frame offset
  77746. * @param rescaleAsRequired defines if rescaling must be applied if required
  77747. * @param skelDimensionsRatio defines the scaling ratio
  77748. * @returns true if operation was successful
  77749. */
  77750. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77751. }
  77752. }
  77753. declare module BABYLON {
  77754. /**
  77755. * Class used to override all child animations of a given target
  77756. */
  77757. export class AnimationPropertiesOverride {
  77758. /**
  77759. * Gets or sets a value indicating if animation blending must be used
  77760. */
  77761. enableBlending: boolean;
  77762. /**
  77763. * Gets or sets the blending speed to use when enableBlending is true
  77764. */
  77765. blendingSpeed: number;
  77766. /**
  77767. * Gets or sets the default loop mode to use
  77768. */
  77769. loopMode: number;
  77770. }
  77771. }
  77772. declare module BABYLON {
  77773. /**
  77774. * Class used to handle skinning animations
  77775. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77776. */
  77777. export class Skeleton implements IAnimatable {
  77778. /** defines the skeleton name */
  77779. name: string;
  77780. /** defines the skeleton Id */
  77781. id: string;
  77782. /**
  77783. * Defines the list of child bones
  77784. */
  77785. bones: Bone[];
  77786. /**
  77787. * Defines an estimate of the dimension of the skeleton at rest
  77788. */
  77789. dimensionsAtRest: Vector3;
  77790. /**
  77791. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77792. */
  77793. needInitialSkinMatrix: boolean;
  77794. /**
  77795. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77796. */
  77797. overrideMesh: Nullable<AbstractMesh>;
  77798. /**
  77799. * Gets the list of animations attached to this skeleton
  77800. */
  77801. animations: Array<Animation>;
  77802. private _scene;
  77803. private _isDirty;
  77804. private _transformMatrices;
  77805. private _transformMatrixTexture;
  77806. private _meshesWithPoseMatrix;
  77807. private _animatables;
  77808. private _identity;
  77809. private _synchronizedWithMesh;
  77810. private _ranges;
  77811. private _lastAbsoluteTransformsUpdateId;
  77812. private _canUseTextureForBones;
  77813. private _uniqueId;
  77814. /** @hidden */
  77815. _numBonesWithLinkedTransformNode: number;
  77816. /** @hidden */
  77817. _hasWaitingData: Nullable<boolean>;
  77818. /**
  77819. * Specifies if the skeleton should be serialized
  77820. */
  77821. doNotSerialize: boolean;
  77822. private _useTextureToStoreBoneMatrices;
  77823. /**
  77824. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77825. * Please note that this option is not available if the hardware does not support it
  77826. */
  77827. useTextureToStoreBoneMatrices: boolean;
  77828. private _animationPropertiesOverride;
  77829. /**
  77830. * Gets or sets the animation properties override
  77831. */
  77832. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77833. /**
  77834. * List of inspectable custom properties (used by the Inspector)
  77835. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77836. */
  77837. inspectableCustomProperties: IInspectable[];
  77838. /**
  77839. * An observable triggered before computing the skeleton's matrices
  77840. */
  77841. onBeforeComputeObservable: Observable<Skeleton>;
  77842. /**
  77843. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77844. */
  77845. readonly isUsingTextureForMatrices: boolean;
  77846. /**
  77847. * Gets the unique ID of this skeleton
  77848. */
  77849. readonly uniqueId: number;
  77850. /**
  77851. * Creates a new skeleton
  77852. * @param name defines the skeleton name
  77853. * @param id defines the skeleton Id
  77854. * @param scene defines the hosting scene
  77855. */
  77856. constructor(
  77857. /** defines the skeleton name */
  77858. name: string,
  77859. /** defines the skeleton Id */
  77860. id: string, scene: Scene);
  77861. /**
  77862. * Gets the current object class name.
  77863. * @return the class name
  77864. */
  77865. getClassName(): string;
  77866. /**
  77867. * Returns an array containing the root bones
  77868. * @returns an array containing the root bones
  77869. */
  77870. getChildren(): Array<Bone>;
  77871. /**
  77872. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77873. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77874. * @returns a Float32Array containing matrices data
  77875. */
  77876. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77877. /**
  77878. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77879. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77880. * @returns a raw texture containing the data
  77881. */
  77882. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77883. /**
  77884. * Gets the current hosting scene
  77885. * @returns a scene object
  77886. */
  77887. getScene(): Scene;
  77888. /**
  77889. * Gets a string representing the current skeleton data
  77890. * @param fullDetails defines a boolean indicating if we want a verbose version
  77891. * @returns a string representing the current skeleton data
  77892. */
  77893. toString(fullDetails?: boolean): string;
  77894. /**
  77895. * Get bone's index searching by name
  77896. * @param name defines bone's name to search for
  77897. * @return the indice of the bone. Returns -1 if not found
  77898. */
  77899. getBoneIndexByName(name: string): number;
  77900. /**
  77901. * Creater a new animation range
  77902. * @param name defines the name of the range
  77903. * @param from defines the start key
  77904. * @param to defines the end key
  77905. */
  77906. createAnimationRange(name: string, from: number, to: number): void;
  77907. /**
  77908. * Delete a specific animation range
  77909. * @param name defines the name of the range
  77910. * @param deleteFrames defines if frames must be removed as well
  77911. */
  77912. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77913. /**
  77914. * Gets a specific animation range
  77915. * @param name defines the name of the range to look for
  77916. * @returns the requested animation range or null if not found
  77917. */
  77918. getAnimationRange(name: string): Nullable<AnimationRange>;
  77919. /**
  77920. * Gets the list of all animation ranges defined on this skeleton
  77921. * @returns an array
  77922. */
  77923. getAnimationRanges(): Nullable<AnimationRange>[];
  77924. /**
  77925. * Copy animation range from a source skeleton.
  77926. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77927. * @param source defines the source skeleton
  77928. * @param name defines the name of the range to copy
  77929. * @param rescaleAsRequired defines if rescaling must be applied if required
  77930. * @returns true if operation was successful
  77931. */
  77932. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77933. /**
  77934. * Forces the skeleton to go to rest pose
  77935. */
  77936. returnToRest(): void;
  77937. private _getHighestAnimationFrame;
  77938. /**
  77939. * Begin a specific animation range
  77940. * @param name defines the name of the range to start
  77941. * @param loop defines if looping must be turned on (false by default)
  77942. * @param speedRatio defines the speed ratio to apply (1 by default)
  77943. * @param onAnimationEnd defines a callback which will be called when animation will end
  77944. * @returns a new animatable
  77945. */
  77946. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77947. /** @hidden */
  77948. _markAsDirty(): void;
  77949. /** @hidden */
  77950. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77951. /** @hidden */
  77952. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77953. private _computeTransformMatrices;
  77954. /**
  77955. * Build all resources required to render a skeleton
  77956. */
  77957. prepare(): void;
  77958. /**
  77959. * Gets the list of animatables currently running for this skeleton
  77960. * @returns an array of animatables
  77961. */
  77962. getAnimatables(): IAnimatable[];
  77963. /**
  77964. * Clone the current skeleton
  77965. * @param name defines the name of the new skeleton
  77966. * @param id defines the id of the new skeleton
  77967. * @returns the new skeleton
  77968. */
  77969. clone(name: string, id: string): Skeleton;
  77970. /**
  77971. * Enable animation blending for this skeleton
  77972. * @param blendingSpeed defines the blending speed to apply
  77973. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77974. */
  77975. enableBlending(blendingSpeed?: number): void;
  77976. /**
  77977. * Releases all resources associated with the current skeleton
  77978. */
  77979. dispose(): void;
  77980. /**
  77981. * Serialize the skeleton in a JSON object
  77982. * @returns a JSON object
  77983. */
  77984. serialize(): any;
  77985. /**
  77986. * Creates a new skeleton from serialized data
  77987. * @param parsedSkeleton defines the serialized data
  77988. * @param scene defines the hosting scene
  77989. * @returns a new skeleton
  77990. */
  77991. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77992. /**
  77993. * Compute all node absolute transforms
  77994. * @param forceUpdate defines if computation must be done even if cache is up to date
  77995. */
  77996. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77997. /**
  77998. * Gets the root pose matrix
  77999. * @returns a matrix
  78000. */
  78001. getPoseMatrix(): Nullable<Matrix>;
  78002. /**
  78003. * Sorts bones per internal index
  78004. */
  78005. sortBones(): void;
  78006. private _sortBones;
  78007. }
  78008. }
  78009. declare module BABYLON {
  78010. /**
  78011. * Class used to store bone information
  78012. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78013. */
  78014. export class Bone extends Node {
  78015. /**
  78016. * defines the bone name
  78017. */
  78018. name: string;
  78019. private static _tmpVecs;
  78020. private static _tmpQuat;
  78021. private static _tmpMats;
  78022. /**
  78023. * Gets the list of child bones
  78024. */
  78025. children: Bone[];
  78026. /** Gets the animations associated with this bone */
  78027. animations: Animation[];
  78028. /**
  78029. * Gets or sets bone length
  78030. */
  78031. length: number;
  78032. /**
  78033. * @hidden Internal only
  78034. * Set this value to map this bone to a different index in the transform matrices
  78035. * Set this value to -1 to exclude the bone from the transform matrices
  78036. */
  78037. _index: Nullable<number>;
  78038. private _skeleton;
  78039. private _localMatrix;
  78040. private _restPose;
  78041. private _baseMatrix;
  78042. private _absoluteTransform;
  78043. private _invertedAbsoluteTransform;
  78044. private _parent;
  78045. private _scalingDeterminant;
  78046. private _worldTransform;
  78047. private _localScaling;
  78048. private _localRotation;
  78049. private _localPosition;
  78050. private _needToDecompose;
  78051. private _needToCompose;
  78052. /** @hidden */
  78053. _linkedTransformNode: Nullable<TransformNode>;
  78054. /** @hidden */
  78055. _waitingTransformNodeId: Nullable<string>;
  78056. /** @hidden */
  78057. /** @hidden */
  78058. _matrix: Matrix;
  78059. /**
  78060. * Create a new bone
  78061. * @param name defines the bone name
  78062. * @param skeleton defines the parent skeleton
  78063. * @param parentBone defines the parent (can be null if the bone is the root)
  78064. * @param localMatrix defines the local matrix
  78065. * @param restPose defines the rest pose matrix
  78066. * @param baseMatrix defines the base matrix
  78067. * @param index defines index of the bone in the hiearchy
  78068. */
  78069. constructor(
  78070. /**
  78071. * defines the bone name
  78072. */
  78073. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78074. /**
  78075. * Gets the current object class name.
  78076. * @return the class name
  78077. */
  78078. getClassName(): string;
  78079. /**
  78080. * Gets the parent skeleton
  78081. * @returns a skeleton
  78082. */
  78083. getSkeleton(): Skeleton;
  78084. /**
  78085. * Gets parent bone
  78086. * @returns a bone or null if the bone is the root of the bone hierarchy
  78087. */
  78088. getParent(): Nullable<Bone>;
  78089. /**
  78090. * Returns an array containing the root bones
  78091. * @returns an array containing the root bones
  78092. */
  78093. getChildren(): Array<Bone>;
  78094. /**
  78095. * Sets the parent bone
  78096. * @param parent defines the parent (can be null if the bone is the root)
  78097. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78098. */
  78099. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78100. /**
  78101. * Gets the local matrix
  78102. * @returns a matrix
  78103. */
  78104. getLocalMatrix(): Matrix;
  78105. /**
  78106. * Gets the base matrix (initial matrix which remains unchanged)
  78107. * @returns a matrix
  78108. */
  78109. getBaseMatrix(): Matrix;
  78110. /**
  78111. * Gets the rest pose matrix
  78112. * @returns a matrix
  78113. */
  78114. getRestPose(): Matrix;
  78115. /**
  78116. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78117. */
  78118. getWorldMatrix(): Matrix;
  78119. /**
  78120. * Sets the local matrix to rest pose matrix
  78121. */
  78122. returnToRest(): void;
  78123. /**
  78124. * Gets the inverse of the absolute transform matrix.
  78125. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78126. * @returns a matrix
  78127. */
  78128. getInvertedAbsoluteTransform(): Matrix;
  78129. /**
  78130. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78131. * @returns a matrix
  78132. */
  78133. getAbsoluteTransform(): Matrix;
  78134. /**
  78135. * Links with the given transform node.
  78136. * The local matrix of this bone is copied from the transform node every frame.
  78137. * @param transformNode defines the transform node to link to
  78138. */
  78139. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78140. /**
  78141. * Gets the node used to drive the bone's transformation
  78142. * @returns a transform node or null
  78143. */
  78144. getTransformNode(): Nullable<TransformNode>;
  78145. /** Gets or sets current position (in local space) */
  78146. position: Vector3;
  78147. /** Gets or sets current rotation (in local space) */
  78148. rotation: Vector3;
  78149. /** Gets or sets current rotation quaternion (in local space) */
  78150. rotationQuaternion: Quaternion;
  78151. /** Gets or sets current scaling (in local space) */
  78152. scaling: Vector3;
  78153. /**
  78154. * Gets the animation properties override
  78155. */
  78156. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78157. private _decompose;
  78158. private _compose;
  78159. /**
  78160. * Update the base and local matrices
  78161. * @param matrix defines the new base or local matrix
  78162. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78163. * @param updateLocalMatrix defines if the local matrix should be updated
  78164. */
  78165. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  78166. /** @hidden */
  78167. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  78168. /**
  78169. * Flag the bone as dirty (Forcing it to update everything)
  78170. */
  78171. markAsDirty(): void;
  78172. /** @hidden */
  78173. _markAsDirtyAndCompose(): void;
  78174. private _markAsDirtyAndDecompose;
  78175. /**
  78176. * Translate the bone in local or world space
  78177. * @param vec The amount to translate the bone
  78178. * @param space The space that the translation is in
  78179. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78180. */
  78181. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78182. /**
  78183. * Set the postion of the bone in local or world space
  78184. * @param position The position to set the bone
  78185. * @param space The space that the position is in
  78186. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78187. */
  78188. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78189. /**
  78190. * Set the absolute position of the bone (world space)
  78191. * @param position The position to set the bone
  78192. * @param mesh The mesh that this bone is attached to
  78193. */
  78194. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78195. /**
  78196. * Scale the bone on the x, y and z axes (in local space)
  78197. * @param x The amount to scale the bone on the x axis
  78198. * @param y The amount to scale the bone on the y axis
  78199. * @param z The amount to scale the bone on the z axis
  78200. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  78201. */
  78202. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  78203. /**
  78204. * Set the bone scaling in local space
  78205. * @param scale defines the scaling vector
  78206. */
  78207. setScale(scale: Vector3): void;
  78208. /**
  78209. * Gets the current scaling in local space
  78210. * @returns the current scaling vector
  78211. */
  78212. getScale(): Vector3;
  78213. /**
  78214. * Gets the current scaling in local space and stores it in a target vector
  78215. * @param result defines the target vector
  78216. */
  78217. getScaleToRef(result: Vector3): void;
  78218. /**
  78219. * Set the yaw, pitch, and roll of the bone in local or world space
  78220. * @param yaw The rotation of the bone on the y axis
  78221. * @param pitch The rotation of the bone on the x axis
  78222. * @param roll The rotation of the bone on the z axis
  78223. * @param space The space that the axes of rotation are in
  78224. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78225. */
  78226. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  78227. /**
  78228. * Add a rotation to the bone on an axis in local or world space
  78229. * @param axis The axis to rotate the bone on
  78230. * @param amount The amount to rotate the bone
  78231. * @param space The space that the axis is in
  78232. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78233. */
  78234. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  78235. /**
  78236. * Set the rotation of the bone to a particular axis angle in local or world space
  78237. * @param axis The axis to rotate the bone on
  78238. * @param angle The angle that the bone should be rotated to
  78239. * @param space The space that the axis is in
  78240. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78241. */
  78242. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  78243. /**
  78244. * Set the euler rotation of the bone in local of world space
  78245. * @param rotation The euler rotation that the bone should be set to
  78246. * @param space The space that the rotation is in
  78247. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78248. */
  78249. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78250. /**
  78251. * Set the quaternion rotation of the bone in local of world space
  78252. * @param quat The quaternion rotation that the bone should be set to
  78253. * @param space The space that the rotation is in
  78254. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78255. */
  78256. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  78257. /**
  78258. * Set the rotation matrix of the bone in local of world space
  78259. * @param rotMat The rotation matrix that the bone should be set to
  78260. * @param space The space that the rotation is in
  78261. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78262. */
  78263. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  78264. private _rotateWithMatrix;
  78265. private _getNegativeRotationToRef;
  78266. /**
  78267. * Get the position of the bone in local or world space
  78268. * @param space The space that the returned position is in
  78269. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78270. * @returns The position of the bone
  78271. */
  78272. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78273. /**
  78274. * Copy the position of the bone to a vector3 in local or world space
  78275. * @param space The space that the returned position is in
  78276. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78277. * @param result The vector3 to copy the position to
  78278. */
  78279. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  78280. /**
  78281. * Get the absolute position of the bone (world space)
  78282. * @param mesh The mesh that this bone is attached to
  78283. * @returns The absolute position of the bone
  78284. */
  78285. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  78286. /**
  78287. * Copy the absolute position of the bone (world space) to the result param
  78288. * @param mesh The mesh that this bone is attached to
  78289. * @param result The vector3 to copy the absolute position to
  78290. */
  78291. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  78292. /**
  78293. * Compute the absolute transforms of this bone and its children
  78294. */
  78295. computeAbsoluteTransforms(): void;
  78296. /**
  78297. * Get the world direction from an axis that is in the local space of the bone
  78298. * @param localAxis The local direction that is used to compute the world direction
  78299. * @param mesh The mesh that this bone is attached to
  78300. * @returns The world direction
  78301. */
  78302. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78303. /**
  78304. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78305. * @param localAxis The local direction that is used to compute the world direction
  78306. * @param mesh The mesh that this bone is attached to
  78307. * @param result The vector3 that the world direction will be copied to
  78308. */
  78309. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78310. /**
  78311. * Get the euler rotation of the bone in local or world space
  78312. * @param space The space that the rotation should be in
  78313. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78314. * @returns The euler rotation
  78315. */
  78316. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78317. /**
  78318. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78319. * @param space The space that the rotation should be in
  78320. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78321. * @param result The vector3 that the rotation should be copied to
  78322. */
  78323. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78324. /**
  78325. * Get the quaternion rotation of the bone in either local or world space
  78326. * @param space The space that the rotation should be in
  78327. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78328. * @returns The quaternion rotation
  78329. */
  78330. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  78331. /**
  78332. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78333. * @param space The space that the rotation should be in
  78334. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78335. * @param result The quaternion that the rotation should be copied to
  78336. */
  78337. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  78338. /**
  78339. * Get the rotation matrix of the bone in local or world space
  78340. * @param space The space that the rotation should be in
  78341. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78342. * @returns The rotation matrix
  78343. */
  78344. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  78345. /**
  78346. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78347. * @param space The space that the rotation should be in
  78348. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78349. * @param result The quaternion that the rotation should be copied to
  78350. */
  78351. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  78352. /**
  78353. * Get the world position of a point that is in the local space of the bone
  78354. * @param position The local position
  78355. * @param mesh The mesh that this bone is attached to
  78356. * @returns The world position
  78357. */
  78358. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78359. /**
  78360. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78361. * @param position The local position
  78362. * @param mesh The mesh that this bone is attached to
  78363. * @param result The vector3 that the world position should be copied to
  78364. */
  78365. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78366. /**
  78367. * Get the local position of a point that is in world space
  78368. * @param position The world position
  78369. * @param mesh The mesh that this bone is attached to
  78370. * @returns The local position
  78371. */
  78372. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78373. /**
  78374. * Get the local position of a point that is in world space and copy it to the result param
  78375. * @param position The world position
  78376. * @param mesh The mesh that this bone is attached to
  78377. * @param result The vector3 that the local position should be copied to
  78378. */
  78379. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78380. }
  78381. }
  78382. declare module BABYLON {
  78383. /**
  78384. * 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.
  78385. * @see https://doc.babylonjs.com/how_to/transformnode
  78386. */
  78387. export class TransformNode extends Node {
  78388. /**
  78389. * Object will not rotate to face the camera
  78390. */
  78391. static BILLBOARDMODE_NONE: number;
  78392. /**
  78393. * Object will rotate to face the camera but only on the x axis
  78394. */
  78395. static BILLBOARDMODE_X: number;
  78396. /**
  78397. * Object will rotate to face the camera but only on the y axis
  78398. */
  78399. static BILLBOARDMODE_Y: number;
  78400. /**
  78401. * Object will rotate to face the camera but only on the z axis
  78402. */
  78403. static BILLBOARDMODE_Z: number;
  78404. /**
  78405. * Object will rotate to face the camera
  78406. */
  78407. static BILLBOARDMODE_ALL: number;
  78408. /**
  78409. * Object will rotate to face the camera's position instead of orientation
  78410. */
  78411. static BILLBOARDMODE_USE_POSITION: number;
  78412. private _forward;
  78413. private _forwardInverted;
  78414. private _up;
  78415. private _right;
  78416. private _rightInverted;
  78417. private _position;
  78418. private _rotation;
  78419. private _rotationQuaternion;
  78420. protected _scaling: Vector3;
  78421. protected _isDirty: boolean;
  78422. private _transformToBoneReferal;
  78423. private _isAbsoluteSynced;
  78424. private _billboardMode;
  78425. /**
  78426. * Gets or sets the billboard mode. Default is 0.
  78427. *
  78428. * | Value | Type | Description |
  78429. * | --- | --- | --- |
  78430. * | 0 | BILLBOARDMODE_NONE | |
  78431. * | 1 | BILLBOARDMODE_X | |
  78432. * | 2 | BILLBOARDMODE_Y | |
  78433. * | 4 | BILLBOARDMODE_Z | |
  78434. * | 7 | BILLBOARDMODE_ALL | |
  78435. *
  78436. */
  78437. billboardMode: number;
  78438. private _preserveParentRotationForBillboard;
  78439. /**
  78440. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78441. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78442. */
  78443. preserveParentRotationForBillboard: boolean;
  78444. /**
  78445. * 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
  78446. */
  78447. scalingDeterminant: number;
  78448. private _infiniteDistance;
  78449. /**
  78450. * Gets or sets the distance of the object to max, often used by skybox
  78451. */
  78452. infiniteDistance: boolean;
  78453. /**
  78454. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78455. * By default the system will update normals to compensate
  78456. */
  78457. ignoreNonUniformScaling: boolean;
  78458. /**
  78459. * 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
  78460. */
  78461. reIntegrateRotationIntoRotationQuaternion: boolean;
  78462. /** @hidden */
  78463. _poseMatrix: Nullable<Matrix>;
  78464. /** @hidden */
  78465. _localMatrix: Matrix;
  78466. private _usePivotMatrix;
  78467. private _absolutePosition;
  78468. private _absoluteScaling;
  78469. private _absoluteRotationQuaternion;
  78470. private _pivotMatrix;
  78471. private _pivotMatrixInverse;
  78472. protected _postMultiplyPivotMatrix: boolean;
  78473. protected _isWorldMatrixFrozen: boolean;
  78474. /** @hidden */
  78475. _indexInSceneTransformNodesArray: number;
  78476. /**
  78477. * An event triggered after the world matrix is updated
  78478. */
  78479. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78480. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78481. /**
  78482. * Gets a string identifying the name of the class
  78483. * @returns "TransformNode" string
  78484. */
  78485. getClassName(): string;
  78486. /**
  78487. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78488. */
  78489. position: Vector3;
  78490. /**
  78491. * 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)).
  78492. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78493. */
  78494. rotation: Vector3;
  78495. /**
  78496. * 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)).
  78497. */
  78498. scaling: Vector3;
  78499. /**
  78500. * 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).
  78501. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78502. */
  78503. rotationQuaternion: Nullable<Quaternion>;
  78504. /**
  78505. * The forward direction of that transform in world space.
  78506. */
  78507. readonly forward: Vector3;
  78508. /**
  78509. * The up direction of that transform in world space.
  78510. */
  78511. readonly up: Vector3;
  78512. /**
  78513. * The right direction of that transform in world space.
  78514. */
  78515. readonly right: Vector3;
  78516. /**
  78517. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78518. * @param matrix the matrix to copy the pose from
  78519. * @returns this TransformNode.
  78520. */
  78521. updatePoseMatrix(matrix: Matrix): TransformNode;
  78522. /**
  78523. * Returns the mesh Pose matrix.
  78524. * @returns the pose matrix
  78525. */
  78526. getPoseMatrix(): Matrix;
  78527. /** @hidden */
  78528. _isSynchronized(): boolean;
  78529. /** @hidden */
  78530. _initCache(): void;
  78531. /**
  78532. * Flag the transform node as dirty (Forcing it to update everything)
  78533. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78534. * @returns this transform node
  78535. */
  78536. markAsDirty(property: string): TransformNode;
  78537. /**
  78538. * Returns the current mesh absolute position.
  78539. * Returns a Vector3.
  78540. */
  78541. readonly absolutePosition: Vector3;
  78542. /**
  78543. * Returns the current mesh absolute scaling.
  78544. * Returns a Vector3.
  78545. */
  78546. readonly absoluteScaling: Vector3;
  78547. /**
  78548. * Returns the current mesh absolute rotation.
  78549. * Returns a Quaternion.
  78550. */
  78551. readonly absoluteRotationQuaternion: Quaternion;
  78552. /**
  78553. * Sets a new matrix to apply before all other transformation
  78554. * @param matrix defines the transform matrix
  78555. * @returns the current TransformNode
  78556. */
  78557. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78558. /**
  78559. * Sets a new pivot matrix to the current node
  78560. * @param matrix defines the new pivot matrix to use
  78561. * @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
  78562. * @returns the current TransformNode
  78563. */
  78564. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78565. /**
  78566. * Returns the mesh pivot matrix.
  78567. * Default : Identity.
  78568. * @returns the matrix
  78569. */
  78570. getPivotMatrix(): Matrix;
  78571. /**
  78572. * Instantiate (when possible) or clone that node with its hierarchy
  78573. * @param newParent defines the new parent to use for the instance (or clone)
  78574. * @returns an instance (or a clone) of the current node with its hiearchy
  78575. */
  78576. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  78577. /**
  78578. * Prevents the World matrix to be computed any longer
  78579. * @param newWorldMatrix defines an optional matrix to use as world matrix
  78580. * @returns the TransformNode.
  78581. */
  78582. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  78583. /**
  78584. * Allows back the World matrix computation.
  78585. * @returns the TransformNode.
  78586. */
  78587. unfreezeWorldMatrix(): this;
  78588. /**
  78589. * True if the World matrix has been frozen.
  78590. */
  78591. readonly isWorldMatrixFrozen: boolean;
  78592. /**
  78593. * Retuns the mesh absolute position in the World.
  78594. * @returns a Vector3.
  78595. */
  78596. getAbsolutePosition(): Vector3;
  78597. /**
  78598. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78599. * @param absolutePosition the absolute position to set
  78600. * @returns the TransformNode.
  78601. */
  78602. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78603. /**
  78604. * Sets the mesh position in its local space.
  78605. * @param vector3 the position to set in localspace
  78606. * @returns the TransformNode.
  78607. */
  78608. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78609. /**
  78610. * Returns the mesh position in the local space from the current World matrix values.
  78611. * @returns a new Vector3.
  78612. */
  78613. getPositionExpressedInLocalSpace(): Vector3;
  78614. /**
  78615. * Translates the mesh along the passed Vector3 in its local space.
  78616. * @param vector3 the distance to translate in localspace
  78617. * @returns the TransformNode.
  78618. */
  78619. locallyTranslate(vector3: Vector3): TransformNode;
  78620. private static _lookAtVectorCache;
  78621. /**
  78622. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78623. * @param targetPoint the position (must be in same space as current mesh) to look at
  78624. * @param yawCor optional yaw (y-axis) correction in radians
  78625. * @param pitchCor optional pitch (x-axis) correction in radians
  78626. * @param rollCor optional roll (z-axis) correction in radians
  78627. * @param space the choosen space of the target
  78628. * @returns the TransformNode.
  78629. */
  78630. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78631. /**
  78632. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78633. * This Vector3 is expressed in the World space.
  78634. * @param localAxis axis to rotate
  78635. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78636. */
  78637. getDirection(localAxis: Vector3): Vector3;
  78638. /**
  78639. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78640. * localAxis is expressed in the mesh local space.
  78641. * result is computed in the Wordl space from the mesh World matrix.
  78642. * @param localAxis axis to rotate
  78643. * @param result the resulting transformnode
  78644. * @returns this TransformNode.
  78645. */
  78646. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78647. /**
  78648. * Sets this transform node rotation to the given local axis.
  78649. * @param localAxis the axis in local space
  78650. * @param yawCor optional yaw (y-axis) correction in radians
  78651. * @param pitchCor optional pitch (x-axis) correction in radians
  78652. * @param rollCor optional roll (z-axis) correction in radians
  78653. * @returns this TransformNode
  78654. */
  78655. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78656. /**
  78657. * Sets a new pivot point to the current node
  78658. * @param point defines the new pivot point to use
  78659. * @param space defines if the point is in world or local space (local by default)
  78660. * @returns the current TransformNode
  78661. */
  78662. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78663. /**
  78664. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78665. * @returns the pivot point
  78666. */
  78667. getPivotPoint(): Vector3;
  78668. /**
  78669. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78670. * @param result the vector3 to store the result
  78671. * @returns this TransformNode.
  78672. */
  78673. getPivotPointToRef(result: Vector3): TransformNode;
  78674. /**
  78675. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78676. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78677. */
  78678. getAbsolutePivotPoint(): Vector3;
  78679. /**
  78680. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78681. * @param result vector3 to store the result
  78682. * @returns this TransformNode.
  78683. */
  78684. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78685. /**
  78686. * Defines the passed node as the parent of the current node.
  78687. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78688. * @see https://doc.babylonjs.com/how_to/parenting
  78689. * @param node the node ot set as the parent
  78690. * @returns this TransformNode.
  78691. */
  78692. setParent(node: Nullable<Node>): TransformNode;
  78693. private _nonUniformScaling;
  78694. /**
  78695. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78696. */
  78697. readonly nonUniformScaling: boolean;
  78698. /** @hidden */
  78699. _updateNonUniformScalingState(value: boolean): boolean;
  78700. /**
  78701. * Attach the current TransformNode to another TransformNode associated with a bone
  78702. * @param bone Bone affecting the TransformNode
  78703. * @param affectedTransformNode TransformNode associated with the bone
  78704. * @returns this object
  78705. */
  78706. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78707. /**
  78708. * Detach the transform node if its associated with a bone
  78709. * @returns this object
  78710. */
  78711. detachFromBone(): TransformNode;
  78712. private static _rotationAxisCache;
  78713. /**
  78714. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78715. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78716. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78717. * The passed axis is also normalized.
  78718. * @param axis the axis to rotate around
  78719. * @param amount the amount to rotate in radians
  78720. * @param space Space to rotate in (Default: local)
  78721. * @returns the TransformNode.
  78722. */
  78723. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78724. /**
  78725. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78726. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78727. * The passed axis is also normalized. .
  78728. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78729. * @param point the point to rotate around
  78730. * @param axis the axis to rotate around
  78731. * @param amount the amount to rotate in radians
  78732. * @returns the TransformNode
  78733. */
  78734. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78735. /**
  78736. * Translates the mesh along the axis vector for the passed distance in the given space.
  78737. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78738. * @param axis the axis to translate in
  78739. * @param distance the distance to translate
  78740. * @param space Space to rotate in (Default: local)
  78741. * @returns the TransformNode.
  78742. */
  78743. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78744. /**
  78745. * Adds a rotation step to the mesh current rotation.
  78746. * x, y, z are Euler angles expressed in radians.
  78747. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78748. * This means this rotation is made in the mesh local space only.
  78749. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78750. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78751. * ```javascript
  78752. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78753. * ```
  78754. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78755. * 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.
  78756. * @param x Rotation to add
  78757. * @param y Rotation to add
  78758. * @param z Rotation to add
  78759. * @returns the TransformNode.
  78760. */
  78761. addRotation(x: number, y: number, z: number): TransformNode;
  78762. /**
  78763. * @hidden
  78764. */
  78765. protected _getEffectiveParent(): Nullable<Node>;
  78766. /**
  78767. * Computes the world matrix of the node
  78768. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78769. * @returns the world matrix
  78770. */
  78771. computeWorldMatrix(force?: boolean): Matrix;
  78772. protected _afterComputeWorldMatrix(): void;
  78773. /**
  78774. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78775. * @param func callback function to add
  78776. *
  78777. * @returns the TransformNode.
  78778. */
  78779. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78780. /**
  78781. * Removes a registered callback function.
  78782. * @param func callback function to remove
  78783. * @returns the TransformNode.
  78784. */
  78785. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78786. /**
  78787. * Gets the position of the current mesh in camera space
  78788. * @param camera defines the camera to use
  78789. * @returns a position
  78790. */
  78791. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78792. /**
  78793. * Returns the distance from the mesh to the active camera
  78794. * @param camera defines the camera to use
  78795. * @returns the distance
  78796. */
  78797. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78798. /**
  78799. * Clone the current transform node
  78800. * @param name Name of the new clone
  78801. * @param newParent New parent for the clone
  78802. * @param doNotCloneChildren Do not clone children hierarchy
  78803. * @returns the new transform node
  78804. */
  78805. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78806. /**
  78807. * Serializes the objects information.
  78808. * @param currentSerializationObject defines the object to serialize in
  78809. * @returns the serialized object
  78810. */
  78811. serialize(currentSerializationObject?: any): any;
  78812. /**
  78813. * Returns a new TransformNode object parsed from the source provided.
  78814. * @param parsedTransformNode is the source.
  78815. * @param scene the scne the object belongs to
  78816. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78817. * @returns a new TransformNode object parsed from the source provided.
  78818. */
  78819. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78820. /**
  78821. * Get all child-transformNodes of this node
  78822. * @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
  78823. * @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
  78824. * @returns an array of TransformNode
  78825. */
  78826. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78827. /**
  78828. * Releases resources associated with this transform node.
  78829. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78830. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78831. */
  78832. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78833. /**
  78834. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78835. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78836. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78837. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78838. * @returns the current mesh
  78839. */
  78840. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78841. private _syncAbsoluteScalingAndRotation;
  78842. }
  78843. }
  78844. declare module BABYLON {
  78845. /**
  78846. * Defines the types of pose enabled controllers that are supported
  78847. */
  78848. export enum PoseEnabledControllerType {
  78849. /**
  78850. * HTC Vive
  78851. */
  78852. VIVE = 0,
  78853. /**
  78854. * Oculus Rift
  78855. */
  78856. OCULUS = 1,
  78857. /**
  78858. * Windows mixed reality
  78859. */
  78860. WINDOWS = 2,
  78861. /**
  78862. * Samsung gear VR
  78863. */
  78864. GEAR_VR = 3,
  78865. /**
  78866. * Google Daydream
  78867. */
  78868. DAYDREAM = 4,
  78869. /**
  78870. * Generic
  78871. */
  78872. GENERIC = 5
  78873. }
  78874. /**
  78875. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78876. */
  78877. export interface MutableGamepadButton {
  78878. /**
  78879. * Value of the button/trigger
  78880. */
  78881. value: number;
  78882. /**
  78883. * If the button/trigger is currently touched
  78884. */
  78885. touched: boolean;
  78886. /**
  78887. * If the button/trigger is currently pressed
  78888. */
  78889. pressed: boolean;
  78890. }
  78891. /**
  78892. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78893. * @hidden
  78894. */
  78895. export interface ExtendedGamepadButton extends GamepadButton {
  78896. /**
  78897. * If the button/trigger is currently pressed
  78898. */
  78899. readonly pressed: boolean;
  78900. /**
  78901. * If the button/trigger is currently touched
  78902. */
  78903. readonly touched: boolean;
  78904. /**
  78905. * Value of the button/trigger
  78906. */
  78907. readonly value: number;
  78908. }
  78909. /** @hidden */
  78910. export interface _GamePadFactory {
  78911. /**
  78912. * Returns wether or not the current gamepad can be created for this type of controller.
  78913. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78914. * @returns true if it can be created, otherwise false
  78915. */
  78916. canCreate(gamepadInfo: any): boolean;
  78917. /**
  78918. * Creates a new instance of the Gamepad.
  78919. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78920. * @returns the new gamepad instance
  78921. */
  78922. create(gamepadInfo: any): Gamepad;
  78923. }
  78924. /**
  78925. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78926. */
  78927. export class PoseEnabledControllerHelper {
  78928. /** @hidden */
  78929. static _ControllerFactories: _GamePadFactory[];
  78930. /** @hidden */
  78931. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78932. /**
  78933. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78934. * @param vrGamepad the gamepad to initialized
  78935. * @returns a vr controller of the type the gamepad identified as
  78936. */
  78937. static InitiateController(vrGamepad: any): Gamepad;
  78938. }
  78939. /**
  78940. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78941. */
  78942. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78943. /**
  78944. * If the controller is used in a webXR session
  78945. */
  78946. isXR: boolean;
  78947. private _deviceRoomPosition;
  78948. private _deviceRoomRotationQuaternion;
  78949. /**
  78950. * The device position in babylon space
  78951. */
  78952. devicePosition: Vector3;
  78953. /**
  78954. * The device rotation in babylon space
  78955. */
  78956. deviceRotationQuaternion: Quaternion;
  78957. /**
  78958. * The scale factor of the device in babylon space
  78959. */
  78960. deviceScaleFactor: number;
  78961. /**
  78962. * (Likely devicePosition should be used instead) The device position in its room space
  78963. */
  78964. position: Vector3;
  78965. /**
  78966. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78967. */
  78968. rotationQuaternion: Quaternion;
  78969. /**
  78970. * The type of controller (Eg. Windows mixed reality)
  78971. */
  78972. controllerType: PoseEnabledControllerType;
  78973. protected _calculatedPosition: Vector3;
  78974. private _calculatedRotation;
  78975. /**
  78976. * The raw pose from the device
  78977. */
  78978. rawPose: DevicePose;
  78979. private _trackPosition;
  78980. private _maxRotationDistFromHeadset;
  78981. private _draggedRoomRotation;
  78982. /**
  78983. * @hidden
  78984. */
  78985. _disableTrackPosition(fixedPosition: Vector3): void;
  78986. /**
  78987. * Internal, the mesh attached to the controller
  78988. * @hidden
  78989. */
  78990. _mesh: Nullable<AbstractMesh>;
  78991. private _poseControlledCamera;
  78992. private _leftHandSystemQuaternion;
  78993. /**
  78994. * Internal, matrix used to convert room space to babylon space
  78995. * @hidden
  78996. */
  78997. _deviceToWorld: Matrix;
  78998. /**
  78999. * Node to be used when casting a ray from the controller
  79000. * @hidden
  79001. */
  79002. _pointingPoseNode: Nullable<TransformNode>;
  79003. /**
  79004. * Name of the child mesh that can be used to cast a ray from the controller
  79005. */
  79006. static readonly POINTING_POSE: string;
  79007. /**
  79008. * Creates a new PoseEnabledController from a gamepad
  79009. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79010. */
  79011. constructor(browserGamepad: any);
  79012. private _workingMatrix;
  79013. /**
  79014. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79015. */
  79016. update(): void;
  79017. /**
  79018. * Updates only the pose device and mesh without doing any button event checking
  79019. */
  79020. protected _updatePoseAndMesh(): void;
  79021. /**
  79022. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79023. * @param poseData raw pose fromthe device
  79024. */
  79025. updateFromDevice(poseData: DevicePose): void;
  79026. /**
  79027. * @hidden
  79028. */
  79029. _meshAttachedObservable: Observable<AbstractMesh>;
  79030. /**
  79031. * Attaches a mesh to the controller
  79032. * @param mesh the mesh to be attached
  79033. */
  79034. attachToMesh(mesh: AbstractMesh): void;
  79035. /**
  79036. * Attaches the controllers mesh to a camera
  79037. * @param camera the camera the mesh should be attached to
  79038. */
  79039. attachToPoseControlledCamera(camera: TargetCamera): void;
  79040. /**
  79041. * Disposes of the controller
  79042. */
  79043. dispose(): void;
  79044. /**
  79045. * The mesh that is attached to the controller
  79046. */
  79047. readonly mesh: Nullable<AbstractMesh>;
  79048. /**
  79049. * Gets the ray of the controller in the direction the controller is pointing
  79050. * @param length the length the resulting ray should be
  79051. * @returns a ray in the direction the controller is pointing
  79052. */
  79053. getForwardRay(length?: number): Ray;
  79054. }
  79055. }
  79056. declare module BABYLON {
  79057. /**
  79058. * Defines the WebVRController object that represents controllers tracked in 3D space
  79059. */
  79060. export abstract class WebVRController extends PoseEnabledController {
  79061. /**
  79062. * Internal, the default controller model for the controller
  79063. */
  79064. protected _defaultModel: AbstractMesh;
  79065. /**
  79066. * Fired when the trigger state has changed
  79067. */
  79068. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79069. /**
  79070. * Fired when the main button state has changed
  79071. */
  79072. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79073. /**
  79074. * Fired when the secondary button state has changed
  79075. */
  79076. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79077. /**
  79078. * Fired when the pad state has changed
  79079. */
  79080. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79081. /**
  79082. * Fired when controllers stick values have changed
  79083. */
  79084. onPadValuesChangedObservable: Observable<StickValues>;
  79085. /**
  79086. * Array of button availible on the controller
  79087. */
  79088. protected _buttons: Array<MutableGamepadButton>;
  79089. private _onButtonStateChange;
  79090. /**
  79091. * Fired when a controller button's state has changed
  79092. * @param callback the callback containing the button that was modified
  79093. */
  79094. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79095. /**
  79096. * X and Y axis corresponding to the controllers joystick
  79097. */
  79098. pad: StickValues;
  79099. /**
  79100. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79101. */
  79102. hand: string;
  79103. /**
  79104. * The default controller model for the controller
  79105. */
  79106. readonly defaultModel: AbstractMesh;
  79107. /**
  79108. * Creates a new WebVRController from a gamepad
  79109. * @param vrGamepad the gamepad that the WebVRController should be created from
  79110. */
  79111. constructor(vrGamepad: any);
  79112. /**
  79113. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79114. */
  79115. update(): void;
  79116. /**
  79117. * Function to be called when a button is modified
  79118. */
  79119. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79120. /**
  79121. * Loads a mesh and attaches it to the controller
  79122. * @param scene the scene the mesh should be added to
  79123. * @param meshLoaded callback for when the mesh has been loaded
  79124. */
  79125. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79126. private _setButtonValue;
  79127. private _changes;
  79128. private _checkChanges;
  79129. /**
  79130. * Disposes of th webVRCOntroller
  79131. */
  79132. dispose(): void;
  79133. }
  79134. }
  79135. declare module BABYLON {
  79136. /**
  79137. * The HemisphericLight simulates the ambient environment light,
  79138. * so the passed direction is the light reflection direction, not the incoming direction.
  79139. */
  79140. export class HemisphericLight extends Light {
  79141. /**
  79142. * The groundColor is the light in the opposite direction to the one specified during creation.
  79143. * 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.
  79144. */
  79145. groundColor: Color3;
  79146. /**
  79147. * The light reflection direction, not the incoming direction.
  79148. */
  79149. direction: Vector3;
  79150. /**
  79151. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79152. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79153. * The HemisphericLight can't cast shadows.
  79154. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79155. * @param name The friendly name of the light
  79156. * @param direction The direction of the light reflection
  79157. * @param scene The scene the light belongs to
  79158. */
  79159. constructor(name: string, direction: Vector3, scene: Scene);
  79160. protected _buildUniformLayout(): void;
  79161. /**
  79162. * Returns the string "HemisphericLight".
  79163. * @return The class name
  79164. */
  79165. getClassName(): string;
  79166. /**
  79167. * Sets the HemisphericLight direction towards the passed target (Vector3).
  79168. * Returns the updated direction.
  79169. * @param target The target the direction should point to
  79170. * @return The computed direction
  79171. */
  79172. setDirectionToTarget(target: Vector3): Vector3;
  79173. /**
  79174. * Returns the shadow generator associated to the light.
  79175. * @returns Always null for hemispheric lights because it does not support shadows.
  79176. */
  79177. getShadowGenerator(): Nullable<IShadowGenerator>;
  79178. /**
  79179. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79180. * @param effect The effect to update
  79181. * @param lightIndex The index of the light in the effect to update
  79182. * @returns The hemispheric light
  79183. */
  79184. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79185. /**
  79186. * Computes the world matrix of the node
  79187. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79188. * @param useWasUpdatedFlag defines a reserved property
  79189. * @returns the world matrix
  79190. */
  79191. computeWorldMatrix(): Matrix;
  79192. /**
  79193. * Returns the integer 3.
  79194. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79195. */
  79196. getTypeID(): number;
  79197. /**
  79198. * Prepares the list of defines specific to the light type.
  79199. * @param defines the list of defines
  79200. * @param lightIndex defines the index of the light for the effect
  79201. */
  79202. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  79203. }
  79204. }
  79205. declare module BABYLON {
  79206. /** @hidden */
  79207. export var vrMultiviewToSingleviewPixelShader: {
  79208. name: string;
  79209. shader: string;
  79210. };
  79211. }
  79212. declare module BABYLON {
  79213. /**
  79214. * Renders to multiple views with a single draw call
  79215. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  79216. */
  79217. export class MultiviewRenderTarget extends RenderTargetTexture {
  79218. /**
  79219. * Creates a multiview render target
  79220. * @param scene scene used with the render target
  79221. * @param size the size of the render target (used for each view)
  79222. */
  79223. constructor(scene: Scene, size?: number | {
  79224. width: number;
  79225. height: number;
  79226. } | {
  79227. ratio: number;
  79228. });
  79229. /**
  79230. * @hidden
  79231. * @param faceIndex the face index, if its a cube texture
  79232. */
  79233. _bindFrameBuffer(faceIndex?: number): void;
  79234. /**
  79235. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  79236. * @returns the view count
  79237. */
  79238. getViewCount(): number;
  79239. }
  79240. }
  79241. declare module BABYLON {
  79242. /**
  79243. * Reprasents a camera frustum
  79244. */
  79245. export class Frustum {
  79246. /**
  79247. * Gets the planes representing the frustum
  79248. * @param transform matrix to be applied to the returned planes
  79249. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  79250. */
  79251. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  79252. /**
  79253. * Gets the near frustum plane transformed by the transform matrix
  79254. * @param transform transformation matrix to be applied to the resulting frustum plane
  79255. * @param frustumPlane the resuling frustum plane
  79256. */
  79257. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79258. /**
  79259. * Gets the far frustum plane transformed by the transform matrix
  79260. * @param transform transformation matrix to be applied to the resulting frustum plane
  79261. * @param frustumPlane the resuling frustum plane
  79262. */
  79263. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79264. /**
  79265. * Gets the left frustum plane transformed by the transform matrix
  79266. * @param transform transformation matrix to be applied to the resulting frustum plane
  79267. * @param frustumPlane the resuling frustum plane
  79268. */
  79269. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79270. /**
  79271. * Gets the right frustum plane transformed by the transform matrix
  79272. * @param transform transformation matrix to be applied to the resulting frustum plane
  79273. * @param frustumPlane the resuling frustum plane
  79274. */
  79275. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79276. /**
  79277. * Gets the top frustum plane transformed by the transform matrix
  79278. * @param transform transformation matrix to be applied to the resulting frustum plane
  79279. * @param frustumPlane the resuling frustum plane
  79280. */
  79281. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79282. /**
  79283. * Gets the bottom frustum plane transformed by the transform matrix
  79284. * @param transform transformation matrix to be applied to the resulting frustum plane
  79285. * @param frustumPlane the resuling frustum plane
  79286. */
  79287. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79288. /**
  79289. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  79290. * @param transform transformation matrix to be applied to the resulting frustum planes
  79291. * @param frustumPlanes the resuling frustum planes
  79292. */
  79293. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  79294. }
  79295. }
  79296. declare module BABYLON {
  79297. interface Engine {
  79298. /**
  79299. * Creates a new multiview render target
  79300. * @param width defines the width of the texture
  79301. * @param height defines the height of the texture
  79302. * @returns the created multiview texture
  79303. */
  79304. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  79305. /**
  79306. * Binds a multiview framebuffer to be drawn to
  79307. * @param multiviewTexture texture to bind
  79308. */
  79309. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  79310. }
  79311. interface Camera {
  79312. /**
  79313. * @hidden
  79314. * 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)
  79315. */
  79316. _useMultiviewToSingleView: boolean;
  79317. /**
  79318. * @hidden
  79319. * 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)
  79320. */
  79321. _multiviewTexture: Nullable<RenderTargetTexture>;
  79322. /**
  79323. * @hidden
  79324. * ensures the multiview texture of the camera exists and has the specified width/height
  79325. * @param width height to set on the multiview texture
  79326. * @param height width to set on the multiview texture
  79327. */
  79328. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  79329. }
  79330. interface Scene {
  79331. /** @hidden */
  79332. _transformMatrixR: Matrix;
  79333. /** @hidden */
  79334. _multiviewSceneUbo: Nullable<UniformBuffer>;
  79335. /** @hidden */
  79336. _createMultiviewUbo(): void;
  79337. /** @hidden */
  79338. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  79339. /** @hidden */
  79340. _renderMultiviewToSingleView(camera: Camera): void;
  79341. }
  79342. }
  79343. declare module BABYLON {
  79344. /**
  79345. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  79346. * This will not be used for webXR as it supports displaying texture arrays directly
  79347. */
  79348. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  79349. /**
  79350. * Initializes a VRMultiviewToSingleview
  79351. * @param name name of the post process
  79352. * @param camera camera to be applied to
  79353. * @param scaleFactor scaling factor to the size of the output texture
  79354. */
  79355. constructor(name: string, camera: Camera, scaleFactor: number);
  79356. }
  79357. }
  79358. declare module BABYLON {
  79359. interface Engine {
  79360. /** @hidden */
  79361. _vrDisplay: any;
  79362. /** @hidden */
  79363. _vrSupported: boolean;
  79364. /** @hidden */
  79365. _oldSize: Size;
  79366. /** @hidden */
  79367. _oldHardwareScaleFactor: number;
  79368. /** @hidden */
  79369. _vrExclusivePointerMode: boolean;
  79370. /** @hidden */
  79371. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  79372. /** @hidden */
  79373. _onVRDisplayPointerRestricted: () => void;
  79374. /** @hidden */
  79375. _onVRDisplayPointerUnrestricted: () => void;
  79376. /** @hidden */
  79377. _onVrDisplayConnect: Nullable<(display: any) => void>;
  79378. /** @hidden */
  79379. _onVrDisplayDisconnect: Nullable<() => void>;
  79380. /** @hidden */
  79381. _onVrDisplayPresentChange: Nullable<() => void>;
  79382. /**
  79383. * Observable signaled when VR display mode changes
  79384. */
  79385. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79386. /**
  79387. * Observable signaled when VR request present is complete
  79388. */
  79389. onVRRequestPresentComplete: Observable<boolean>;
  79390. /**
  79391. * Observable signaled when VR request present starts
  79392. */
  79393. onVRRequestPresentStart: Observable<Engine>;
  79394. /**
  79395. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79396. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79397. */
  79398. isInVRExclusivePointerMode: boolean;
  79399. /**
  79400. * Gets a boolean indicating if a webVR device was detected
  79401. * @returns true if a webVR device was detected
  79402. */
  79403. isVRDevicePresent(): boolean;
  79404. /**
  79405. * Gets the current webVR device
  79406. * @returns the current webVR device (or null)
  79407. */
  79408. getVRDevice(): any;
  79409. /**
  79410. * Initializes a webVR display and starts listening to display change events
  79411. * The onVRDisplayChangedObservable will be notified upon these changes
  79412. * @returns A promise containing a VRDisplay and if vr is supported
  79413. */
  79414. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79415. /** @hidden */
  79416. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79417. /**
  79418. * Call this function to switch to webVR mode
  79419. * Will do nothing if webVR is not supported or if there is no webVR device
  79420. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79421. */
  79422. enableVR(): void;
  79423. /** @hidden */
  79424. _onVRFullScreenTriggered(): void;
  79425. }
  79426. }
  79427. declare module BABYLON {
  79428. /**
  79429. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79430. * IMPORTANT!! The data is right-hand data.
  79431. * @export
  79432. * @interface DevicePose
  79433. */
  79434. export interface DevicePose {
  79435. /**
  79436. * The position of the device, values in array are [x,y,z].
  79437. */
  79438. readonly position: Nullable<Float32Array>;
  79439. /**
  79440. * The linearVelocity of the device, values in array are [x,y,z].
  79441. */
  79442. readonly linearVelocity: Nullable<Float32Array>;
  79443. /**
  79444. * The linearAcceleration of the device, values in array are [x,y,z].
  79445. */
  79446. readonly linearAcceleration: Nullable<Float32Array>;
  79447. /**
  79448. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79449. */
  79450. readonly orientation: Nullable<Float32Array>;
  79451. /**
  79452. * The angularVelocity of the device, values in array are [x,y,z].
  79453. */
  79454. readonly angularVelocity: Nullable<Float32Array>;
  79455. /**
  79456. * The angularAcceleration of the device, values in array are [x,y,z].
  79457. */
  79458. readonly angularAcceleration: Nullable<Float32Array>;
  79459. }
  79460. /**
  79461. * Interface representing a pose controlled object in Babylon.
  79462. * A pose controlled object has both regular pose values as well as pose values
  79463. * from an external device such as a VR head mounted display
  79464. */
  79465. export interface PoseControlled {
  79466. /**
  79467. * The position of the object in babylon space.
  79468. */
  79469. position: Vector3;
  79470. /**
  79471. * The rotation quaternion of the object in babylon space.
  79472. */
  79473. rotationQuaternion: Quaternion;
  79474. /**
  79475. * The position of the device in babylon space.
  79476. */
  79477. devicePosition?: Vector3;
  79478. /**
  79479. * The rotation quaternion of the device in babylon space.
  79480. */
  79481. deviceRotationQuaternion: Quaternion;
  79482. /**
  79483. * The raw pose coming from the device.
  79484. */
  79485. rawPose: Nullable<DevicePose>;
  79486. /**
  79487. * The scale of the device to be used when translating from device space to babylon space.
  79488. */
  79489. deviceScaleFactor: number;
  79490. /**
  79491. * Updates the poseControlled values based on the input device pose.
  79492. * @param poseData the pose data to update the object with
  79493. */
  79494. updateFromDevice(poseData: DevicePose): void;
  79495. }
  79496. /**
  79497. * Set of options to customize the webVRCamera
  79498. */
  79499. export interface WebVROptions {
  79500. /**
  79501. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79502. */
  79503. trackPosition?: boolean;
  79504. /**
  79505. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79506. */
  79507. positionScale?: number;
  79508. /**
  79509. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79510. */
  79511. displayName?: string;
  79512. /**
  79513. * Should the native controller meshes be initialized. (default: true)
  79514. */
  79515. controllerMeshes?: boolean;
  79516. /**
  79517. * Creating a default HemiLight only on controllers. (default: true)
  79518. */
  79519. defaultLightingOnControllers?: boolean;
  79520. /**
  79521. * If you don't want to use the default VR button of the helper. (default: false)
  79522. */
  79523. useCustomVRButton?: boolean;
  79524. /**
  79525. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79526. */
  79527. customVRButton?: HTMLButtonElement;
  79528. /**
  79529. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79530. */
  79531. rayLength?: number;
  79532. /**
  79533. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79534. */
  79535. defaultHeight?: number;
  79536. /**
  79537. * If multiview should be used if availible (default: false)
  79538. */
  79539. useMultiview?: boolean;
  79540. }
  79541. /**
  79542. * This represents a WebVR camera.
  79543. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79544. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79545. */
  79546. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79547. private webVROptions;
  79548. /**
  79549. * @hidden
  79550. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79551. */
  79552. _vrDevice: any;
  79553. /**
  79554. * The rawPose of the vrDevice.
  79555. */
  79556. rawPose: Nullable<DevicePose>;
  79557. private _onVREnabled;
  79558. private _specsVersion;
  79559. private _attached;
  79560. private _frameData;
  79561. protected _descendants: Array<Node>;
  79562. private _deviceRoomPosition;
  79563. /** @hidden */
  79564. _deviceRoomRotationQuaternion: Quaternion;
  79565. private _standingMatrix;
  79566. /**
  79567. * Represents device position in babylon space.
  79568. */
  79569. devicePosition: Vector3;
  79570. /**
  79571. * Represents device rotation in babylon space.
  79572. */
  79573. deviceRotationQuaternion: Quaternion;
  79574. /**
  79575. * The scale of the device to be used when translating from device space to babylon space.
  79576. */
  79577. deviceScaleFactor: number;
  79578. private _deviceToWorld;
  79579. private _worldToDevice;
  79580. /**
  79581. * References to the webVR controllers for the vrDevice.
  79582. */
  79583. controllers: Array<WebVRController>;
  79584. /**
  79585. * Emits an event when a controller is attached.
  79586. */
  79587. onControllersAttachedObservable: Observable<WebVRController[]>;
  79588. /**
  79589. * Emits an event when a controller's mesh has been loaded;
  79590. */
  79591. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79592. /**
  79593. * Emits an event when the HMD's pose has been updated.
  79594. */
  79595. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79596. private _poseSet;
  79597. /**
  79598. * If the rig cameras be used as parent instead of this camera.
  79599. */
  79600. rigParenting: boolean;
  79601. private _lightOnControllers;
  79602. private _defaultHeight?;
  79603. /**
  79604. * Instantiates a WebVRFreeCamera.
  79605. * @param name The name of the WebVRFreeCamera
  79606. * @param position The starting anchor position for the camera
  79607. * @param scene The scene the camera belongs to
  79608. * @param webVROptions a set of customizable options for the webVRCamera
  79609. */
  79610. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79611. /**
  79612. * Gets the device distance from the ground in meters.
  79613. * @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.
  79614. */
  79615. deviceDistanceToRoomGround(): number;
  79616. /**
  79617. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79618. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79619. */
  79620. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79621. /**
  79622. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79623. * @returns A promise with a boolean set to if the standing matrix is supported.
  79624. */
  79625. useStandingMatrixAsync(): Promise<boolean>;
  79626. /**
  79627. * Disposes the camera
  79628. */
  79629. dispose(): void;
  79630. /**
  79631. * Gets a vrController by name.
  79632. * @param name The name of the controller to retreive
  79633. * @returns the controller matching the name specified or null if not found
  79634. */
  79635. getControllerByName(name: string): Nullable<WebVRController>;
  79636. private _leftController;
  79637. /**
  79638. * The controller corresponding to the users left hand.
  79639. */
  79640. readonly leftController: Nullable<WebVRController>;
  79641. private _rightController;
  79642. /**
  79643. * The controller corresponding to the users right hand.
  79644. */
  79645. readonly rightController: Nullable<WebVRController>;
  79646. /**
  79647. * Casts a ray forward from the vrCamera's gaze.
  79648. * @param length Length of the ray (default: 100)
  79649. * @returns the ray corresponding to the gaze
  79650. */
  79651. getForwardRay(length?: number): Ray;
  79652. /**
  79653. * @hidden
  79654. * Updates the camera based on device's frame data
  79655. */
  79656. _checkInputs(): void;
  79657. /**
  79658. * Updates the poseControlled values based on the input device pose.
  79659. * @param poseData Pose coming from the device
  79660. */
  79661. updateFromDevice(poseData: DevicePose): void;
  79662. private _htmlElementAttached;
  79663. private _detachIfAttached;
  79664. /**
  79665. * WebVR's attach control will start broadcasting frames to the device.
  79666. * Note that in certain browsers (chrome for example) this function must be called
  79667. * within a user-interaction callback. Example:
  79668. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79669. *
  79670. * @param element html element to attach the vrDevice to
  79671. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79672. */
  79673. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79674. /**
  79675. * Detaches the camera from the html element and disables VR
  79676. *
  79677. * @param element html element to detach from
  79678. */
  79679. detachControl(element: HTMLElement): void;
  79680. /**
  79681. * @returns the name of this class
  79682. */
  79683. getClassName(): string;
  79684. /**
  79685. * Calls resetPose on the vrDisplay
  79686. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79687. */
  79688. resetToCurrentRotation(): void;
  79689. /**
  79690. * @hidden
  79691. * Updates the rig cameras (left and right eye)
  79692. */
  79693. _updateRigCameras(): void;
  79694. private _workingVector;
  79695. private _oneVector;
  79696. private _workingMatrix;
  79697. private updateCacheCalled;
  79698. private _correctPositionIfNotTrackPosition;
  79699. /**
  79700. * @hidden
  79701. * Updates the cached values of the camera
  79702. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79703. */
  79704. _updateCache(ignoreParentClass?: boolean): void;
  79705. /**
  79706. * @hidden
  79707. * Get current device position in babylon world
  79708. */
  79709. _computeDevicePosition(): void;
  79710. /**
  79711. * Updates the current device position and rotation in the babylon world
  79712. */
  79713. update(): void;
  79714. /**
  79715. * @hidden
  79716. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79717. * @returns an identity matrix
  79718. */
  79719. _getViewMatrix(): Matrix;
  79720. private _tmpMatrix;
  79721. /**
  79722. * This function is called by the two RIG cameras.
  79723. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79724. * @hidden
  79725. */
  79726. _getWebVRViewMatrix(): Matrix;
  79727. /** @hidden */
  79728. _getWebVRProjectionMatrix(): Matrix;
  79729. private _onGamepadConnectedObserver;
  79730. private _onGamepadDisconnectedObserver;
  79731. private _updateCacheWhenTrackingDisabledObserver;
  79732. /**
  79733. * Initializes the controllers and their meshes
  79734. */
  79735. initControllers(): void;
  79736. }
  79737. }
  79738. declare module BABYLON {
  79739. /**
  79740. * Size options for a post process
  79741. */
  79742. export type PostProcessOptions = {
  79743. width: number;
  79744. height: number;
  79745. };
  79746. /**
  79747. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79748. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79749. */
  79750. export class PostProcess {
  79751. /** Name of the PostProcess. */
  79752. name: string;
  79753. /**
  79754. * Gets or sets the unique id of the post process
  79755. */
  79756. uniqueId: number;
  79757. /**
  79758. * Width of the texture to apply the post process on
  79759. */
  79760. width: number;
  79761. /**
  79762. * Height of the texture to apply the post process on
  79763. */
  79764. height: number;
  79765. /**
  79766. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79767. * @hidden
  79768. */
  79769. _outputTexture: Nullable<InternalTexture>;
  79770. /**
  79771. * Sampling mode used by the shader
  79772. * See https://doc.babylonjs.com/classes/3.1/texture
  79773. */
  79774. renderTargetSamplingMode: number;
  79775. /**
  79776. * Clear color to use when screen clearing
  79777. */
  79778. clearColor: Color4;
  79779. /**
  79780. * If the buffer needs to be cleared before applying the post process. (default: true)
  79781. * Should be set to false if shader will overwrite all previous pixels.
  79782. */
  79783. autoClear: boolean;
  79784. /**
  79785. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79786. */
  79787. alphaMode: number;
  79788. /**
  79789. * Sets the setAlphaBlendConstants of the babylon engine
  79790. */
  79791. alphaConstants: Color4;
  79792. /**
  79793. * Animations to be used for the post processing
  79794. */
  79795. animations: Animation[];
  79796. /**
  79797. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79798. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79799. */
  79800. enablePixelPerfectMode: boolean;
  79801. /**
  79802. * Force the postprocess to be applied without taking in account viewport
  79803. */
  79804. forceFullscreenViewport: boolean;
  79805. /**
  79806. * List of inspectable custom properties (used by the Inspector)
  79807. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79808. */
  79809. inspectableCustomProperties: IInspectable[];
  79810. /**
  79811. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79812. *
  79813. * | Value | Type | Description |
  79814. * | ----- | ----------------------------------- | ----------- |
  79815. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79816. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79817. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79818. *
  79819. */
  79820. scaleMode: number;
  79821. /**
  79822. * Force textures to be a power of two (default: false)
  79823. */
  79824. alwaysForcePOT: boolean;
  79825. private _samples;
  79826. /**
  79827. * Number of sample textures (default: 1)
  79828. */
  79829. samples: number;
  79830. /**
  79831. * Modify the scale of the post process to be the same as the viewport (default: false)
  79832. */
  79833. adaptScaleToCurrentViewport: boolean;
  79834. private _camera;
  79835. private _scene;
  79836. private _engine;
  79837. private _options;
  79838. private _reusable;
  79839. private _textureType;
  79840. /**
  79841. * Smart array of input and output textures for the post process.
  79842. * @hidden
  79843. */
  79844. _textures: SmartArray<InternalTexture>;
  79845. /**
  79846. * The index in _textures that corresponds to the output texture.
  79847. * @hidden
  79848. */
  79849. _currentRenderTextureInd: number;
  79850. private _effect;
  79851. private _samplers;
  79852. private _fragmentUrl;
  79853. private _vertexUrl;
  79854. private _parameters;
  79855. private _scaleRatio;
  79856. protected _indexParameters: any;
  79857. private _shareOutputWithPostProcess;
  79858. private _texelSize;
  79859. private _forcedOutputTexture;
  79860. /**
  79861. * Returns the fragment url or shader name used in the post process.
  79862. * @returns the fragment url or name in the shader store.
  79863. */
  79864. getEffectName(): string;
  79865. /**
  79866. * An event triggered when the postprocess is activated.
  79867. */
  79868. onActivateObservable: Observable<Camera>;
  79869. private _onActivateObserver;
  79870. /**
  79871. * A function that is added to the onActivateObservable
  79872. */
  79873. onActivate: Nullable<(camera: Camera) => void>;
  79874. /**
  79875. * An event triggered when the postprocess changes its size.
  79876. */
  79877. onSizeChangedObservable: Observable<PostProcess>;
  79878. private _onSizeChangedObserver;
  79879. /**
  79880. * A function that is added to the onSizeChangedObservable
  79881. */
  79882. onSizeChanged: (postProcess: PostProcess) => void;
  79883. /**
  79884. * An event triggered when the postprocess applies its effect.
  79885. */
  79886. onApplyObservable: Observable<Effect>;
  79887. private _onApplyObserver;
  79888. /**
  79889. * A function that is added to the onApplyObservable
  79890. */
  79891. onApply: (effect: Effect) => void;
  79892. /**
  79893. * An event triggered before rendering the postprocess
  79894. */
  79895. onBeforeRenderObservable: Observable<Effect>;
  79896. private _onBeforeRenderObserver;
  79897. /**
  79898. * A function that is added to the onBeforeRenderObservable
  79899. */
  79900. onBeforeRender: (effect: Effect) => void;
  79901. /**
  79902. * An event triggered after rendering the postprocess
  79903. */
  79904. onAfterRenderObservable: Observable<Effect>;
  79905. private _onAfterRenderObserver;
  79906. /**
  79907. * A function that is added to the onAfterRenderObservable
  79908. */
  79909. onAfterRender: (efect: Effect) => void;
  79910. /**
  79911. * 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
  79912. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79913. */
  79914. inputTexture: InternalTexture;
  79915. /**
  79916. * Gets the camera which post process is applied to.
  79917. * @returns The camera the post process is applied to.
  79918. */
  79919. getCamera(): Camera;
  79920. /**
  79921. * Gets the texel size of the postprocess.
  79922. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79923. */
  79924. readonly texelSize: Vector2;
  79925. /**
  79926. * Creates a new instance PostProcess
  79927. * @param name The name of the PostProcess.
  79928. * @param fragmentUrl The url of the fragment shader to be used.
  79929. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79930. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79931. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79932. * @param camera The camera to apply the render pass to.
  79933. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79934. * @param engine The engine which the post process will be applied. (default: current engine)
  79935. * @param reusable If the post process can be reused on the same frame. (default: false)
  79936. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79937. * @param textureType Type of textures used when performing the post process. (default: 0)
  79938. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79939. * @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
  79940. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79941. */
  79942. constructor(
  79943. /** Name of the PostProcess. */
  79944. 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);
  79945. /**
  79946. * Gets a string idenfifying the name of the class
  79947. * @returns "PostProcess" string
  79948. */
  79949. getClassName(): string;
  79950. /**
  79951. * Gets the engine which this post process belongs to.
  79952. * @returns The engine the post process was enabled with.
  79953. */
  79954. getEngine(): Engine;
  79955. /**
  79956. * The effect that is created when initializing the post process.
  79957. * @returns The created effect corresponding the the postprocess.
  79958. */
  79959. getEffect(): Effect;
  79960. /**
  79961. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79962. * @param postProcess The post process to share the output with.
  79963. * @returns This post process.
  79964. */
  79965. shareOutputWith(postProcess: PostProcess): PostProcess;
  79966. /**
  79967. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79968. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79969. */
  79970. useOwnOutput(): void;
  79971. /**
  79972. * Updates the effect with the current post process compile time values and recompiles the shader.
  79973. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79974. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79975. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79976. * @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
  79977. * @param onCompiled Called when the shader has been compiled.
  79978. * @param onError Called if there is an error when compiling a shader.
  79979. */
  79980. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79981. /**
  79982. * The post process is reusable if it can be used multiple times within one frame.
  79983. * @returns If the post process is reusable
  79984. */
  79985. isReusable(): boolean;
  79986. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79987. markTextureDirty(): void;
  79988. /**
  79989. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79990. * 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.
  79991. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79992. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79993. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79994. * @returns The target texture that was bound to be written to.
  79995. */
  79996. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79997. /**
  79998. * If the post process is supported.
  79999. */
  80000. readonly isSupported: boolean;
  80001. /**
  80002. * The aspect ratio of the output texture.
  80003. */
  80004. readonly aspectRatio: number;
  80005. /**
  80006. * Get a value indicating if the post-process is ready to be used
  80007. * @returns true if the post-process is ready (shader is compiled)
  80008. */
  80009. isReady(): boolean;
  80010. /**
  80011. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80012. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80013. */
  80014. apply(): Nullable<Effect>;
  80015. private _disposeTextures;
  80016. /**
  80017. * Disposes the post process.
  80018. * @param camera The camera to dispose the post process on.
  80019. */
  80020. dispose(camera?: Camera): void;
  80021. }
  80022. }
  80023. declare module BABYLON {
  80024. /** @hidden */
  80025. export var kernelBlurVaryingDeclaration: {
  80026. name: string;
  80027. shader: string;
  80028. };
  80029. }
  80030. declare module BABYLON {
  80031. /** @hidden */
  80032. export var kernelBlurFragment: {
  80033. name: string;
  80034. shader: string;
  80035. };
  80036. }
  80037. declare module BABYLON {
  80038. /** @hidden */
  80039. export var kernelBlurFragment2: {
  80040. name: string;
  80041. shader: string;
  80042. };
  80043. }
  80044. declare module BABYLON {
  80045. /** @hidden */
  80046. export var kernelBlurPixelShader: {
  80047. name: string;
  80048. shader: string;
  80049. };
  80050. }
  80051. declare module BABYLON {
  80052. /** @hidden */
  80053. export var kernelBlurVertex: {
  80054. name: string;
  80055. shader: string;
  80056. };
  80057. }
  80058. declare module BABYLON {
  80059. /** @hidden */
  80060. export var kernelBlurVertexShader: {
  80061. name: string;
  80062. shader: string;
  80063. };
  80064. }
  80065. declare module BABYLON {
  80066. /**
  80067. * The Blur Post Process which blurs an image based on a kernel and direction.
  80068. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80069. */
  80070. export class BlurPostProcess extends PostProcess {
  80071. /** The direction in which to blur the image. */
  80072. direction: Vector2;
  80073. private blockCompilation;
  80074. protected _kernel: number;
  80075. protected _idealKernel: number;
  80076. protected _packedFloat: boolean;
  80077. private _staticDefines;
  80078. /**
  80079. * Sets the length in pixels of the blur sample region
  80080. */
  80081. /**
  80082. * Gets the length in pixels of the blur sample region
  80083. */
  80084. kernel: number;
  80085. /**
  80086. * Sets wether or not the blur needs to unpack/repack floats
  80087. */
  80088. /**
  80089. * Gets wether or not the blur is unpacking/repacking floats
  80090. */
  80091. packedFloat: boolean;
  80092. /**
  80093. * Creates a new instance BlurPostProcess
  80094. * @param name The name of the effect.
  80095. * @param direction The direction in which to blur the image.
  80096. * @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.
  80097. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80098. * @param camera The camera to apply the render pass to.
  80099. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80100. * @param engine The engine which the post process will be applied. (default: current engine)
  80101. * @param reusable If the post process can be reused on the same frame. (default: false)
  80102. * @param textureType Type of textures used when performing the post process. (default: 0)
  80103. * @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)
  80104. */
  80105. constructor(name: string,
  80106. /** The direction in which to blur the image. */
  80107. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80108. /**
  80109. * Updates the effect with the current post process compile time values and recompiles the shader.
  80110. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80111. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80112. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80113. * @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
  80114. * @param onCompiled Called when the shader has been compiled.
  80115. * @param onError Called if there is an error when compiling a shader.
  80116. */
  80117. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80118. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80119. /**
  80120. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80121. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80122. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80123. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80124. * The gaps between physical kernels are compensated for in the weighting of the samples
  80125. * @param idealKernel Ideal blur kernel.
  80126. * @return Nearest best kernel.
  80127. */
  80128. protected _nearestBestKernel(idealKernel: number): number;
  80129. /**
  80130. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80131. * @param x The point on the Gaussian distribution to sample.
  80132. * @return the value of the Gaussian function at x.
  80133. */
  80134. protected _gaussianWeight(x: number): number;
  80135. /**
  80136. * Generates a string that can be used as a floating point number in GLSL.
  80137. * @param x Value to print.
  80138. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80139. * @return GLSL float string.
  80140. */
  80141. protected _glslFloat(x: number, decimalFigures?: number): string;
  80142. }
  80143. }
  80144. declare module BABYLON {
  80145. /**
  80146. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80147. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80148. * You can then easily use it as a reflectionTexture on a flat surface.
  80149. * In case the surface is not a plane, please consider relying on reflection probes.
  80150. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80151. */
  80152. export class MirrorTexture extends RenderTargetTexture {
  80153. private scene;
  80154. /**
  80155. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80156. * 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.
  80157. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80158. */
  80159. mirrorPlane: Plane;
  80160. /**
  80161. * Define the blur ratio used to blur the reflection if needed.
  80162. */
  80163. blurRatio: number;
  80164. /**
  80165. * Define the adaptive blur kernel used to blur the reflection if needed.
  80166. * This will autocompute the closest best match for the `blurKernel`
  80167. */
  80168. adaptiveBlurKernel: number;
  80169. /**
  80170. * Define the blur kernel used to blur the reflection if needed.
  80171. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80172. */
  80173. blurKernel: number;
  80174. /**
  80175. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  80176. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80177. */
  80178. blurKernelX: number;
  80179. /**
  80180. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80181. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80182. */
  80183. blurKernelY: number;
  80184. private _autoComputeBlurKernel;
  80185. protected _onRatioRescale(): void;
  80186. private _updateGammaSpace;
  80187. private _imageProcessingConfigChangeObserver;
  80188. private _transformMatrix;
  80189. private _mirrorMatrix;
  80190. private _savedViewMatrix;
  80191. private _blurX;
  80192. private _blurY;
  80193. private _adaptiveBlurKernel;
  80194. private _blurKernelX;
  80195. private _blurKernelY;
  80196. private _blurRatio;
  80197. /**
  80198. * Instantiates a Mirror Texture.
  80199. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80200. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80201. * You can then easily use it as a reflectionTexture on a flat surface.
  80202. * In case the surface is not a plane, please consider relying on reflection probes.
  80203. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80204. * @param name
  80205. * @param size
  80206. * @param scene
  80207. * @param generateMipMaps
  80208. * @param type
  80209. * @param samplingMode
  80210. * @param generateDepthBuffer
  80211. */
  80212. constructor(name: string, size: number | {
  80213. width: number;
  80214. height: number;
  80215. } | {
  80216. ratio: number;
  80217. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  80218. private _preparePostProcesses;
  80219. /**
  80220. * Clone the mirror texture.
  80221. * @returns the cloned texture
  80222. */
  80223. clone(): MirrorTexture;
  80224. /**
  80225. * Serialize the texture to a JSON representation you could use in Parse later on
  80226. * @returns the serialized JSON representation
  80227. */
  80228. serialize(): any;
  80229. /**
  80230. * Dispose the texture and release its associated resources.
  80231. */
  80232. dispose(): void;
  80233. }
  80234. }
  80235. declare module BABYLON {
  80236. /**
  80237. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80238. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80239. */
  80240. export class Texture extends BaseTexture {
  80241. /** @hidden */
  80242. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  80243. /** @hidden */
  80244. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  80245. /** @hidden */
  80246. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  80247. /** nearest is mag = nearest and min = nearest and mip = linear */
  80248. static readonly NEAREST_SAMPLINGMODE: number;
  80249. /** nearest is mag = nearest and min = nearest and mip = linear */
  80250. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  80251. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80252. static readonly BILINEAR_SAMPLINGMODE: number;
  80253. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80254. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  80255. /** Trilinear is mag = linear and min = linear and mip = linear */
  80256. static readonly TRILINEAR_SAMPLINGMODE: number;
  80257. /** Trilinear is mag = linear and min = linear and mip = linear */
  80258. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  80259. /** mag = nearest and min = nearest and mip = nearest */
  80260. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  80261. /** mag = nearest and min = linear and mip = nearest */
  80262. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  80263. /** mag = nearest and min = linear and mip = linear */
  80264. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  80265. /** mag = nearest and min = linear and mip = none */
  80266. static readonly NEAREST_LINEAR: number;
  80267. /** mag = nearest and min = nearest and mip = none */
  80268. static readonly NEAREST_NEAREST: number;
  80269. /** mag = linear and min = nearest and mip = nearest */
  80270. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  80271. /** mag = linear and min = nearest and mip = linear */
  80272. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  80273. /** mag = linear and min = linear and mip = none */
  80274. static readonly LINEAR_LINEAR: number;
  80275. /** mag = linear and min = nearest and mip = none */
  80276. static readonly LINEAR_NEAREST: number;
  80277. /** Explicit coordinates mode */
  80278. static readonly EXPLICIT_MODE: number;
  80279. /** Spherical coordinates mode */
  80280. static readonly SPHERICAL_MODE: number;
  80281. /** Planar coordinates mode */
  80282. static readonly PLANAR_MODE: number;
  80283. /** Cubic coordinates mode */
  80284. static readonly CUBIC_MODE: number;
  80285. /** Projection coordinates mode */
  80286. static readonly PROJECTION_MODE: number;
  80287. /** Inverse Cubic coordinates mode */
  80288. static readonly SKYBOX_MODE: number;
  80289. /** Inverse Cubic coordinates mode */
  80290. static readonly INVCUBIC_MODE: number;
  80291. /** Equirectangular coordinates mode */
  80292. static readonly EQUIRECTANGULAR_MODE: number;
  80293. /** Equirectangular Fixed coordinates mode */
  80294. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  80295. /** Equirectangular Fixed Mirrored coordinates mode */
  80296. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  80297. /** Texture is not repeating outside of 0..1 UVs */
  80298. static readonly CLAMP_ADDRESSMODE: number;
  80299. /** Texture is repeating outside of 0..1 UVs */
  80300. static readonly WRAP_ADDRESSMODE: number;
  80301. /** Texture is repeating and mirrored */
  80302. static readonly MIRROR_ADDRESSMODE: number;
  80303. /**
  80304. * 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
  80305. */
  80306. static UseSerializedUrlIfAny: boolean;
  80307. /**
  80308. * Define the url of the texture.
  80309. */
  80310. url: Nullable<string>;
  80311. /**
  80312. * Define an offset on the texture to offset the u coordinates of the UVs
  80313. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80314. */
  80315. uOffset: number;
  80316. /**
  80317. * Define an offset on the texture to offset the v coordinates of the UVs
  80318. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80319. */
  80320. vOffset: number;
  80321. /**
  80322. * Define an offset on the texture to scale the u coordinates of the UVs
  80323. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80324. */
  80325. uScale: number;
  80326. /**
  80327. * Define an offset on the texture to scale the v coordinates of the UVs
  80328. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80329. */
  80330. vScale: number;
  80331. /**
  80332. * Define an offset on the texture to rotate around the u coordinates of the UVs
  80333. * @see http://doc.babylonjs.com/how_to/more_materials
  80334. */
  80335. uAng: number;
  80336. /**
  80337. * Define an offset on the texture to rotate around the v coordinates of the UVs
  80338. * @see http://doc.babylonjs.com/how_to/more_materials
  80339. */
  80340. vAng: number;
  80341. /**
  80342. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  80343. * @see http://doc.babylonjs.com/how_to/more_materials
  80344. */
  80345. wAng: number;
  80346. /**
  80347. * Defines the center of rotation (U)
  80348. */
  80349. uRotationCenter: number;
  80350. /**
  80351. * Defines the center of rotation (V)
  80352. */
  80353. vRotationCenter: number;
  80354. /**
  80355. * Defines the center of rotation (W)
  80356. */
  80357. wRotationCenter: number;
  80358. /**
  80359. * Are mip maps generated for this texture or not.
  80360. */
  80361. readonly noMipmap: boolean;
  80362. /**
  80363. * List of inspectable custom properties (used by the Inspector)
  80364. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80365. */
  80366. inspectableCustomProperties: Nullable<IInspectable[]>;
  80367. private _noMipmap;
  80368. /** @hidden */
  80369. _invertY: boolean;
  80370. private _rowGenerationMatrix;
  80371. private _cachedTextureMatrix;
  80372. private _projectionModeMatrix;
  80373. private _t0;
  80374. private _t1;
  80375. private _t2;
  80376. private _cachedUOffset;
  80377. private _cachedVOffset;
  80378. private _cachedUScale;
  80379. private _cachedVScale;
  80380. private _cachedUAng;
  80381. private _cachedVAng;
  80382. private _cachedWAng;
  80383. private _cachedProjectionMatrixId;
  80384. private _cachedCoordinatesMode;
  80385. /** @hidden */
  80386. protected _initialSamplingMode: number;
  80387. /** @hidden */
  80388. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80389. private _deleteBuffer;
  80390. protected _format: Nullable<number>;
  80391. private _delayedOnLoad;
  80392. private _delayedOnError;
  80393. /**
  80394. * Observable triggered once the texture has been loaded.
  80395. */
  80396. onLoadObservable: Observable<Texture>;
  80397. protected _isBlocking: boolean;
  80398. /**
  80399. * Is the texture preventing material to render while loading.
  80400. * If false, a default texture will be used instead of the loading one during the preparation step.
  80401. */
  80402. isBlocking: boolean;
  80403. /**
  80404. * Get the current sampling mode associated with the texture.
  80405. */
  80406. readonly samplingMode: number;
  80407. /**
  80408. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80409. */
  80410. readonly invertY: boolean;
  80411. /**
  80412. * Instantiates a new texture.
  80413. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80414. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80415. * @param url define the url of the picture to load as a texture
  80416. * @param scene define the scene or engine the texture will belong to
  80417. * @param noMipmap define if the texture will require mip maps or not
  80418. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80419. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80420. * @param onLoad define a callback triggered when the texture has been loaded
  80421. * @param onError define a callback triggered when an error occurred during the loading session
  80422. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80423. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80424. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80425. */
  80426. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  80427. /**
  80428. * Update the url (and optional buffer) of this texture if url was null during construction.
  80429. * @param url the url of the texture
  80430. * @param buffer the buffer of the texture (defaults to null)
  80431. * @param onLoad callback called when the texture is loaded (defaults to null)
  80432. */
  80433. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80434. /**
  80435. * Finish the loading sequence of a texture flagged as delayed load.
  80436. * @hidden
  80437. */
  80438. delayLoad(): void;
  80439. private _prepareRowForTextureGeneration;
  80440. /**
  80441. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80442. * @returns the transform matrix of the texture.
  80443. */
  80444. getTextureMatrix(): Matrix;
  80445. /**
  80446. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80447. * @returns The reflection texture transform
  80448. */
  80449. getReflectionTextureMatrix(): Matrix;
  80450. /**
  80451. * Clones the texture.
  80452. * @returns the cloned texture
  80453. */
  80454. clone(): Texture;
  80455. /**
  80456. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80457. * @returns The JSON representation of the texture
  80458. */
  80459. serialize(): any;
  80460. /**
  80461. * Get the current class name of the texture useful for serialization or dynamic coding.
  80462. * @returns "Texture"
  80463. */
  80464. getClassName(): string;
  80465. /**
  80466. * Dispose the texture and release its associated resources.
  80467. */
  80468. dispose(): void;
  80469. /**
  80470. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80471. * @param parsedTexture Define the JSON representation of the texture
  80472. * @param scene Define the scene the parsed texture should be instantiated in
  80473. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80474. * @returns The parsed texture if successful
  80475. */
  80476. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80477. /**
  80478. * Creates a texture from its base 64 representation.
  80479. * @param data Define the base64 payload without the data: prefix
  80480. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80481. * @param scene Define the scene the texture should belong to
  80482. * @param noMipmap Forces the texture to not create mip map information if true
  80483. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80484. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80485. * @param onLoad define a callback triggered when the texture has been loaded
  80486. * @param onError define a callback triggered when an error occurred during the loading session
  80487. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80488. * @returns the created texture
  80489. */
  80490. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80491. /**
  80492. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80493. * @param data Define the base64 payload without the data: prefix
  80494. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80495. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80496. * @param scene Define the scene the texture should belong to
  80497. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80498. * @param noMipmap Forces the texture to not create mip map information if true
  80499. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80500. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80501. * @param onLoad define a callback triggered when the texture has been loaded
  80502. * @param onError define a callback triggered when an error occurred during the loading session
  80503. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80504. * @returns the created texture
  80505. */
  80506. 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;
  80507. }
  80508. }
  80509. declare module BABYLON {
  80510. /**
  80511. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80512. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80513. */
  80514. export class PostProcessManager {
  80515. private _scene;
  80516. private _indexBuffer;
  80517. private _vertexBuffers;
  80518. /**
  80519. * Creates a new instance PostProcess
  80520. * @param scene The scene that the post process is associated with.
  80521. */
  80522. constructor(scene: Scene);
  80523. private _prepareBuffers;
  80524. private _buildIndexBuffer;
  80525. /**
  80526. * Rebuilds the vertex buffers of the manager.
  80527. * @hidden
  80528. */
  80529. _rebuild(): void;
  80530. /**
  80531. * Prepares a frame to be run through a post process.
  80532. * @param sourceTexture The input texture to the post procesess. (default: null)
  80533. * @param postProcesses An array of post processes to be run. (default: null)
  80534. * @returns True if the post processes were able to be run.
  80535. * @hidden
  80536. */
  80537. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80538. /**
  80539. * Manually render a set of post processes to a texture.
  80540. * @param postProcesses An array of post processes to be run.
  80541. * @param targetTexture The target texture to render to.
  80542. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80543. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80544. * @param lodLevel defines which lod of the texture to render to
  80545. */
  80546. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80547. /**
  80548. * Finalize the result of the output of the postprocesses.
  80549. * @param doNotPresent If true the result will not be displayed to the screen.
  80550. * @param targetTexture The target texture to render to.
  80551. * @param faceIndex The index of the face to bind the target texture to.
  80552. * @param postProcesses The array of post processes to render.
  80553. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80554. * @hidden
  80555. */
  80556. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80557. /**
  80558. * Disposes of the post process manager.
  80559. */
  80560. dispose(): void;
  80561. }
  80562. }
  80563. declare module BABYLON {
  80564. /** Interface used by value gradients (color, factor, ...) */
  80565. export interface IValueGradient {
  80566. /**
  80567. * Gets or sets the gradient value (between 0 and 1)
  80568. */
  80569. gradient: number;
  80570. }
  80571. /** Class used to store color4 gradient */
  80572. export class ColorGradient implements IValueGradient {
  80573. /**
  80574. * Gets or sets the gradient value (between 0 and 1)
  80575. */
  80576. gradient: number;
  80577. /**
  80578. * Gets or sets first associated color
  80579. */
  80580. color1: Color4;
  80581. /**
  80582. * Gets or sets second associated color
  80583. */
  80584. color2?: Color4;
  80585. /**
  80586. * Will get a color picked randomly between color1 and color2.
  80587. * If color2 is undefined then color1 will be used
  80588. * @param result defines the target Color4 to store the result in
  80589. */
  80590. getColorToRef(result: Color4): void;
  80591. }
  80592. /** Class used to store color 3 gradient */
  80593. export class Color3Gradient implements IValueGradient {
  80594. /**
  80595. * Gets or sets the gradient value (between 0 and 1)
  80596. */
  80597. gradient: number;
  80598. /**
  80599. * Gets or sets the associated color
  80600. */
  80601. color: Color3;
  80602. }
  80603. /** Class used to store factor gradient */
  80604. export class FactorGradient implements IValueGradient {
  80605. /**
  80606. * Gets or sets the gradient value (between 0 and 1)
  80607. */
  80608. gradient: number;
  80609. /**
  80610. * Gets or sets first associated factor
  80611. */
  80612. factor1: number;
  80613. /**
  80614. * Gets or sets second associated factor
  80615. */
  80616. factor2?: number;
  80617. /**
  80618. * Will get a number picked randomly between factor1 and factor2.
  80619. * If factor2 is undefined then factor1 will be used
  80620. * @returns the picked number
  80621. */
  80622. getFactor(): number;
  80623. }
  80624. /**
  80625. * Helper used to simplify some generic gradient tasks
  80626. */
  80627. export class GradientHelper {
  80628. /**
  80629. * Gets the current gradient from an array of IValueGradient
  80630. * @param ratio defines the current ratio to get
  80631. * @param gradients defines the array of IValueGradient
  80632. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80633. */
  80634. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80635. }
  80636. }
  80637. declare module BABYLON {
  80638. interface AbstractScene {
  80639. /**
  80640. * The list of procedural textures added to the scene
  80641. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80642. */
  80643. proceduralTextures: Array<ProceduralTexture>;
  80644. }
  80645. /**
  80646. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80647. * in a given scene.
  80648. */
  80649. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80650. /**
  80651. * The component name helpfull to identify the component in the list of scene components.
  80652. */
  80653. readonly name: string;
  80654. /**
  80655. * The scene the component belongs to.
  80656. */
  80657. scene: Scene;
  80658. /**
  80659. * Creates a new instance of the component for the given scene
  80660. * @param scene Defines the scene to register the component in
  80661. */
  80662. constructor(scene: Scene);
  80663. /**
  80664. * Registers the component in a given scene
  80665. */
  80666. register(): void;
  80667. /**
  80668. * Rebuilds the elements related to this component in case of
  80669. * context lost for instance.
  80670. */
  80671. rebuild(): void;
  80672. /**
  80673. * Disposes the component and the associated ressources.
  80674. */
  80675. dispose(): void;
  80676. private _beforeClear;
  80677. }
  80678. }
  80679. declare module BABYLON {
  80680. interface Engine {
  80681. /**
  80682. * Creates a new render target cube texture
  80683. * @param size defines the size of the texture
  80684. * @param options defines the options used to create the texture
  80685. * @returns a new render target cube texture stored in an InternalTexture
  80686. */
  80687. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80688. }
  80689. }
  80690. declare module BABYLON {
  80691. /** @hidden */
  80692. export var proceduralVertexShader: {
  80693. name: string;
  80694. shader: string;
  80695. };
  80696. }
  80697. declare module BABYLON {
  80698. /**
  80699. * 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.
  80700. * This is the base class of any Procedural texture and contains most of the shareable code.
  80701. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80702. */
  80703. export class ProceduralTexture extends Texture {
  80704. isCube: boolean;
  80705. /**
  80706. * Define if the texture is enabled or not (disabled texture will not render)
  80707. */
  80708. isEnabled: boolean;
  80709. /**
  80710. * Define if the texture must be cleared before rendering (default is true)
  80711. */
  80712. autoClear: boolean;
  80713. /**
  80714. * Callback called when the texture is generated
  80715. */
  80716. onGenerated: () => void;
  80717. /**
  80718. * Event raised when the texture is generated
  80719. */
  80720. onGeneratedObservable: Observable<ProceduralTexture>;
  80721. /** @hidden */
  80722. _generateMipMaps: boolean;
  80723. /** @hidden **/
  80724. _effect: Effect;
  80725. /** @hidden */
  80726. _textures: {
  80727. [key: string]: Texture;
  80728. };
  80729. private _size;
  80730. private _currentRefreshId;
  80731. private _refreshRate;
  80732. private _vertexBuffers;
  80733. private _indexBuffer;
  80734. private _uniforms;
  80735. private _samplers;
  80736. private _fragment;
  80737. private _floats;
  80738. private _ints;
  80739. private _floatsArrays;
  80740. private _colors3;
  80741. private _colors4;
  80742. private _vectors2;
  80743. private _vectors3;
  80744. private _matrices;
  80745. private _fallbackTexture;
  80746. private _fallbackTextureUsed;
  80747. private _engine;
  80748. private _cachedDefines;
  80749. private _contentUpdateId;
  80750. private _contentData;
  80751. /**
  80752. * Instantiates a new procedural texture.
  80753. * 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.
  80754. * This is the base class of any Procedural texture and contains most of the shareable code.
  80755. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80756. * @param name Define the name of the texture
  80757. * @param size Define the size of the texture to create
  80758. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80759. * @param scene Define the scene the texture belongs to
  80760. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80761. * @param generateMipMaps Define if the texture should creates mip maps or not
  80762. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80763. */
  80764. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80765. /**
  80766. * The effect that is created when initializing the post process.
  80767. * @returns The created effect corresponding the the postprocess.
  80768. */
  80769. getEffect(): Effect;
  80770. /**
  80771. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80772. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80773. */
  80774. getContent(): Nullable<ArrayBufferView>;
  80775. private _createIndexBuffer;
  80776. /** @hidden */
  80777. _rebuild(): void;
  80778. /**
  80779. * Resets the texture in order to recreate its associated resources.
  80780. * This can be called in case of context loss
  80781. */
  80782. reset(): void;
  80783. protected _getDefines(): string;
  80784. /**
  80785. * Is the texture ready to be used ? (rendered at least once)
  80786. * @returns true if ready, otherwise, false.
  80787. */
  80788. isReady(): boolean;
  80789. /**
  80790. * Resets the refresh counter of the texture and start bak from scratch.
  80791. * Could be useful to regenerate the texture if it is setup to render only once.
  80792. */
  80793. resetRefreshCounter(): void;
  80794. /**
  80795. * Set the fragment shader to use in order to render the texture.
  80796. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80797. */
  80798. setFragment(fragment: any): void;
  80799. /**
  80800. * Define the refresh rate of the texture or the rendering frequency.
  80801. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80802. */
  80803. refreshRate: number;
  80804. /** @hidden */
  80805. _shouldRender(): boolean;
  80806. /**
  80807. * Get the size the texture is rendering at.
  80808. * @returns the size (texture is always squared)
  80809. */
  80810. getRenderSize(): number;
  80811. /**
  80812. * Resize the texture to new value.
  80813. * @param size Define the new size the texture should have
  80814. * @param generateMipMaps Define whether the new texture should create mip maps
  80815. */
  80816. resize(size: number, generateMipMaps: boolean): void;
  80817. private _checkUniform;
  80818. /**
  80819. * Set a texture in the shader program used to render.
  80820. * @param name Define the name of the uniform samplers as defined in the shader
  80821. * @param texture Define the texture to bind to this sampler
  80822. * @return the texture itself allowing "fluent" like uniform updates
  80823. */
  80824. setTexture(name: string, texture: Texture): ProceduralTexture;
  80825. /**
  80826. * Set a float in the shader.
  80827. * @param name Define the name of the uniform as defined in the shader
  80828. * @param value Define the value to give to the uniform
  80829. * @return the texture itself allowing "fluent" like uniform updates
  80830. */
  80831. setFloat(name: string, value: number): ProceduralTexture;
  80832. /**
  80833. * Set a int in the shader.
  80834. * @param name Define the name of the uniform as defined in the shader
  80835. * @param value Define the value to give to the uniform
  80836. * @return the texture itself allowing "fluent" like uniform updates
  80837. */
  80838. setInt(name: string, value: number): ProceduralTexture;
  80839. /**
  80840. * Set an array of floats in the shader.
  80841. * @param name Define the name of the uniform as defined in the shader
  80842. * @param value Define the value to give to the uniform
  80843. * @return the texture itself allowing "fluent" like uniform updates
  80844. */
  80845. setFloats(name: string, value: number[]): ProceduralTexture;
  80846. /**
  80847. * Set a vec3 in the shader from a Color3.
  80848. * @param name Define the name of the uniform as defined in the shader
  80849. * @param value Define the value to give to the uniform
  80850. * @return the texture itself allowing "fluent" like uniform updates
  80851. */
  80852. setColor3(name: string, value: Color3): ProceduralTexture;
  80853. /**
  80854. * Set a vec4 in the shader from a Color4.
  80855. * @param name Define the name of the uniform as defined in the shader
  80856. * @param value Define the value to give to the uniform
  80857. * @return the texture itself allowing "fluent" like uniform updates
  80858. */
  80859. setColor4(name: string, value: Color4): ProceduralTexture;
  80860. /**
  80861. * Set a vec2 in the shader from a Vector2.
  80862. * @param name Define the name of the uniform as defined in the shader
  80863. * @param value Define the value to give to the uniform
  80864. * @return the texture itself allowing "fluent" like uniform updates
  80865. */
  80866. setVector2(name: string, value: Vector2): ProceduralTexture;
  80867. /**
  80868. * Set a vec3 in the shader from a Vector3.
  80869. * @param name Define the name of the uniform as defined in the shader
  80870. * @param value Define the value to give to the uniform
  80871. * @return the texture itself allowing "fluent" like uniform updates
  80872. */
  80873. setVector3(name: string, value: Vector3): ProceduralTexture;
  80874. /**
  80875. * Set a mat4 in the shader from a MAtrix.
  80876. * @param name Define the name of the uniform as defined in the shader
  80877. * @param value Define the value to give to the uniform
  80878. * @return the texture itself allowing "fluent" like uniform updates
  80879. */
  80880. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80881. /**
  80882. * Render the texture to its associated render target.
  80883. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80884. */
  80885. render(useCameraPostProcess?: boolean): void;
  80886. /**
  80887. * Clone the texture.
  80888. * @returns the cloned texture
  80889. */
  80890. clone(): ProceduralTexture;
  80891. /**
  80892. * Dispose the texture and release its asoociated resources.
  80893. */
  80894. dispose(): void;
  80895. }
  80896. }
  80897. declare module BABYLON {
  80898. /**
  80899. * This represents the base class for particle system in Babylon.
  80900. * 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.
  80901. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80902. * @example https://doc.babylonjs.com/babylon101/particles
  80903. */
  80904. export class BaseParticleSystem {
  80905. /**
  80906. * Source color is added to the destination color without alpha affecting the result
  80907. */
  80908. static BLENDMODE_ONEONE: number;
  80909. /**
  80910. * Blend current color and particle color using particle’s alpha
  80911. */
  80912. static BLENDMODE_STANDARD: number;
  80913. /**
  80914. * Add current color and particle color multiplied by particle’s alpha
  80915. */
  80916. static BLENDMODE_ADD: number;
  80917. /**
  80918. * Multiply current color with particle color
  80919. */
  80920. static BLENDMODE_MULTIPLY: number;
  80921. /**
  80922. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80923. */
  80924. static BLENDMODE_MULTIPLYADD: number;
  80925. /**
  80926. * List of animations used by the particle system.
  80927. */
  80928. animations: Animation[];
  80929. /**
  80930. * The id of the Particle system.
  80931. */
  80932. id: string;
  80933. /**
  80934. * The friendly name of the Particle system.
  80935. */
  80936. name: string;
  80937. /**
  80938. * The rendering group used by the Particle system to chose when to render.
  80939. */
  80940. renderingGroupId: number;
  80941. /**
  80942. * The emitter represents the Mesh or position we are attaching the particle system to.
  80943. */
  80944. emitter: Nullable<AbstractMesh | Vector3>;
  80945. /**
  80946. * The maximum number of particles to emit per frame
  80947. */
  80948. emitRate: number;
  80949. /**
  80950. * If you want to launch only a few particles at once, that can be done, as well.
  80951. */
  80952. manualEmitCount: number;
  80953. /**
  80954. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80955. */
  80956. updateSpeed: number;
  80957. /**
  80958. * The amount of time the particle system is running (depends of the overall update speed).
  80959. */
  80960. targetStopDuration: number;
  80961. /**
  80962. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80963. */
  80964. disposeOnStop: boolean;
  80965. /**
  80966. * Minimum power of emitting particles.
  80967. */
  80968. minEmitPower: number;
  80969. /**
  80970. * Maximum power of emitting particles.
  80971. */
  80972. maxEmitPower: number;
  80973. /**
  80974. * Minimum life time of emitting particles.
  80975. */
  80976. minLifeTime: number;
  80977. /**
  80978. * Maximum life time of emitting particles.
  80979. */
  80980. maxLifeTime: number;
  80981. /**
  80982. * Minimum Size of emitting particles.
  80983. */
  80984. minSize: number;
  80985. /**
  80986. * Maximum Size of emitting particles.
  80987. */
  80988. maxSize: number;
  80989. /**
  80990. * Minimum scale of emitting particles on X axis.
  80991. */
  80992. minScaleX: number;
  80993. /**
  80994. * Maximum scale of emitting particles on X axis.
  80995. */
  80996. maxScaleX: number;
  80997. /**
  80998. * Minimum scale of emitting particles on Y axis.
  80999. */
  81000. minScaleY: number;
  81001. /**
  81002. * Maximum scale of emitting particles on Y axis.
  81003. */
  81004. maxScaleY: number;
  81005. /**
  81006. * Gets or sets the minimal initial rotation in radians.
  81007. */
  81008. minInitialRotation: number;
  81009. /**
  81010. * Gets or sets the maximal initial rotation in radians.
  81011. */
  81012. maxInitialRotation: number;
  81013. /**
  81014. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81015. */
  81016. minAngularSpeed: number;
  81017. /**
  81018. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81019. */
  81020. maxAngularSpeed: number;
  81021. /**
  81022. * The texture used to render each particle. (this can be a spritesheet)
  81023. */
  81024. particleTexture: Nullable<Texture>;
  81025. /**
  81026. * The layer mask we are rendering the particles through.
  81027. */
  81028. layerMask: number;
  81029. /**
  81030. * This can help using your own shader to render the particle system.
  81031. * The according effect will be created
  81032. */
  81033. customShader: any;
  81034. /**
  81035. * By default particle system starts as soon as they are created. This prevents the
  81036. * automatic start to happen and let you decide when to start emitting particles.
  81037. */
  81038. preventAutoStart: boolean;
  81039. private _noiseTexture;
  81040. /**
  81041. * Gets or sets a texture used to add random noise to particle positions
  81042. */
  81043. noiseTexture: Nullable<ProceduralTexture>;
  81044. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81045. noiseStrength: Vector3;
  81046. /**
  81047. * Callback triggered when the particle animation is ending.
  81048. */
  81049. onAnimationEnd: Nullable<() => void>;
  81050. /**
  81051. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81052. */
  81053. blendMode: number;
  81054. /**
  81055. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81056. * to override the particles.
  81057. */
  81058. forceDepthWrite: boolean;
  81059. /** 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 */
  81060. preWarmCycles: number;
  81061. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81062. preWarmStepOffset: number;
  81063. /**
  81064. * 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)
  81065. */
  81066. spriteCellChangeSpeed: number;
  81067. /**
  81068. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81069. */
  81070. startSpriteCellID: number;
  81071. /**
  81072. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81073. */
  81074. endSpriteCellID: number;
  81075. /**
  81076. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81077. */
  81078. spriteCellWidth: number;
  81079. /**
  81080. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81081. */
  81082. spriteCellHeight: number;
  81083. /**
  81084. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81085. */
  81086. spriteRandomStartCell: boolean;
  81087. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81088. translationPivot: Vector2;
  81089. /** @hidden */
  81090. protected _isAnimationSheetEnabled: boolean;
  81091. /**
  81092. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81093. */
  81094. beginAnimationOnStart: boolean;
  81095. /**
  81096. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81097. */
  81098. beginAnimationFrom: number;
  81099. /**
  81100. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81101. */
  81102. beginAnimationTo: number;
  81103. /**
  81104. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81105. */
  81106. beginAnimationLoop: boolean;
  81107. /**
  81108. * Gets or sets a world offset applied to all particles
  81109. */
  81110. worldOffset: Vector3;
  81111. /**
  81112. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81113. */
  81114. isAnimationSheetEnabled: boolean;
  81115. /**
  81116. * Get hosting scene
  81117. * @returns the scene
  81118. */
  81119. getScene(): Scene;
  81120. /**
  81121. * You can use gravity if you want to give an orientation to your particles.
  81122. */
  81123. gravity: Vector3;
  81124. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81125. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81126. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81127. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81128. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81129. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81130. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81131. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81132. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81133. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81134. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81135. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81136. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81137. /**
  81138. * Defines the delay in milliseconds before starting the system (0 by default)
  81139. */
  81140. startDelay: number;
  81141. /**
  81142. * Gets the current list of drag gradients.
  81143. * You must use addDragGradient and removeDragGradient to udpate this list
  81144. * @returns the list of drag gradients
  81145. */
  81146. getDragGradients(): Nullable<Array<FactorGradient>>;
  81147. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81148. limitVelocityDamping: number;
  81149. /**
  81150. * Gets the current list of limit velocity gradients.
  81151. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81152. * @returns the list of limit velocity gradients
  81153. */
  81154. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81155. /**
  81156. * Gets the current list of color gradients.
  81157. * You must use addColorGradient and removeColorGradient to udpate this list
  81158. * @returns the list of color gradients
  81159. */
  81160. getColorGradients(): Nullable<Array<ColorGradient>>;
  81161. /**
  81162. * Gets the current list of size gradients.
  81163. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81164. * @returns the list of size gradients
  81165. */
  81166. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81167. /**
  81168. * Gets the current list of color remap gradients.
  81169. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81170. * @returns the list of color remap gradients
  81171. */
  81172. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81173. /**
  81174. * Gets the current list of alpha remap gradients.
  81175. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81176. * @returns the list of alpha remap gradients
  81177. */
  81178. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81179. /**
  81180. * Gets the current list of life time gradients.
  81181. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81182. * @returns the list of life time gradients
  81183. */
  81184. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81185. /**
  81186. * Gets the current list of angular speed gradients.
  81187. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81188. * @returns the list of angular speed gradients
  81189. */
  81190. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81191. /**
  81192. * Gets the current list of velocity gradients.
  81193. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81194. * @returns the list of velocity gradients
  81195. */
  81196. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81197. /**
  81198. * Gets the current list of start size gradients.
  81199. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81200. * @returns the list of start size gradients
  81201. */
  81202. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81203. /**
  81204. * Gets the current list of emit rate gradients.
  81205. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81206. * @returns the list of emit rate gradients
  81207. */
  81208. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81209. /**
  81210. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81211. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81212. */
  81213. direction1: Vector3;
  81214. /**
  81215. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81216. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81217. */
  81218. direction2: Vector3;
  81219. /**
  81220. * 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.
  81221. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81222. */
  81223. minEmitBox: Vector3;
  81224. /**
  81225. * 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.
  81226. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81227. */
  81228. maxEmitBox: Vector3;
  81229. /**
  81230. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81231. */
  81232. color1: Color4;
  81233. /**
  81234. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81235. */
  81236. color2: Color4;
  81237. /**
  81238. * Color the particle will have at the end of its lifetime
  81239. */
  81240. colorDead: Color4;
  81241. /**
  81242. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  81243. */
  81244. textureMask: Color4;
  81245. /**
  81246. * The particle emitter type defines the emitter used by the particle system.
  81247. * It can be for example box, sphere, or cone...
  81248. */
  81249. particleEmitterType: IParticleEmitterType;
  81250. /** @hidden */
  81251. _isSubEmitter: boolean;
  81252. /**
  81253. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81254. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81255. */
  81256. billboardMode: number;
  81257. protected _isBillboardBased: boolean;
  81258. /**
  81259. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81260. */
  81261. isBillboardBased: boolean;
  81262. /**
  81263. * The scene the particle system belongs to.
  81264. */
  81265. protected _scene: Scene;
  81266. /**
  81267. * Local cache of defines for image processing.
  81268. */
  81269. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  81270. /**
  81271. * Default configuration related to image processing available in the standard Material.
  81272. */
  81273. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  81274. /**
  81275. * Gets the image processing configuration used either in this material.
  81276. */
  81277. /**
  81278. * Sets the Default image processing configuration used either in the this material.
  81279. *
  81280. * If sets to null, the scene one is in use.
  81281. */
  81282. imageProcessingConfiguration: ImageProcessingConfiguration;
  81283. /**
  81284. * Attaches a new image processing configuration to the Standard Material.
  81285. * @param configuration
  81286. */
  81287. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  81288. /** @hidden */
  81289. protected _reset(): void;
  81290. /** @hidden */
  81291. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  81292. /**
  81293. * Instantiates a particle system.
  81294. * 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.
  81295. * @param name The name of the particle system
  81296. */
  81297. constructor(name: string);
  81298. /**
  81299. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81300. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81301. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81302. * @returns the emitter
  81303. */
  81304. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81305. /**
  81306. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81307. * @param radius The radius of the hemisphere to emit from
  81308. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81309. * @returns the emitter
  81310. */
  81311. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  81312. /**
  81313. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81314. * @param radius The radius of the sphere to emit from
  81315. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81316. * @returns the emitter
  81317. */
  81318. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  81319. /**
  81320. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81321. * @param radius The radius of the sphere to emit from
  81322. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81323. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81324. * @returns the emitter
  81325. */
  81326. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  81327. /**
  81328. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81329. * @param radius The radius of the emission cylinder
  81330. * @param height The height of the emission cylinder
  81331. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81332. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81333. * @returns the emitter
  81334. */
  81335. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  81336. /**
  81337. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81338. * @param radius The radius of the cylinder to emit from
  81339. * @param height The height of the emission cylinder
  81340. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81343. * @returns the emitter
  81344. */
  81345. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  81346. /**
  81347. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81348. * @param radius The radius of the cone to emit from
  81349. * @param angle The base angle of the cone
  81350. * @returns the emitter
  81351. */
  81352. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  81353. /**
  81354. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81355. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81356. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81357. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81358. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81359. * @returns the emitter
  81360. */
  81361. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81362. }
  81363. }
  81364. declare module BABYLON {
  81365. /**
  81366. * Type of sub emitter
  81367. */
  81368. export enum SubEmitterType {
  81369. /**
  81370. * Attached to the particle over it's lifetime
  81371. */
  81372. ATTACHED = 0,
  81373. /**
  81374. * Created when the particle dies
  81375. */
  81376. END = 1
  81377. }
  81378. /**
  81379. * Sub emitter class used to emit particles from an existing particle
  81380. */
  81381. export class SubEmitter {
  81382. /**
  81383. * the particle system to be used by the sub emitter
  81384. */
  81385. particleSystem: ParticleSystem;
  81386. /**
  81387. * Type of the submitter (Default: END)
  81388. */
  81389. type: SubEmitterType;
  81390. /**
  81391. * 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)
  81392. * Note: This only is supported when using an emitter of type Mesh
  81393. */
  81394. inheritDirection: boolean;
  81395. /**
  81396. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81397. */
  81398. inheritedVelocityAmount: number;
  81399. /**
  81400. * Creates a sub emitter
  81401. * @param particleSystem the particle system to be used by the sub emitter
  81402. */
  81403. constructor(
  81404. /**
  81405. * the particle system to be used by the sub emitter
  81406. */
  81407. particleSystem: ParticleSystem);
  81408. /**
  81409. * Clones the sub emitter
  81410. * @returns the cloned sub emitter
  81411. */
  81412. clone(): SubEmitter;
  81413. /**
  81414. * Serialize current object to a JSON object
  81415. * @returns the serialized object
  81416. */
  81417. serialize(): any;
  81418. /** @hidden */
  81419. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81420. /**
  81421. * Creates a new SubEmitter from a serialized JSON version
  81422. * @param serializationObject defines the JSON object to read from
  81423. * @param scene defines the hosting scene
  81424. * @param rootUrl defines the rootUrl for data loading
  81425. * @returns a new SubEmitter
  81426. */
  81427. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81428. /** Release associated resources */
  81429. dispose(): void;
  81430. }
  81431. }
  81432. declare module BABYLON {
  81433. /** @hidden */
  81434. export var clipPlaneFragmentDeclaration: {
  81435. name: string;
  81436. shader: string;
  81437. };
  81438. }
  81439. declare module BABYLON {
  81440. /** @hidden */
  81441. export var imageProcessingDeclaration: {
  81442. name: string;
  81443. shader: string;
  81444. };
  81445. }
  81446. declare module BABYLON {
  81447. /** @hidden */
  81448. export var imageProcessingFunctions: {
  81449. name: string;
  81450. shader: string;
  81451. };
  81452. }
  81453. declare module BABYLON {
  81454. /** @hidden */
  81455. export var clipPlaneFragment: {
  81456. name: string;
  81457. shader: string;
  81458. };
  81459. }
  81460. declare module BABYLON {
  81461. /** @hidden */
  81462. export var particlesPixelShader: {
  81463. name: string;
  81464. shader: string;
  81465. };
  81466. }
  81467. declare module BABYLON {
  81468. /** @hidden */
  81469. export var clipPlaneVertexDeclaration: {
  81470. name: string;
  81471. shader: string;
  81472. };
  81473. }
  81474. declare module BABYLON {
  81475. /** @hidden */
  81476. export var clipPlaneVertex: {
  81477. name: string;
  81478. shader: string;
  81479. };
  81480. }
  81481. declare module BABYLON {
  81482. /** @hidden */
  81483. export var particlesVertexShader: {
  81484. name: string;
  81485. shader: string;
  81486. };
  81487. }
  81488. declare module BABYLON {
  81489. /**
  81490. * This represents a particle system in Babylon.
  81491. * 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.
  81492. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81493. * @example https://doc.babylonjs.com/babylon101/particles
  81494. */
  81495. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81496. /**
  81497. * Billboard mode will only apply to Y axis
  81498. */
  81499. static readonly BILLBOARDMODE_Y: number;
  81500. /**
  81501. * Billboard mode will apply to all axes
  81502. */
  81503. static readonly BILLBOARDMODE_ALL: number;
  81504. /**
  81505. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81506. */
  81507. static readonly BILLBOARDMODE_STRETCHED: number;
  81508. /**
  81509. * This function can be defined to provide custom update for active particles.
  81510. * This function will be called instead of regular update (age, position, color, etc.).
  81511. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81512. */
  81513. updateFunction: (particles: Particle[]) => void;
  81514. private _emitterWorldMatrix;
  81515. /**
  81516. * This function can be defined to specify initial direction for every new particle.
  81517. * It by default use the emitterType defined function
  81518. */
  81519. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81520. /**
  81521. * This function can be defined to specify initial position for every new particle.
  81522. * It by default use the emitterType defined function
  81523. */
  81524. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81525. /**
  81526. * @hidden
  81527. */
  81528. _inheritedVelocityOffset: Vector3;
  81529. /**
  81530. * An event triggered when the system is disposed
  81531. */
  81532. onDisposeObservable: Observable<ParticleSystem>;
  81533. private _onDisposeObserver;
  81534. /**
  81535. * Sets a callback that will be triggered when the system is disposed
  81536. */
  81537. onDispose: () => void;
  81538. private _particles;
  81539. private _epsilon;
  81540. private _capacity;
  81541. private _stockParticles;
  81542. private _newPartsExcess;
  81543. private _vertexData;
  81544. private _vertexBuffer;
  81545. private _vertexBuffers;
  81546. private _spriteBuffer;
  81547. private _indexBuffer;
  81548. private _effect;
  81549. private _customEffect;
  81550. private _cachedDefines;
  81551. private _scaledColorStep;
  81552. private _colorDiff;
  81553. private _scaledDirection;
  81554. private _scaledGravity;
  81555. private _currentRenderId;
  81556. private _alive;
  81557. private _useInstancing;
  81558. private _started;
  81559. private _stopped;
  81560. private _actualFrame;
  81561. private _scaledUpdateSpeed;
  81562. private _vertexBufferSize;
  81563. /** @hidden */
  81564. _currentEmitRateGradient: Nullable<FactorGradient>;
  81565. /** @hidden */
  81566. _currentEmitRate1: number;
  81567. /** @hidden */
  81568. _currentEmitRate2: number;
  81569. /** @hidden */
  81570. _currentStartSizeGradient: Nullable<FactorGradient>;
  81571. /** @hidden */
  81572. _currentStartSize1: number;
  81573. /** @hidden */
  81574. _currentStartSize2: number;
  81575. private readonly _rawTextureWidth;
  81576. private _rampGradientsTexture;
  81577. private _useRampGradients;
  81578. /** Gets or sets a boolean indicating that ramp gradients must be used
  81579. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81580. */
  81581. useRampGradients: boolean;
  81582. /**
  81583. * 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.
  81584. * 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: [])
  81585. */
  81586. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81587. private _subEmitters;
  81588. /**
  81589. * @hidden
  81590. * If the particle systems emitter should be disposed when the particle system is disposed
  81591. */
  81592. _disposeEmitterOnDispose: boolean;
  81593. /**
  81594. * The current active Sub-systems, this property is used by the root particle system only.
  81595. */
  81596. activeSubSystems: Array<ParticleSystem>;
  81597. private _rootParticleSystem;
  81598. /**
  81599. * Gets the current list of active particles
  81600. */
  81601. readonly particles: Particle[];
  81602. /**
  81603. * Returns the string "ParticleSystem"
  81604. * @returns a string containing the class name
  81605. */
  81606. getClassName(): string;
  81607. /**
  81608. * Instantiates a particle system.
  81609. * 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.
  81610. * @param name The name of the particle system
  81611. * @param capacity The max number of particles alive at the same time
  81612. * @param scene The scene the particle system belongs to
  81613. * @param customEffect a custom effect used to change the way particles are rendered by default
  81614. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81615. * @param epsilon Offset used to render the particles
  81616. */
  81617. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81618. private _addFactorGradient;
  81619. private _removeFactorGradient;
  81620. /**
  81621. * Adds a new life time gradient
  81622. * @param gradient defines the gradient to use (between 0 and 1)
  81623. * @param factor defines the life time factor to affect to the specified gradient
  81624. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81625. * @returns the current particle system
  81626. */
  81627. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81628. /**
  81629. * Remove a specific life time gradient
  81630. * @param gradient defines the gradient to remove
  81631. * @returns the current particle system
  81632. */
  81633. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81634. /**
  81635. * Adds a new size gradient
  81636. * @param gradient defines the gradient to use (between 0 and 1)
  81637. * @param factor defines the size factor to affect to the specified gradient
  81638. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81639. * @returns the current particle system
  81640. */
  81641. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81642. /**
  81643. * Remove a specific size gradient
  81644. * @param gradient defines the gradient to remove
  81645. * @returns the current particle system
  81646. */
  81647. removeSizeGradient(gradient: number): IParticleSystem;
  81648. /**
  81649. * Adds a new color remap gradient
  81650. * @param gradient defines the gradient to use (between 0 and 1)
  81651. * @param min defines the color remap minimal range
  81652. * @param max defines the color remap maximal range
  81653. * @returns the current particle system
  81654. */
  81655. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81656. /**
  81657. * Remove a specific color remap gradient
  81658. * @param gradient defines the gradient to remove
  81659. * @returns the current particle system
  81660. */
  81661. removeColorRemapGradient(gradient: number): IParticleSystem;
  81662. /**
  81663. * Adds a new alpha remap gradient
  81664. * @param gradient defines the gradient to use (between 0 and 1)
  81665. * @param min defines the alpha remap minimal range
  81666. * @param max defines the alpha remap maximal range
  81667. * @returns the current particle system
  81668. */
  81669. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81670. /**
  81671. * Remove a specific alpha remap gradient
  81672. * @param gradient defines the gradient to remove
  81673. * @returns the current particle system
  81674. */
  81675. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81676. /**
  81677. * Adds a new angular speed gradient
  81678. * @param gradient defines the gradient to use (between 0 and 1)
  81679. * @param factor defines the angular speed to affect to the specified gradient
  81680. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81681. * @returns the current particle system
  81682. */
  81683. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81684. /**
  81685. * Remove a specific angular speed gradient
  81686. * @param gradient defines the gradient to remove
  81687. * @returns the current particle system
  81688. */
  81689. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81690. /**
  81691. * Adds a new velocity gradient
  81692. * @param gradient defines the gradient to use (between 0 and 1)
  81693. * @param factor defines the velocity to affect to the specified gradient
  81694. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81695. * @returns the current particle system
  81696. */
  81697. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81698. /**
  81699. * Remove a specific velocity gradient
  81700. * @param gradient defines the gradient to remove
  81701. * @returns the current particle system
  81702. */
  81703. removeVelocityGradient(gradient: number): IParticleSystem;
  81704. /**
  81705. * Adds a new limit velocity gradient
  81706. * @param gradient defines the gradient to use (between 0 and 1)
  81707. * @param factor defines the limit velocity value to affect to the specified gradient
  81708. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81709. * @returns the current particle system
  81710. */
  81711. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81712. /**
  81713. * Remove a specific limit velocity gradient
  81714. * @param gradient defines the gradient to remove
  81715. * @returns the current particle system
  81716. */
  81717. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81718. /**
  81719. * Adds a new drag gradient
  81720. * @param gradient defines the gradient to use (between 0 and 1)
  81721. * @param factor defines the drag value to affect to the specified gradient
  81722. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81723. * @returns the current particle system
  81724. */
  81725. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81726. /**
  81727. * Remove a specific drag gradient
  81728. * @param gradient defines the gradient to remove
  81729. * @returns the current particle system
  81730. */
  81731. removeDragGradient(gradient: number): IParticleSystem;
  81732. /**
  81733. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81734. * @param gradient defines the gradient to use (between 0 and 1)
  81735. * @param factor defines the emit rate value to affect to the specified gradient
  81736. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81737. * @returns the current particle system
  81738. */
  81739. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81740. /**
  81741. * Remove a specific emit rate gradient
  81742. * @param gradient defines the gradient to remove
  81743. * @returns the current particle system
  81744. */
  81745. removeEmitRateGradient(gradient: number): IParticleSystem;
  81746. /**
  81747. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81748. * @param gradient defines the gradient to use (between 0 and 1)
  81749. * @param factor defines the start size value to affect to the specified gradient
  81750. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81751. * @returns the current particle system
  81752. */
  81753. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81754. /**
  81755. * Remove a specific start size gradient
  81756. * @param gradient defines the gradient to remove
  81757. * @returns the current particle system
  81758. */
  81759. removeStartSizeGradient(gradient: number): IParticleSystem;
  81760. private _createRampGradientTexture;
  81761. /**
  81762. * Gets the current list of ramp gradients.
  81763. * You must use addRampGradient and removeRampGradient to udpate this list
  81764. * @returns the list of ramp gradients
  81765. */
  81766. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81767. /**
  81768. * Adds a new ramp gradient used to remap particle colors
  81769. * @param gradient defines the gradient to use (between 0 and 1)
  81770. * @param color defines the color to affect to the specified gradient
  81771. * @returns the current particle system
  81772. */
  81773. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81774. /**
  81775. * Remove a specific ramp gradient
  81776. * @param gradient defines the gradient to remove
  81777. * @returns the current particle system
  81778. */
  81779. removeRampGradient(gradient: number): ParticleSystem;
  81780. /**
  81781. * Adds a new color gradient
  81782. * @param gradient defines the gradient to use (between 0 and 1)
  81783. * @param color1 defines the color to affect to the specified gradient
  81784. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81785. * @returns this particle system
  81786. */
  81787. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81788. /**
  81789. * Remove a specific color gradient
  81790. * @param gradient defines the gradient to remove
  81791. * @returns this particle system
  81792. */
  81793. removeColorGradient(gradient: number): IParticleSystem;
  81794. private _fetchR;
  81795. protected _reset(): void;
  81796. private _resetEffect;
  81797. private _createVertexBuffers;
  81798. private _createIndexBuffer;
  81799. /**
  81800. * Gets the maximum number of particles active at the same time.
  81801. * @returns The max number of active particles.
  81802. */
  81803. getCapacity(): number;
  81804. /**
  81805. * Gets whether there are still active particles in the system.
  81806. * @returns True if it is alive, otherwise false.
  81807. */
  81808. isAlive(): boolean;
  81809. /**
  81810. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81811. * @returns True if it has been started, otherwise false.
  81812. */
  81813. isStarted(): boolean;
  81814. private _prepareSubEmitterInternalArray;
  81815. /**
  81816. * Starts the particle system and begins to emit
  81817. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81818. */
  81819. start(delay?: number): void;
  81820. /**
  81821. * Stops the particle system.
  81822. * @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.
  81823. */
  81824. stop(stopSubEmitters?: boolean): void;
  81825. /**
  81826. * Remove all active particles
  81827. */
  81828. reset(): void;
  81829. /**
  81830. * @hidden (for internal use only)
  81831. */
  81832. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81833. /**
  81834. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81835. * Its lifetime will start back at 0.
  81836. */
  81837. recycleParticle: (particle: Particle) => void;
  81838. private _stopSubEmitters;
  81839. private _createParticle;
  81840. private _removeFromRoot;
  81841. private _emitFromParticle;
  81842. private _update;
  81843. /** @hidden */
  81844. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81845. /** @hidden */
  81846. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81847. /** @hidden */
  81848. private _getEffect;
  81849. /**
  81850. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81851. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81852. */
  81853. animate(preWarmOnly?: boolean): void;
  81854. private _appendParticleVertices;
  81855. /**
  81856. * Rebuilds the particle system.
  81857. */
  81858. rebuild(): void;
  81859. /**
  81860. * Is this system ready to be used/rendered
  81861. * @return true if the system is ready
  81862. */
  81863. isReady(): boolean;
  81864. private _render;
  81865. /**
  81866. * Renders the particle system in its current state.
  81867. * @returns the current number of particles
  81868. */
  81869. render(): number;
  81870. /**
  81871. * Disposes the particle system and free the associated resources
  81872. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81873. */
  81874. dispose(disposeTexture?: boolean): void;
  81875. /**
  81876. * Clones the particle system.
  81877. * @param name The name of the cloned object
  81878. * @param newEmitter The new emitter to use
  81879. * @returns the cloned particle system
  81880. */
  81881. clone(name: string, newEmitter: any): ParticleSystem;
  81882. /**
  81883. * Serializes the particle system to a JSON object.
  81884. * @returns the JSON object
  81885. */
  81886. serialize(): any;
  81887. /** @hidden */
  81888. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81889. /** @hidden */
  81890. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81891. /**
  81892. * Parses a JSON object to create a particle system.
  81893. * @param parsedParticleSystem The JSON object to parse
  81894. * @param scene The scene to create the particle system in
  81895. * @param rootUrl The root url to use to load external dependencies like texture
  81896. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81897. * @returns the Parsed particle system
  81898. */
  81899. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81900. }
  81901. }
  81902. declare module BABYLON {
  81903. /**
  81904. * A particle represents one of the element emitted by a particle system.
  81905. * This is mainly define by its coordinates, direction, velocity and age.
  81906. */
  81907. export class Particle {
  81908. /**
  81909. * The particle system the particle belongs to.
  81910. */
  81911. particleSystem: ParticleSystem;
  81912. private static _Count;
  81913. /**
  81914. * Unique ID of the particle
  81915. */
  81916. id: number;
  81917. /**
  81918. * The world position of the particle in the scene.
  81919. */
  81920. position: Vector3;
  81921. /**
  81922. * The world direction of the particle in the scene.
  81923. */
  81924. direction: Vector3;
  81925. /**
  81926. * The color of the particle.
  81927. */
  81928. color: Color4;
  81929. /**
  81930. * The color change of the particle per step.
  81931. */
  81932. colorStep: Color4;
  81933. /**
  81934. * Defines how long will the life of the particle be.
  81935. */
  81936. lifeTime: number;
  81937. /**
  81938. * The current age of the particle.
  81939. */
  81940. age: number;
  81941. /**
  81942. * The current size of the particle.
  81943. */
  81944. size: number;
  81945. /**
  81946. * The current scale of the particle.
  81947. */
  81948. scale: Vector2;
  81949. /**
  81950. * The current angle of the particle.
  81951. */
  81952. angle: number;
  81953. /**
  81954. * Defines how fast is the angle changing.
  81955. */
  81956. angularSpeed: number;
  81957. /**
  81958. * Defines the cell index used by the particle to be rendered from a sprite.
  81959. */
  81960. cellIndex: number;
  81961. /**
  81962. * The information required to support color remapping
  81963. */
  81964. remapData: Vector4;
  81965. /** @hidden */
  81966. _randomCellOffset?: number;
  81967. /** @hidden */
  81968. _initialDirection: Nullable<Vector3>;
  81969. /** @hidden */
  81970. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81971. /** @hidden */
  81972. _initialStartSpriteCellID: number;
  81973. /** @hidden */
  81974. _initialEndSpriteCellID: number;
  81975. /** @hidden */
  81976. _currentColorGradient: Nullable<ColorGradient>;
  81977. /** @hidden */
  81978. _currentColor1: Color4;
  81979. /** @hidden */
  81980. _currentColor2: Color4;
  81981. /** @hidden */
  81982. _currentSizeGradient: Nullable<FactorGradient>;
  81983. /** @hidden */
  81984. _currentSize1: number;
  81985. /** @hidden */
  81986. _currentSize2: number;
  81987. /** @hidden */
  81988. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81989. /** @hidden */
  81990. _currentAngularSpeed1: number;
  81991. /** @hidden */
  81992. _currentAngularSpeed2: number;
  81993. /** @hidden */
  81994. _currentVelocityGradient: Nullable<FactorGradient>;
  81995. /** @hidden */
  81996. _currentVelocity1: number;
  81997. /** @hidden */
  81998. _currentVelocity2: number;
  81999. /** @hidden */
  82000. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82001. /** @hidden */
  82002. _currentLimitVelocity1: number;
  82003. /** @hidden */
  82004. _currentLimitVelocity2: number;
  82005. /** @hidden */
  82006. _currentDragGradient: Nullable<FactorGradient>;
  82007. /** @hidden */
  82008. _currentDrag1: number;
  82009. /** @hidden */
  82010. _currentDrag2: number;
  82011. /** @hidden */
  82012. _randomNoiseCoordinates1: Vector3;
  82013. /** @hidden */
  82014. _randomNoiseCoordinates2: Vector3;
  82015. /**
  82016. * Creates a new instance Particle
  82017. * @param particleSystem the particle system the particle belongs to
  82018. */
  82019. constructor(
  82020. /**
  82021. * The particle system the particle belongs to.
  82022. */
  82023. particleSystem: ParticleSystem);
  82024. private updateCellInfoFromSystem;
  82025. /**
  82026. * Defines how the sprite cell index is updated for the particle
  82027. */
  82028. updateCellIndex(): void;
  82029. /** @hidden */
  82030. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82031. /** @hidden */
  82032. _inheritParticleInfoToSubEmitters(): void;
  82033. /** @hidden */
  82034. _reset(): void;
  82035. /**
  82036. * Copy the properties of particle to another one.
  82037. * @param other the particle to copy the information to.
  82038. */
  82039. copyTo(other: Particle): void;
  82040. }
  82041. }
  82042. declare module BABYLON {
  82043. /**
  82044. * Particle emitter represents a volume emitting particles.
  82045. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82046. */
  82047. export interface IParticleEmitterType {
  82048. /**
  82049. * Called by the particle System when the direction is computed for the created particle.
  82050. * @param worldMatrix is the world matrix of the particle system
  82051. * @param directionToUpdate is the direction vector to update with the result
  82052. * @param particle is the particle we are computed the direction for
  82053. */
  82054. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82055. /**
  82056. * Called by the particle System when the position is computed for the created particle.
  82057. * @param worldMatrix is the world matrix of the particle system
  82058. * @param positionToUpdate is the position vector to update with the result
  82059. * @param particle is the particle we are computed the position for
  82060. */
  82061. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82062. /**
  82063. * Clones the current emitter and returns a copy of it
  82064. * @returns the new emitter
  82065. */
  82066. clone(): IParticleEmitterType;
  82067. /**
  82068. * Called by the GPUParticleSystem to setup the update shader
  82069. * @param effect defines the update shader
  82070. */
  82071. applyToShader(effect: Effect): void;
  82072. /**
  82073. * Returns a string to use to update the GPU particles update shader
  82074. * @returns the effect defines string
  82075. */
  82076. getEffectDefines(): string;
  82077. /**
  82078. * Returns a string representing the class name
  82079. * @returns a string containing the class name
  82080. */
  82081. getClassName(): string;
  82082. /**
  82083. * Serializes the particle system to a JSON object.
  82084. * @returns the JSON object
  82085. */
  82086. serialize(): any;
  82087. /**
  82088. * Parse properties from a JSON object
  82089. * @param serializationObject defines the JSON object
  82090. */
  82091. parse(serializationObject: any): void;
  82092. }
  82093. }
  82094. declare module BABYLON {
  82095. /**
  82096. * Particle emitter emitting particles from the inside of a box.
  82097. * It emits the particles randomly between 2 given directions.
  82098. */
  82099. export class BoxParticleEmitter implements IParticleEmitterType {
  82100. /**
  82101. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82102. */
  82103. direction1: Vector3;
  82104. /**
  82105. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82106. */
  82107. direction2: Vector3;
  82108. /**
  82109. * 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.
  82110. */
  82111. minEmitBox: Vector3;
  82112. /**
  82113. * 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.
  82114. */
  82115. maxEmitBox: Vector3;
  82116. /**
  82117. * Creates a new instance BoxParticleEmitter
  82118. */
  82119. constructor();
  82120. /**
  82121. * Called by the particle System when the direction is computed for the created particle.
  82122. * @param worldMatrix is the world matrix of the particle system
  82123. * @param directionToUpdate is the direction vector to update with the result
  82124. * @param particle is the particle we are computed the direction for
  82125. */
  82126. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82127. /**
  82128. * Called by the particle System when the position is computed for the created particle.
  82129. * @param worldMatrix is the world matrix of the particle system
  82130. * @param positionToUpdate is the position vector to update with the result
  82131. * @param particle is the particle we are computed the position for
  82132. */
  82133. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82134. /**
  82135. * Clones the current emitter and returns a copy of it
  82136. * @returns the new emitter
  82137. */
  82138. clone(): BoxParticleEmitter;
  82139. /**
  82140. * Called by the GPUParticleSystem to setup the update shader
  82141. * @param effect defines the update shader
  82142. */
  82143. applyToShader(effect: Effect): void;
  82144. /**
  82145. * Returns a string to use to update the GPU particles update shader
  82146. * @returns a string containng the defines string
  82147. */
  82148. getEffectDefines(): string;
  82149. /**
  82150. * Returns the string "BoxParticleEmitter"
  82151. * @returns a string containing the class name
  82152. */
  82153. getClassName(): string;
  82154. /**
  82155. * Serializes the particle system to a JSON object.
  82156. * @returns the JSON object
  82157. */
  82158. serialize(): any;
  82159. /**
  82160. * Parse properties from a JSON object
  82161. * @param serializationObject defines the JSON object
  82162. */
  82163. parse(serializationObject: any): void;
  82164. }
  82165. }
  82166. declare module BABYLON {
  82167. /**
  82168. * Particle emitter emitting particles from the inside of a cone.
  82169. * It emits the particles alongside the cone volume from the base to the particle.
  82170. * The emission direction might be randomized.
  82171. */
  82172. export class ConeParticleEmitter implements IParticleEmitterType {
  82173. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82174. directionRandomizer: number;
  82175. private _radius;
  82176. private _angle;
  82177. private _height;
  82178. /**
  82179. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82180. */
  82181. radiusRange: number;
  82182. /**
  82183. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82184. */
  82185. heightRange: number;
  82186. /**
  82187. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82188. */
  82189. emitFromSpawnPointOnly: boolean;
  82190. /**
  82191. * Gets or sets the radius of the emission cone
  82192. */
  82193. radius: number;
  82194. /**
  82195. * Gets or sets the angle of the emission cone
  82196. */
  82197. angle: number;
  82198. private _buildHeight;
  82199. /**
  82200. * Creates a new instance ConeParticleEmitter
  82201. * @param radius the radius of the emission cone (1 by default)
  82202. * @param angle the cone base angle (PI by default)
  82203. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  82204. */
  82205. constructor(radius?: number, angle?: number,
  82206. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82207. directionRandomizer?: number);
  82208. /**
  82209. * Called by the particle System when the direction is computed for the created particle.
  82210. * @param worldMatrix is the world matrix of the particle system
  82211. * @param directionToUpdate is the direction vector to update with the result
  82212. * @param particle is the particle we are computed the direction for
  82213. */
  82214. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82215. /**
  82216. * Called by the particle System when the position is computed for the created particle.
  82217. * @param worldMatrix is the world matrix of the particle system
  82218. * @param positionToUpdate is the position vector to update with the result
  82219. * @param particle is the particle we are computed the position for
  82220. */
  82221. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82222. /**
  82223. * Clones the current emitter and returns a copy of it
  82224. * @returns the new emitter
  82225. */
  82226. clone(): ConeParticleEmitter;
  82227. /**
  82228. * Called by the GPUParticleSystem to setup the update shader
  82229. * @param effect defines the update shader
  82230. */
  82231. applyToShader(effect: Effect): void;
  82232. /**
  82233. * Returns a string to use to update the GPU particles update shader
  82234. * @returns a string containng the defines string
  82235. */
  82236. getEffectDefines(): string;
  82237. /**
  82238. * Returns the string "ConeParticleEmitter"
  82239. * @returns a string containing the class name
  82240. */
  82241. getClassName(): string;
  82242. /**
  82243. * Serializes the particle system to a JSON object.
  82244. * @returns the JSON object
  82245. */
  82246. serialize(): any;
  82247. /**
  82248. * Parse properties from a JSON object
  82249. * @param serializationObject defines the JSON object
  82250. */
  82251. parse(serializationObject: any): void;
  82252. }
  82253. }
  82254. declare module BABYLON {
  82255. /**
  82256. * Particle emitter emitting particles from the inside of a cylinder.
  82257. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  82258. */
  82259. export class CylinderParticleEmitter implements IParticleEmitterType {
  82260. /**
  82261. * The radius of the emission cylinder.
  82262. */
  82263. radius: number;
  82264. /**
  82265. * The height of the emission cylinder.
  82266. */
  82267. height: number;
  82268. /**
  82269. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82270. */
  82271. radiusRange: number;
  82272. /**
  82273. * How much to randomize the particle direction [0-1].
  82274. */
  82275. directionRandomizer: number;
  82276. /**
  82277. * Creates a new instance CylinderParticleEmitter
  82278. * @param radius the radius of the emission cylinder (1 by default)
  82279. * @param height the height of the emission cylinder (1 by default)
  82280. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82281. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82282. */
  82283. constructor(
  82284. /**
  82285. * The radius of the emission cylinder.
  82286. */
  82287. radius?: number,
  82288. /**
  82289. * The height of the emission cylinder.
  82290. */
  82291. height?: number,
  82292. /**
  82293. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82294. */
  82295. radiusRange?: number,
  82296. /**
  82297. * How much to randomize the particle direction [0-1].
  82298. */
  82299. directionRandomizer?: number);
  82300. /**
  82301. * Called by the particle System when the direction is computed for the created particle.
  82302. * @param worldMatrix is the world matrix of the particle system
  82303. * @param directionToUpdate is the direction vector to update with the result
  82304. * @param particle is the particle we are computed the direction for
  82305. */
  82306. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82307. /**
  82308. * Called by the particle System when the position is computed for the created particle.
  82309. * @param worldMatrix is the world matrix of the particle system
  82310. * @param positionToUpdate is the position vector to update with the result
  82311. * @param particle is the particle we are computed the position for
  82312. */
  82313. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82314. /**
  82315. * Clones the current emitter and returns a copy of it
  82316. * @returns the new emitter
  82317. */
  82318. clone(): CylinderParticleEmitter;
  82319. /**
  82320. * Called by the GPUParticleSystem to setup the update shader
  82321. * @param effect defines the update shader
  82322. */
  82323. applyToShader(effect: Effect): void;
  82324. /**
  82325. * Returns a string to use to update the GPU particles update shader
  82326. * @returns a string containng the defines string
  82327. */
  82328. getEffectDefines(): string;
  82329. /**
  82330. * Returns the string "CylinderParticleEmitter"
  82331. * @returns a string containing the class name
  82332. */
  82333. getClassName(): string;
  82334. /**
  82335. * Serializes the particle system to a JSON object.
  82336. * @returns the JSON object
  82337. */
  82338. serialize(): any;
  82339. /**
  82340. * Parse properties from a JSON object
  82341. * @param serializationObject defines the JSON object
  82342. */
  82343. parse(serializationObject: any): void;
  82344. }
  82345. /**
  82346. * Particle emitter emitting particles from the inside of a cylinder.
  82347. * It emits the particles randomly between two vectors.
  82348. */
  82349. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  82350. /**
  82351. * The min limit of the emission direction.
  82352. */
  82353. direction1: Vector3;
  82354. /**
  82355. * The max limit of the emission direction.
  82356. */
  82357. direction2: Vector3;
  82358. /**
  82359. * Creates a new instance CylinderDirectedParticleEmitter
  82360. * @param radius the radius of the emission cylinder (1 by default)
  82361. * @param height the height of the emission cylinder (1 by default)
  82362. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82363. * @param direction1 the min limit of the emission direction (up vector by default)
  82364. * @param direction2 the max limit of the emission direction (up vector by default)
  82365. */
  82366. constructor(radius?: number, height?: number, radiusRange?: number,
  82367. /**
  82368. * The min limit of the emission direction.
  82369. */
  82370. direction1?: Vector3,
  82371. /**
  82372. * The max limit of the emission direction.
  82373. */
  82374. direction2?: Vector3);
  82375. /**
  82376. * Called by the particle System when the direction is computed for the created particle.
  82377. * @param worldMatrix is the world matrix of the particle system
  82378. * @param directionToUpdate is the direction vector to update with the result
  82379. * @param particle is the particle we are computed the direction for
  82380. */
  82381. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82382. /**
  82383. * Clones the current emitter and returns a copy of it
  82384. * @returns the new emitter
  82385. */
  82386. clone(): CylinderDirectedParticleEmitter;
  82387. /**
  82388. * Called by the GPUParticleSystem to setup the update shader
  82389. * @param effect defines the update shader
  82390. */
  82391. applyToShader(effect: Effect): void;
  82392. /**
  82393. * Returns a string to use to update the GPU particles update shader
  82394. * @returns a string containng the defines string
  82395. */
  82396. getEffectDefines(): string;
  82397. /**
  82398. * Returns the string "CylinderDirectedParticleEmitter"
  82399. * @returns a string containing the class name
  82400. */
  82401. getClassName(): string;
  82402. /**
  82403. * Serializes the particle system to a JSON object.
  82404. * @returns the JSON object
  82405. */
  82406. serialize(): any;
  82407. /**
  82408. * Parse properties from a JSON object
  82409. * @param serializationObject defines the JSON object
  82410. */
  82411. parse(serializationObject: any): void;
  82412. }
  82413. }
  82414. declare module BABYLON {
  82415. /**
  82416. * Particle emitter emitting particles from the inside of a hemisphere.
  82417. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82418. */
  82419. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82420. /**
  82421. * The radius of the emission hemisphere.
  82422. */
  82423. radius: number;
  82424. /**
  82425. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82426. */
  82427. radiusRange: number;
  82428. /**
  82429. * How much to randomize the particle direction [0-1].
  82430. */
  82431. directionRandomizer: number;
  82432. /**
  82433. * Creates a new instance HemisphericParticleEmitter
  82434. * @param radius the radius of the emission hemisphere (1 by default)
  82435. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82436. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82437. */
  82438. constructor(
  82439. /**
  82440. * The radius of the emission hemisphere.
  82441. */
  82442. radius?: number,
  82443. /**
  82444. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82445. */
  82446. radiusRange?: number,
  82447. /**
  82448. * How much to randomize the particle direction [0-1].
  82449. */
  82450. directionRandomizer?: number);
  82451. /**
  82452. * Called by the particle System when the direction is computed for the created particle.
  82453. * @param worldMatrix is the world matrix of the particle system
  82454. * @param directionToUpdate is the direction vector to update with the result
  82455. * @param particle is the particle we are computed the direction for
  82456. */
  82457. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82458. /**
  82459. * Called by the particle System when the position is computed for the created particle.
  82460. * @param worldMatrix is the world matrix of the particle system
  82461. * @param positionToUpdate is the position vector to update with the result
  82462. * @param particle is the particle we are computed the position for
  82463. */
  82464. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82465. /**
  82466. * Clones the current emitter and returns a copy of it
  82467. * @returns the new emitter
  82468. */
  82469. clone(): HemisphericParticleEmitter;
  82470. /**
  82471. * Called by the GPUParticleSystem to setup the update shader
  82472. * @param effect defines the update shader
  82473. */
  82474. applyToShader(effect: Effect): void;
  82475. /**
  82476. * Returns a string to use to update the GPU particles update shader
  82477. * @returns a string containng the defines string
  82478. */
  82479. getEffectDefines(): string;
  82480. /**
  82481. * Returns the string "HemisphericParticleEmitter"
  82482. * @returns a string containing the class name
  82483. */
  82484. getClassName(): string;
  82485. /**
  82486. * Serializes the particle system to a JSON object.
  82487. * @returns the JSON object
  82488. */
  82489. serialize(): any;
  82490. /**
  82491. * Parse properties from a JSON object
  82492. * @param serializationObject defines the JSON object
  82493. */
  82494. parse(serializationObject: any): void;
  82495. }
  82496. }
  82497. declare module BABYLON {
  82498. /**
  82499. * Particle emitter emitting particles from a point.
  82500. * It emits the particles randomly between 2 given directions.
  82501. */
  82502. export class PointParticleEmitter implements IParticleEmitterType {
  82503. /**
  82504. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82505. */
  82506. direction1: Vector3;
  82507. /**
  82508. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82509. */
  82510. direction2: Vector3;
  82511. /**
  82512. * Creates a new instance PointParticleEmitter
  82513. */
  82514. constructor();
  82515. /**
  82516. * Called by the particle System when the direction is computed for the created particle.
  82517. * @param worldMatrix is the world matrix of the particle system
  82518. * @param directionToUpdate is the direction vector to update with the result
  82519. * @param particle is the particle we are computed the direction for
  82520. */
  82521. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82522. /**
  82523. * Called by the particle System when the position is computed for the created particle.
  82524. * @param worldMatrix is the world matrix of the particle system
  82525. * @param positionToUpdate is the position vector to update with the result
  82526. * @param particle is the particle we are computed the position for
  82527. */
  82528. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82529. /**
  82530. * Clones the current emitter and returns a copy of it
  82531. * @returns the new emitter
  82532. */
  82533. clone(): PointParticleEmitter;
  82534. /**
  82535. * Called by the GPUParticleSystem to setup the update shader
  82536. * @param effect defines the update shader
  82537. */
  82538. applyToShader(effect: Effect): void;
  82539. /**
  82540. * Returns a string to use to update the GPU particles update shader
  82541. * @returns a string containng the defines string
  82542. */
  82543. getEffectDefines(): string;
  82544. /**
  82545. * Returns the string "PointParticleEmitter"
  82546. * @returns a string containing the class name
  82547. */
  82548. getClassName(): string;
  82549. /**
  82550. * Serializes the particle system to a JSON object.
  82551. * @returns the JSON object
  82552. */
  82553. serialize(): any;
  82554. /**
  82555. * Parse properties from a JSON object
  82556. * @param serializationObject defines the JSON object
  82557. */
  82558. parse(serializationObject: any): void;
  82559. }
  82560. }
  82561. declare module BABYLON {
  82562. /**
  82563. * Particle emitter emitting particles from the inside of a sphere.
  82564. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82565. */
  82566. export class SphereParticleEmitter implements IParticleEmitterType {
  82567. /**
  82568. * The radius of the emission sphere.
  82569. */
  82570. radius: number;
  82571. /**
  82572. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82573. */
  82574. radiusRange: number;
  82575. /**
  82576. * How much to randomize the particle direction [0-1].
  82577. */
  82578. directionRandomizer: number;
  82579. /**
  82580. * Creates a new instance SphereParticleEmitter
  82581. * @param radius the radius of the emission sphere (1 by default)
  82582. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82583. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82584. */
  82585. constructor(
  82586. /**
  82587. * The radius of the emission sphere.
  82588. */
  82589. radius?: number,
  82590. /**
  82591. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82592. */
  82593. radiusRange?: number,
  82594. /**
  82595. * How much to randomize the particle direction [0-1].
  82596. */
  82597. directionRandomizer?: number);
  82598. /**
  82599. * Called by the particle System when the direction is computed for the created particle.
  82600. * @param worldMatrix is the world matrix of the particle system
  82601. * @param directionToUpdate is the direction vector to update with the result
  82602. * @param particle is the particle we are computed the direction for
  82603. */
  82604. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82605. /**
  82606. * Called by the particle System when the position is computed for the created particle.
  82607. * @param worldMatrix is the world matrix of the particle system
  82608. * @param positionToUpdate is the position vector to update with the result
  82609. * @param particle is the particle we are computed the position for
  82610. */
  82611. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82612. /**
  82613. * Clones the current emitter and returns a copy of it
  82614. * @returns the new emitter
  82615. */
  82616. clone(): SphereParticleEmitter;
  82617. /**
  82618. * Called by the GPUParticleSystem to setup the update shader
  82619. * @param effect defines the update shader
  82620. */
  82621. applyToShader(effect: Effect): void;
  82622. /**
  82623. * Returns a string to use to update the GPU particles update shader
  82624. * @returns a string containng the defines string
  82625. */
  82626. getEffectDefines(): string;
  82627. /**
  82628. * Returns the string "SphereParticleEmitter"
  82629. * @returns a string containing the class name
  82630. */
  82631. getClassName(): string;
  82632. /**
  82633. * Serializes the particle system to a JSON object.
  82634. * @returns the JSON object
  82635. */
  82636. serialize(): any;
  82637. /**
  82638. * Parse properties from a JSON object
  82639. * @param serializationObject defines the JSON object
  82640. */
  82641. parse(serializationObject: any): void;
  82642. }
  82643. /**
  82644. * Particle emitter emitting particles from the inside of a sphere.
  82645. * It emits the particles randomly between two vectors.
  82646. */
  82647. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82648. /**
  82649. * The min limit of the emission direction.
  82650. */
  82651. direction1: Vector3;
  82652. /**
  82653. * The max limit of the emission direction.
  82654. */
  82655. direction2: Vector3;
  82656. /**
  82657. * Creates a new instance SphereDirectedParticleEmitter
  82658. * @param radius the radius of the emission sphere (1 by default)
  82659. * @param direction1 the min limit of the emission direction (up vector by default)
  82660. * @param direction2 the max limit of the emission direction (up vector by default)
  82661. */
  82662. constructor(radius?: number,
  82663. /**
  82664. * The min limit of the emission direction.
  82665. */
  82666. direction1?: Vector3,
  82667. /**
  82668. * The max limit of the emission direction.
  82669. */
  82670. direction2?: Vector3);
  82671. /**
  82672. * Called by the particle System when the direction is computed for the created particle.
  82673. * @param worldMatrix is the world matrix of the particle system
  82674. * @param directionToUpdate is the direction vector to update with the result
  82675. * @param particle is the particle we are computed the direction for
  82676. */
  82677. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82678. /**
  82679. * Clones the current emitter and returns a copy of it
  82680. * @returns the new emitter
  82681. */
  82682. clone(): SphereDirectedParticleEmitter;
  82683. /**
  82684. * Called by the GPUParticleSystem to setup the update shader
  82685. * @param effect defines the update shader
  82686. */
  82687. applyToShader(effect: Effect): void;
  82688. /**
  82689. * Returns a string to use to update the GPU particles update shader
  82690. * @returns a string containng the defines string
  82691. */
  82692. getEffectDefines(): string;
  82693. /**
  82694. * Returns the string "SphereDirectedParticleEmitter"
  82695. * @returns a string containing the class name
  82696. */
  82697. getClassName(): string;
  82698. /**
  82699. * Serializes the particle system to a JSON object.
  82700. * @returns the JSON object
  82701. */
  82702. serialize(): any;
  82703. /**
  82704. * Parse properties from a JSON object
  82705. * @param serializationObject defines the JSON object
  82706. */
  82707. parse(serializationObject: any): void;
  82708. }
  82709. }
  82710. declare module BABYLON {
  82711. /**
  82712. * Interface representing a particle system in Babylon.js.
  82713. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82714. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82715. */
  82716. export interface IParticleSystem {
  82717. /**
  82718. * List of animations used by the particle system.
  82719. */
  82720. animations: Animation[];
  82721. /**
  82722. * The id of the Particle system.
  82723. */
  82724. id: string;
  82725. /**
  82726. * The name of the Particle system.
  82727. */
  82728. name: string;
  82729. /**
  82730. * The emitter represents the Mesh or position we are attaching the particle system to.
  82731. */
  82732. emitter: Nullable<AbstractMesh | Vector3>;
  82733. /**
  82734. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82735. */
  82736. isBillboardBased: boolean;
  82737. /**
  82738. * The rendering group used by the Particle system to chose when to render.
  82739. */
  82740. renderingGroupId: number;
  82741. /**
  82742. * The layer mask we are rendering the particles through.
  82743. */
  82744. layerMask: number;
  82745. /**
  82746. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82747. */
  82748. updateSpeed: number;
  82749. /**
  82750. * The amount of time the particle system is running (depends of the overall update speed).
  82751. */
  82752. targetStopDuration: number;
  82753. /**
  82754. * The texture used to render each particle. (this can be a spritesheet)
  82755. */
  82756. particleTexture: Nullable<Texture>;
  82757. /**
  82758. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82759. */
  82760. blendMode: number;
  82761. /**
  82762. * Minimum life time of emitting particles.
  82763. */
  82764. minLifeTime: number;
  82765. /**
  82766. * Maximum life time of emitting particles.
  82767. */
  82768. maxLifeTime: number;
  82769. /**
  82770. * Minimum Size of emitting particles.
  82771. */
  82772. minSize: number;
  82773. /**
  82774. * Maximum Size of emitting particles.
  82775. */
  82776. maxSize: number;
  82777. /**
  82778. * Minimum scale of emitting particles on X axis.
  82779. */
  82780. minScaleX: number;
  82781. /**
  82782. * Maximum scale of emitting particles on X axis.
  82783. */
  82784. maxScaleX: number;
  82785. /**
  82786. * Minimum scale of emitting particles on Y axis.
  82787. */
  82788. minScaleY: number;
  82789. /**
  82790. * Maximum scale of emitting particles on Y axis.
  82791. */
  82792. maxScaleY: number;
  82793. /**
  82794. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82795. */
  82796. color1: Color4;
  82797. /**
  82798. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82799. */
  82800. color2: Color4;
  82801. /**
  82802. * Color the particle will have at the end of its lifetime.
  82803. */
  82804. colorDead: Color4;
  82805. /**
  82806. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82807. */
  82808. emitRate: number;
  82809. /**
  82810. * You can use gravity if you want to give an orientation to your particles.
  82811. */
  82812. gravity: Vector3;
  82813. /**
  82814. * Minimum power of emitting particles.
  82815. */
  82816. minEmitPower: number;
  82817. /**
  82818. * Maximum power of emitting particles.
  82819. */
  82820. maxEmitPower: number;
  82821. /**
  82822. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82823. */
  82824. minAngularSpeed: number;
  82825. /**
  82826. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82827. */
  82828. maxAngularSpeed: number;
  82829. /**
  82830. * Gets or sets the minimal initial rotation in radians.
  82831. */
  82832. minInitialRotation: number;
  82833. /**
  82834. * Gets or sets the maximal initial rotation in radians.
  82835. */
  82836. maxInitialRotation: number;
  82837. /**
  82838. * The particle emitter type defines the emitter used by the particle system.
  82839. * It can be for example box, sphere, or cone...
  82840. */
  82841. particleEmitterType: Nullable<IParticleEmitterType>;
  82842. /**
  82843. * Defines the delay in milliseconds before starting the system (0 by default)
  82844. */
  82845. startDelay: number;
  82846. /**
  82847. * 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
  82848. */
  82849. preWarmCycles: number;
  82850. /**
  82851. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82852. */
  82853. preWarmStepOffset: number;
  82854. /**
  82855. * 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)
  82856. */
  82857. spriteCellChangeSpeed: number;
  82858. /**
  82859. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82860. */
  82861. startSpriteCellID: number;
  82862. /**
  82863. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82864. */
  82865. endSpriteCellID: number;
  82866. /**
  82867. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82868. */
  82869. spriteCellWidth: number;
  82870. /**
  82871. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82872. */
  82873. spriteCellHeight: number;
  82874. /**
  82875. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82876. */
  82877. spriteRandomStartCell: boolean;
  82878. /**
  82879. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82880. */
  82881. isAnimationSheetEnabled: boolean;
  82882. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82883. translationPivot: Vector2;
  82884. /**
  82885. * Gets or sets a texture used to add random noise to particle positions
  82886. */
  82887. noiseTexture: Nullable<BaseTexture>;
  82888. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82889. noiseStrength: Vector3;
  82890. /**
  82891. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82892. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82893. */
  82894. billboardMode: number;
  82895. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82896. limitVelocityDamping: number;
  82897. /**
  82898. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82899. */
  82900. beginAnimationOnStart: boolean;
  82901. /**
  82902. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82903. */
  82904. beginAnimationFrom: number;
  82905. /**
  82906. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82907. */
  82908. beginAnimationTo: number;
  82909. /**
  82910. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82911. */
  82912. beginAnimationLoop: boolean;
  82913. /**
  82914. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82915. */
  82916. disposeOnStop: boolean;
  82917. /**
  82918. * Gets the maximum number of particles active at the same time.
  82919. * @returns The max number of active particles.
  82920. */
  82921. getCapacity(): number;
  82922. /**
  82923. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82924. * @returns True if it has been started, otherwise false.
  82925. */
  82926. isStarted(): boolean;
  82927. /**
  82928. * Animates the particle system for this frame.
  82929. */
  82930. animate(): void;
  82931. /**
  82932. * Renders the particle system in its current state.
  82933. * @returns the current number of particles
  82934. */
  82935. render(): number;
  82936. /**
  82937. * Dispose the particle system and frees its associated resources.
  82938. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82939. */
  82940. dispose(disposeTexture?: boolean): void;
  82941. /**
  82942. * Clones the particle system.
  82943. * @param name The name of the cloned object
  82944. * @param newEmitter The new emitter to use
  82945. * @returns the cloned particle system
  82946. */
  82947. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82948. /**
  82949. * Serializes the particle system to a JSON object.
  82950. * @returns the JSON object
  82951. */
  82952. serialize(): any;
  82953. /**
  82954. * Rebuild the particle system
  82955. */
  82956. rebuild(): void;
  82957. /**
  82958. * Starts the particle system and begins to emit
  82959. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82960. */
  82961. start(delay?: number): void;
  82962. /**
  82963. * Stops the particle system.
  82964. */
  82965. stop(): void;
  82966. /**
  82967. * Remove all active particles
  82968. */
  82969. reset(): void;
  82970. /**
  82971. * Is this system ready to be used/rendered
  82972. * @return true if the system is ready
  82973. */
  82974. isReady(): boolean;
  82975. /**
  82976. * Adds a new color gradient
  82977. * @param gradient defines the gradient to use (between 0 and 1)
  82978. * @param color1 defines the color to affect to the specified gradient
  82979. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82980. * @returns the current particle system
  82981. */
  82982. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82983. /**
  82984. * Remove a specific color gradient
  82985. * @param gradient defines the gradient to remove
  82986. * @returns the current particle system
  82987. */
  82988. removeColorGradient(gradient: number): IParticleSystem;
  82989. /**
  82990. * Adds a new size gradient
  82991. * @param gradient defines the gradient to use (between 0 and 1)
  82992. * @param factor defines the size factor to affect to the specified gradient
  82993. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82994. * @returns the current particle system
  82995. */
  82996. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82997. /**
  82998. * Remove a specific size gradient
  82999. * @param gradient defines the gradient to remove
  83000. * @returns the current particle system
  83001. */
  83002. removeSizeGradient(gradient: number): IParticleSystem;
  83003. /**
  83004. * Gets the current list of color gradients.
  83005. * You must use addColorGradient and removeColorGradient to udpate this list
  83006. * @returns the list of color gradients
  83007. */
  83008. getColorGradients(): Nullable<Array<ColorGradient>>;
  83009. /**
  83010. * Gets the current list of size gradients.
  83011. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83012. * @returns the list of size gradients
  83013. */
  83014. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83015. /**
  83016. * Gets the current list of angular speed gradients.
  83017. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83018. * @returns the list of angular speed gradients
  83019. */
  83020. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83021. /**
  83022. * Adds a new angular speed gradient
  83023. * @param gradient defines the gradient to use (between 0 and 1)
  83024. * @param factor defines the angular speed to affect to the specified gradient
  83025. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83026. * @returns the current particle system
  83027. */
  83028. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83029. /**
  83030. * Remove a specific angular speed gradient
  83031. * @param gradient defines the gradient to remove
  83032. * @returns the current particle system
  83033. */
  83034. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83035. /**
  83036. * Gets the current list of velocity gradients.
  83037. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83038. * @returns the list of velocity gradients
  83039. */
  83040. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83041. /**
  83042. * Adds a new velocity gradient
  83043. * @param gradient defines the gradient to use (between 0 and 1)
  83044. * @param factor defines the velocity to affect to the specified gradient
  83045. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83046. * @returns the current particle system
  83047. */
  83048. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83049. /**
  83050. * Remove a specific velocity gradient
  83051. * @param gradient defines the gradient to remove
  83052. * @returns the current particle system
  83053. */
  83054. removeVelocityGradient(gradient: number): IParticleSystem;
  83055. /**
  83056. * Gets the current list of limit velocity gradients.
  83057. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83058. * @returns the list of limit velocity gradients
  83059. */
  83060. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83061. /**
  83062. * Adds a new limit velocity gradient
  83063. * @param gradient defines the gradient to use (between 0 and 1)
  83064. * @param factor defines the limit velocity to affect to the specified gradient
  83065. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83066. * @returns the current particle system
  83067. */
  83068. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83069. /**
  83070. * Remove a specific limit velocity gradient
  83071. * @param gradient defines the gradient to remove
  83072. * @returns the current particle system
  83073. */
  83074. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83075. /**
  83076. * Adds a new drag gradient
  83077. * @param gradient defines the gradient to use (between 0 and 1)
  83078. * @param factor defines the drag to affect to the specified gradient
  83079. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83080. * @returns the current particle system
  83081. */
  83082. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83083. /**
  83084. * Remove a specific drag gradient
  83085. * @param gradient defines the gradient to remove
  83086. * @returns the current particle system
  83087. */
  83088. removeDragGradient(gradient: number): IParticleSystem;
  83089. /**
  83090. * Gets the current list of drag gradients.
  83091. * You must use addDragGradient and removeDragGradient to udpate this list
  83092. * @returns the list of drag gradients
  83093. */
  83094. getDragGradients(): Nullable<Array<FactorGradient>>;
  83095. /**
  83096. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83097. * @param gradient defines the gradient to use (between 0 and 1)
  83098. * @param factor defines the emit rate to affect to the specified gradient
  83099. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83100. * @returns the current particle system
  83101. */
  83102. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83103. /**
  83104. * Remove a specific emit rate gradient
  83105. * @param gradient defines the gradient to remove
  83106. * @returns the current particle system
  83107. */
  83108. removeEmitRateGradient(gradient: number): IParticleSystem;
  83109. /**
  83110. * Gets the current list of emit rate gradients.
  83111. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83112. * @returns the list of emit rate gradients
  83113. */
  83114. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83115. /**
  83116. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83117. * @param gradient defines the gradient to use (between 0 and 1)
  83118. * @param factor defines the start size to affect to the specified gradient
  83119. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83120. * @returns the current particle system
  83121. */
  83122. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83123. /**
  83124. * Remove a specific start size gradient
  83125. * @param gradient defines the gradient to remove
  83126. * @returns the current particle system
  83127. */
  83128. removeStartSizeGradient(gradient: number): IParticleSystem;
  83129. /**
  83130. * Gets the current list of start size gradients.
  83131. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83132. * @returns the list of start size gradients
  83133. */
  83134. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83135. /**
  83136. * Adds a new life time gradient
  83137. * @param gradient defines the gradient to use (between 0 and 1)
  83138. * @param factor defines the life time factor to affect to the specified gradient
  83139. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83140. * @returns the current particle system
  83141. */
  83142. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83143. /**
  83144. * Remove a specific life time gradient
  83145. * @param gradient defines the gradient to remove
  83146. * @returns the current particle system
  83147. */
  83148. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83149. /**
  83150. * Gets the current list of life time gradients.
  83151. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83152. * @returns the list of life time gradients
  83153. */
  83154. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83155. /**
  83156. * Gets the current list of color gradients.
  83157. * You must use addColorGradient and removeColorGradient to udpate this list
  83158. * @returns the list of color gradients
  83159. */
  83160. getColorGradients(): Nullable<Array<ColorGradient>>;
  83161. /**
  83162. * Adds a new ramp gradient used to remap particle colors
  83163. * @param gradient defines the gradient to use (between 0 and 1)
  83164. * @param color defines the color to affect to the specified gradient
  83165. * @returns the current particle system
  83166. */
  83167. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  83168. /**
  83169. * Gets the current list of ramp gradients.
  83170. * You must use addRampGradient and removeRampGradient to udpate this list
  83171. * @returns the list of ramp gradients
  83172. */
  83173. getRampGradients(): Nullable<Array<Color3Gradient>>;
  83174. /** Gets or sets a boolean indicating that ramp gradients must be used
  83175. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  83176. */
  83177. useRampGradients: boolean;
  83178. /**
  83179. * Adds a new color remap gradient
  83180. * @param gradient defines the gradient to use (between 0 and 1)
  83181. * @param min defines the color remap minimal range
  83182. * @param max defines the color remap maximal range
  83183. * @returns the current particle system
  83184. */
  83185. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83186. /**
  83187. * Gets the current list of color remap gradients.
  83188. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  83189. * @returns the list of color remap gradients
  83190. */
  83191. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83192. /**
  83193. * Adds a new alpha remap gradient
  83194. * @param gradient defines the gradient to use (between 0 and 1)
  83195. * @param min defines the alpha remap minimal range
  83196. * @param max defines the alpha remap maximal range
  83197. * @returns the current particle system
  83198. */
  83199. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83200. /**
  83201. * Gets the current list of alpha remap gradients.
  83202. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  83203. * @returns the list of alpha remap gradients
  83204. */
  83205. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  83206. /**
  83207. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  83208. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83209. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83210. * @returns the emitter
  83211. */
  83212. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  83213. /**
  83214. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  83215. * @param radius The radius of the hemisphere to emit from
  83216. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83217. * @returns the emitter
  83218. */
  83219. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  83220. /**
  83221. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  83222. * @param radius The radius of the sphere to emit from
  83223. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83224. * @returns the emitter
  83225. */
  83226. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  83227. /**
  83228. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  83229. * @param radius The radius of the sphere to emit from
  83230. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  83231. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  83232. * @returns the emitter
  83233. */
  83234. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83235. /**
  83236. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  83237. * @param radius The radius of the emission cylinder
  83238. * @param height The height of the emission cylinder
  83239. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  83240. * @param directionRandomizer How much to randomize the particle direction [0-1]
  83241. * @returns the emitter
  83242. */
  83243. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  83244. /**
  83245. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  83246. * @param radius The radius of the cylinder to emit from
  83247. * @param height The height of the emission cylinder
  83248. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83249. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  83250. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  83251. * @returns the emitter
  83252. */
  83253. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83254. /**
  83255. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  83256. * @param radius The radius of the cone to emit from
  83257. * @param angle The base angle of the cone
  83258. * @returns the emitter
  83259. */
  83260. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  83261. /**
  83262. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  83263. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83264. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83265. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83266. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83267. * @returns the emitter
  83268. */
  83269. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  83270. /**
  83271. * Get hosting scene
  83272. * @returns the scene
  83273. */
  83274. getScene(): Scene;
  83275. }
  83276. }
  83277. declare module BABYLON {
  83278. /**
  83279. * Creates an instance based on a source mesh.
  83280. */
  83281. export class InstancedMesh extends AbstractMesh {
  83282. private _sourceMesh;
  83283. private _currentLOD;
  83284. /** @hidden */
  83285. _indexInSourceMeshInstanceArray: number;
  83286. constructor(name: string, source: Mesh);
  83287. /**
  83288. * Returns the string "InstancedMesh".
  83289. */
  83290. getClassName(): string;
  83291. /** Gets the list of lights affecting that mesh */
  83292. readonly lightSources: Light[];
  83293. _resyncLightSources(): void;
  83294. _resyncLighSource(light: Light): void;
  83295. _removeLightSource(light: Light): void;
  83296. /**
  83297. * If the source mesh receives shadows
  83298. */
  83299. readonly receiveShadows: boolean;
  83300. /**
  83301. * The material of the source mesh
  83302. */
  83303. readonly material: Nullable<Material>;
  83304. /**
  83305. * Visibility of the source mesh
  83306. */
  83307. readonly visibility: number;
  83308. /**
  83309. * Skeleton of the source mesh
  83310. */
  83311. readonly skeleton: Nullable<Skeleton>;
  83312. /**
  83313. * Rendering ground id of the source mesh
  83314. */
  83315. renderingGroupId: number;
  83316. /**
  83317. * Returns the total number of vertices (integer).
  83318. */
  83319. getTotalVertices(): number;
  83320. /**
  83321. * Returns a positive integer : the total number of indices in this mesh geometry.
  83322. * @returns the numner of indices or zero if the mesh has no geometry.
  83323. */
  83324. getTotalIndices(): number;
  83325. /**
  83326. * The source mesh of the instance
  83327. */
  83328. readonly sourceMesh: Mesh;
  83329. /**
  83330. * Is this node ready to be used/rendered
  83331. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  83332. * @return {boolean} is it ready
  83333. */
  83334. isReady(completeCheck?: boolean): boolean;
  83335. /**
  83336. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  83337. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  83338. * @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.
  83339. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  83340. */
  83341. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  83342. /**
  83343. * Sets the vertex data of the mesh geometry for the requested `kind`.
  83344. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  83345. * The `data` are either a numeric array either a Float32Array.
  83346. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  83347. * 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).
  83348. * Note that a new underlying VertexBuffer object is created each call.
  83349. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83350. *
  83351. * Possible `kind` values :
  83352. * - VertexBuffer.PositionKind
  83353. * - VertexBuffer.UVKind
  83354. * - VertexBuffer.UV2Kind
  83355. * - VertexBuffer.UV3Kind
  83356. * - VertexBuffer.UV4Kind
  83357. * - VertexBuffer.UV5Kind
  83358. * - VertexBuffer.UV6Kind
  83359. * - VertexBuffer.ColorKind
  83360. * - VertexBuffer.MatricesIndicesKind
  83361. * - VertexBuffer.MatricesIndicesExtraKind
  83362. * - VertexBuffer.MatricesWeightsKind
  83363. * - VertexBuffer.MatricesWeightsExtraKind
  83364. *
  83365. * Returns the Mesh.
  83366. */
  83367. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  83368. /**
  83369. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  83370. * If the mesh has no geometry, it is simply returned as it is.
  83371. * The `data` are either a numeric array either a Float32Array.
  83372. * No new underlying VertexBuffer object is created.
  83373. * 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.
  83374. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  83375. *
  83376. * Possible `kind` values :
  83377. * - VertexBuffer.PositionKind
  83378. * - VertexBuffer.UVKind
  83379. * - VertexBuffer.UV2Kind
  83380. * - VertexBuffer.UV3Kind
  83381. * - VertexBuffer.UV4Kind
  83382. * - VertexBuffer.UV5Kind
  83383. * - VertexBuffer.UV6Kind
  83384. * - VertexBuffer.ColorKind
  83385. * - VertexBuffer.MatricesIndicesKind
  83386. * - VertexBuffer.MatricesIndicesExtraKind
  83387. * - VertexBuffer.MatricesWeightsKind
  83388. * - VertexBuffer.MatricesWeightsExtraKind
  83389. *
  83390. * Returns the Mesh.
  83391. */
  83392. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83393. /**
  83394. * Sets the mesh indices.
  83395. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83396. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83397. * This method creates a new index buffer each call.
  83398. * Returns the Mesh.
  83399. */
  83400. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83401. /**
  83402. * Boolean : True if the mesh owns the requested kind of data.
  83403. */
  83404. isVerticesDataPresent(kind: string): boolean;
  83405. /**
  83406. * Returns an array of indices (IndicesArray).
  83407. */
  83408. getIndices(): Nullable<IndicesArray>;
  83409. readonly _positions: Nullable<Vector3[]>;
  83410. /**
  83411. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83412. * This means the mesh underlying bounding box and sphere are recomputed.
  83413. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83414. * @returns the current mesh
  83415. */
  83416. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83417. /** @hidden */
  83418. _preActivate(): InstancedMesh;
  83419. /** @hidden */
  83420. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83421. /** @hidden */
  83422. _postActivate(): void;
  83423. getWorldMatrix(): Matrix;
  83424. readonly isAnInstance: boolean;
  83425. /**
  83426. * Returns the current associated LOD AbstractMesh.
  83427. */
  83428. getLOD(camera: Camera): AbstractMesh;
  83429. /** @hidden */
  83430. _syncSubMeshes(): InstancedMesh;
  83431. /** @hidden */
  83432. _generatePointsArray(): boolean;
  83433. /**
  83434. * Creates a new InstancedMesh from the current mesh.
  83435. * - name (string) : the cloned mesh name
  83436. * - newParent (optional Node) : the optional Node to parent the clone to.
  83437. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83438. *
  83439. * Returns the clone.
  83440. */
  83441. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83442. /**
  83443. * Disposes the InstancedMesh.
  83444. * Returns nothing.
  83445. */
  83446. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83447. }
  83448. }
  83449. declare module BABYLON {
  83450. /**
  83451. * Defines the options associated with the creation of a shader material.
  83452. */
  83453. export interface IShaderMaterialOptions {
  83454. /**
  83455. * Does the material work in alpha blend mode
  83456. */
  83457. needAlphaBlending: boolean;
  83458. /**
  83459. * Does the material work in alpha test mode
  83460. */
  83461. needAlphaTesting: boolean;
  83462. /**
  83463. * The list of attribute names used in the shader
  83464. */
  83465. attributes: string[];
  83466. /**
  83467. * The list of unifrom names used in the shader
  83468. */
  83469. uniforms: string[];
  83470. /**
  83471. * The list of UBO names used in the shader
  83472. */
  83473. uniformBuffers: string[];
  83474. /**
  83475. * The list of sampler names used in the shader
  83476. */
  83477. samplers: string[];
  83478. /**
  83479. * The list of defines used in the shader
  83480. */
  83481. defines: string[];
  83482. }
  83483. /**
  83484. * 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.
  83485. *
  83486. * This returned material effects how the mesh will look based on the code in the shaders.
  83487. *
  83488. * @see http://doc.babylonjs.com/how_to/shader_material
  83489. */
  83490. export class ShaderMaterial extends Material {
  83491. private _shaderPath;
  83492. private _options;
  83493. private _textures;
  83494. private _textureArrays;
  83495. private _floats;
  83496. private _ints;
  83497. private _floatsArrays;
  83498. private _colors3;
  83499. private _colors3Arrays;
  83500. private _colors4;
  83501. private _colors4Arrays;
  83502. private _vectors2;
  83503. private _vectors3;
  83504. private _vectors4;
  83505. private _matrices;
  83506. private _matrices3x3;
  83507. private _matrices2x2;
  83508. private _vectors2Arrays;
  83509. private _vectors3Arrays;
  83510. private _vectors4Arrays;
  83511. private _cachedWorldViewMatrix;
  83512. private _cachedWorldViewProjectionMatrix;
  83513. private _renderId;
  83514. /**
  83515. * Instantiate a new shader material.
  83516. * 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.
  83517. * This returned material effects how the mesh will look based on the code in the shaders.
  83518. * @see http://doc.babylonjs.com/how_to/shader_material
  83519. * @param name Define the name of the material in the scene
  83520. * @param scene Define the scene the material belongs to
  83521. * @param shaderPath Defines the route to the shader code in one of three ways:
  83522. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83523. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83524. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83525. * @param options Define the options used to create the shader
  83526. */
  83527. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83528. /**
  83529. * Gets the options used to compile the shader.
  83530. * They can be modified to trigger a new compilation
  83531. */
  83532. readonly options: IShaderMaterialOptions;
  83533. /**
  83534. * Gets the current class name of the material e.g. "ShaderMaterial"
  83535. * Mainly use in serialization.
  83536. * @returns the class name
  83537. */
  83538. getClassName(): string;
  83539. /**
  83540. * Specifies if the material will require alpha blending
  83541. * @returns a boolean specifying if alpha blending is needed
  83542. */
  83543. needAlphaBlending(): boolean;
  83544. /**
  83545. * Specifies if this material should be rendered in alpha test mode
  83546. * @returns a boolean specifying if an alpha test is needed.
  83547. */
  83548. needAlphaTesting(): boolean;
  83549. private _checkUniform;
  83550. /**
  83551. * Set a texture in the shader.
  83552. * @param name Define the name of the uniform samplers as defined in the shader
  83553. * @param texture Define the texture to bind to this sampler
  83554. * @return the material itself allowing "fluent" like uniform updates
  83555. */
  83556. setTexture(name: string, texture: Texture): ShaderMaterial;
  83557. /**
  83558. * Set a texture array in the shader.
  83559. * @param name Define the name of the uniform sampler array as defined in the shader
  83560. * @param textures Define the list of textures to bind to this sampler
  83561. * @return the material itself allowing "fluent" like uniform updates
  83562. */
  83563. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83564. /**
  83565. * Set a float in the shader.
  83566. * @param name Define the name of the uniform as defined in the shader
  83567. * @param value Define the value to give to the uniform
  83568. * @return the material itself allowing "fluent" like uniform updates
  83569. */
  83570. setFloat(name: string, value: number): ShaderMaterial;
  83571. /**
  83572. * Set a int in the shader.
  83573. * @param name Define the name of the uniform as defined in the shader
  83574. * @param value Define the value to give to the uniform
  83575. * @return the material itself allowing "fluent" like uniform updates
  83576. */
  83577. setInt(name: string, value: number): ShaderMaterial;
  83578. /**
  83579. * Set an array of floats in the shader.
  83580. * @param name Define the name of the uniform as defined in the shader
  83581. * @param value Define the value to give to the uniform
  83582. * @return the material itself allowing "fluent" like uniform updates
  83583. */
  83584. setFloats(name: string, value: number[]): ShaderMaterial;
  83585. /**
  83586. * Set a vec3 in the shader from a Color3.
  83587. * @param name Define the name of the uniform as defined in the shader
  83588. * @param value Define the value to give to the uniform
  83589. * @return the material itself allowing "fluent" like uniform updates
  83590. */
  83591. setColor3(name: string, value: Color3): ShaderMaterial;
  83592. /**
  83593. * Set a vec3 array in the shader from a Color3 array.
  83594. * @param name Define the name of the uniform as defined in the shader
  83595. * @param value Define the value to give to the uniform
  83596. * @return the material itself allowing "fluent" like uniform updates
  83597. */
  83598. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83599. /**
  83600. * Set a vec4 in the shader from a Color4.
  83601. * @param name Define the name of the uniform as defined in the shader
  83602. * @param value Define the value to give to the uniform
  83603. * @return the material itself allowing "fluent" like uniform updates
  83604. */
  83605. setColor4(name: string, value: Color4): ShaderMaterial;
  83606. /**
  83607. * Set a vec4 array in the shader from a Color4 array.
  83608. * @param name Define the name of the uniform as defined in the shader
  83609. * @param value Define the value to give to the uniform
  83610. * @return the material itself allowing "fluent" like uniform updates
  83611. */
  83612. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83613. /**
  83614. * Set a vec2 in the shader from a Vector2.
  83615. * @param name Define the name of the uniform as defined in the shader
  83616. * @param value Define the value to give to the uniform
  83617. * @return the material itself allowing "fluent" like uniform updates
  83618. */
  83619. setVector2(name: string, value: Vector2): ShaderMaterial;
  83620. /**
  83621. * Set a vec3 in the shader from a Vector3.
  83622. * @param name Define the name of the uniform as defined in the shader
  83623. * @param value Define the value to give to the uniform
  83624. * @return the material itself allowing "fluent" like uniform updates
  83625. */
  83626. setVector3(name: string, value: Vector3): ShaderMaterial;
  83627. /**
  83628. * Set a vec4 in the shader from a Vector4.
  83629. * @param name Define the name of the uniform as defined in the shader
  83630. * @param value Define the value to give to the uniform
  83631. * @return the material itself allowing "fluent" like uniform updates
  83632. */
  83633. setVector4(name: string, value: Vector4): ShaderMaterial;
  83634. /**
  83635. * Set a mat4 in the shader from a Matrix.
  83636. * @param name Define the name of the uniform as defined in the shader
  83637. * @param value Define the value to give to the uniform
  83638. * @return the material itself allowing "fluent" like uniform updates
  83639. */
  83640. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83641. /**
  83642. * Set a mat3 in the shader from a Float32Array.
  83643. * @param name Define the name of the uniform as defined in the shader
  83644. * @param value Define the value to give to the uniform
  83645. * @return the material itself allowing "fluent" like uniform updates
  83646. */
  83647. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83648. /**
  83649. * Set a mat2 in the shader from a Float32Array.
  83650. * @param name Define the name of the uniform as defined in the shader
  83651. * @param value Define the value to give to the uniform
  83652. * @return the material itself allowing "fluent" like uniform updates
  83653. */
  83654. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83655. /**
  83656. * Set a vec2 array in the shader from a number array.
  83657. * @param name Define the name of the uniform as defined in the shader
  83658. * @param value Define the value to give to the uniform
  83659. * @return the material itself allowing "fluent" like uniform updates
  83660. */
  83661. setArray2(name: string, value: number[]): ShaderMaterial;
  83662. /**
  83663. * Set a vec3 array in the shader from a number array.
  83664. * @param name Define the name of the uniform as defined in the shader
  83665. * @param value Define the value to give to the uniform
  83666. * @return the material itself allowing "fluent" like uniform updates
  83667. */
  83668. setArray3(name: string, value: number[]): ShaderMaterial;
  83669. /**
  83670. * Set a vec4 array in the shader from a number array.
  83671. * @param name Define the name of the uniform as defined in the shader
  83672. * @param value Define the value to give to the uniform
  83673. * @return the material itself allowing "fluent" like uniform updates
  83674. */
  83675. setArray4(name: string, value: number[]): ShaderMaterial;
  83676. private _checkCache;
  83677. /**
  83678. * Specifies that the submesh is ready to be used
  83679. * @param mesh defines the mesh to check
  83680. * @param subMesh defines which submesh to check
  83681. * @param useInstances specifies that instances should be used
  83682. * @returns a boolean indicating that the submesh is ready or not
  83683. */
  83684. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83685. /**
  83686. * Checks if the material is ready to render the requested mesh
  83687. * @param mesh Define the mesh to render
  83688. * @param useInstances Define whether or not the material is used with instances
  83689. * @returns true if ready, otherwise false
  83690. */
  83691. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83692. /**
  83693. * Binds the world matrix to the material
  83694. * @param world defines the world transformation matrix
  83695. */
  83696. bindOnlyWorldMatrix(world: Matrix): void;
  83697. /**
  83698. * Binds the material to the mesh
  83699. * @param world defines the world transformation matrix
  83700. * @param mesh defines the mesh to bind the material to
  83701. */
  83702. bind(world: Matrix, mesh?: Mesh): void;
  83703. /**
  83704. * Gets the active textures from the material
  83705. * @returns an array of textures
  83706. */
  83707. getActiveTextures(): BaseTexture[];
  83708. /**
  83709. * Specifies if the material uses a texture
  83710. * @param texture defines the texture to check against the material
  83711. * @returns a boolean specifying if the material uses the texture
  83712. */
  83713. hasTexture(texture: BaseTexture): boolean;
  83714. /**
  83715. * Makes a duplicate of the material, and gives it a new name
  83716. * @param name defines the new name for the duplicated material
  83717. * @returns the cloned material
  83718. */
  83719. clone(name: string): ShaderMaterial;
  83720. /**
  83721. * Disposes the material
  83722. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83723. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83724. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83725. */
  83726. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83727. /**
  83728. * Serializes this material in a JSON representation
  83729. * @returns the serialized material object
  83730. */
  83731. serialize(): any;
  83732. /**
  83733. * Creates a shader material from parsed shader material data
  83734. * @param source defines the JSON represnetation of the material
  83735. * @param scene defines the hosting scene
  83736. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83737. * @returns a new material
  83738. */
  83739. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83740. }
  83741. }
  83742. declare module BABYLON {
  83743. /** @hidden */
  83744. export var colorPixelShader: {
  83745. name: string;
  83746. shader: string;
  83747. };
  83748. }
  83749. declare module BABYLON {
  83750. /** @hidden */
  83751. export var colorVertexShader: {
  83752. name: string;
  83753. shader: string;
  83754. };
  83755. }
  83756. declare module BABYLON {
  83757. /**
  83758. * Line mesh
  83759. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83760. */
  83761. export class LinesMesh extends Mesh {
  83762. /**
  83763. * If vertex color should be applied to the mesh
  83764. */
  83765. readonly useVertexColor?: boolean | undefined;
  83766. /**
  83767. * If vertex alpha should be applied to the mesh
  83768. */
  83769. readonly useVertexAlpha?: boolean | undefined;
  83770. /**
  83771. * Color of the line (Default: White)
  83772. */
  83773. color: Color3;
  83774. /**
  83775. * Alpha of the line (Default: 1)
  83776. */
  83777. alpha: number;
  83778. /**
  83779. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83780. * This margin is expressed in world space coordinates, so its value may vary.
  83781. * Default value is 0.1
  83782. */
  83783. intersectionThreshold: number;
  83784. private _colorShader;
  83785. private color4;
  83786. /**
  83787. * Creates a new LinesMesh
  83788. * @param name defines the name
  83789. * @param scene defines the hosting scene
  83790. * @param parent defines the parent mesh if any
  83791. * @param source defines the optional source LinesMesh used to clone data from
  83792. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83793. * When false, achieved by calling a clone(), also passing False.
  83794. * This will make creation of children, recursive.
  83795. * @param useVertexColor defines if this LinesMesh supports vertex color
  83796. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83797. */
  83798. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  83799. /**
  83800. * If vertex color should be applied to the mesh
  83801. */
  83802. useVertexColor?: boolean | undefined,
  83803. /**
  83804. * If vertex alpha should be applied to the mesh
  83805. */
  83806. useVertexAlpha?: boolean | undefined);
  83807. private _addClipPlaneDefine;
  83808. private _removeClipPlaneDefine;
  83809. isReady(): boolean;
  83810. /**
  83811. * Returns the string "LineMesh"
  83812. */
  83813. getClassName(): string;
  83814. /**
  83815. * @hidden
  83816. */
  83817. /**
  83818. * @hidden
  83819. */
  83820. material: Material;
  83821. /**
  83822. * @hidden
  83823. */
  83824. readonly checkCollisions: boolean;
  83825. /** @hidden */
  83826. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  83827. /** @hidden */
  83828. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  83829. /**
  83830. * Disposes of the line mesh
  83831. * @param doNotRecurse If children should be disposed
  83832. */
  83833. dispose(doNotRecurse?: boolean): void;
  83834. /**
  83835. * Returns a new LineMesh object cloned from the current one.
  83836. */
  83837. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83838. /**
  83839. * Creates a new InstancedLinesMesh object from the mesh model.
  83840. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83841. * @param name defines the name of the new instance
  83842. * @returns a new InstancedLinesMesh
  83843. */
  83844. createInstance(name: string): InstancedLinesMesh;
  83845. }
  83846. /**
  83847. * Creates an instance based on a source LinesMesh
  83848. */
  83849. export class InstancedLinesMesh extends InstancedMesh {
  83850. /**
  83851. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83852. * This margin is expressed in world space coordinates, so its value may vary.
  83853. * Initilized with the intersectionThreshold value of the source LinesMesh
  83854. */
  83855. intersectionThreshold: number;
  83856. constructor(name: string, source: LinesMesh);
  83857. /**
  83858. * Returns the string "InstancedLinesMesh".
  83859. */
  83860. getClassName(): string;
  83861. }
  83862. }
  83863. declare module BABYLON {
  83864. /** @hidden */
  83865. export var linePixelShader: {
  83866. name: string;
  83867. shader: string;
  83868. };
  83869. }
  83870. declare module BABYLON {
  83871. /** @hidden */
  83872. export var lineVertexShader: {
  83873. name: string;
  83874. shader: string;
  83875. };
  83876. }
  83877. declare module BABYLON {
  83878. interface AbstractMesh {
  83879. /**
  83880. * Gets the edgesRenderer associated with the mesh
  83881. */
  83882. edgesRenderer: Nullable<EdgesRenderer>;
  83883. }
  83884. interface LinesMesh {
  83885. /**
  83886. * Enables the edge rendering mode on the mesh.
  83887. * This mode makes the mesh edges visible
  83888. * @param epsilon defines the maximal distance between two angles to detect a face
  83889. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83890. * @returns the currentAbstractMesh
  83891. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83892. */
  83893. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83894. }
  83895. interface InstancedLinesMesh {
  83896. /**
  83897. * Enables the edge rendering mode on the mesh.
  83898. * This mode makes the mesh edges visible
  83899. * @param epsilon defines the maximal distance between two angles to detect a face
  83900. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83901. * @returns the current InstancedLinesMesh
  83902. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83903. */
  83904. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83905. }
  83906. /**
  83907. * Defines the minimum contract an Edges renderer should follow.
  83908. */
  83909. export interface IEdgesRenderer extends IDisposable {
  83910. /**
  83911. * Gets or sets a boolean indicating if the edgesRenderer is active
  83912. */
  83913. isEnabled: boolean;
  83914. /**
  83915. * Renders the edges of the attached mesh,
  83916. */
  83917. render(): void;
  83918. /**
  83919. * Checks wether or not the edges renderer is ready to render.
  83920. * @return true if ready, otherwise false.
  83921. */
  83922. isReady(): boolean;
  83923. }
  83924. /**
  83925. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83926. */
  83927. export class EdgesRenderer implements IEdgesRenderer {
  83928. /**
  83929. * Define the size of the edges with an orthographic camera
  83930. */
  83931. edgesWidthScalerForOrthographic: number;
  83932. /**
  83933. * Define the size of the edges with a perspective camera
  83934. */
  83935. edgesWidthScalerForPerspective: number;
  83936. protected _source: AbstractMesh;
  83937. protected _linesPositions: number[];
  83938. protected _linesNormals: number[];
  83939. protected _linesIndices: number[];
  83940. protected _epsilon: number;
  83941. protected _indicesCount: number;
  83942. protected _lineShader: ShaderMaterial;
  83943. protected _ib: DataBuffer;
  83944. protected _buffers: {
  83945. [key: string]: Nullable<VertexBuffer>;
  83946. };
  83947. protected _checkVerticesInsteadOfIndices: boolean;
  83948. private _meshRebuildObserver;
  83949. private _meshDisposeObserver;
  83950. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83951. isEnabled: boolean;
  83952. /**
  83953. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83954. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83955. * @param source Mesh used to create edges
  83956. * @param epsilon sum of angles in adjacency to check for edge
  83957. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83958. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83959. */
  83960. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83961. protected _prepareRessources(): void;
  83962. /** @hidden */
  83963. _rebuild(): void;
  83964. /**
  83965. * Releases the required resources for the edges renderer
  83966. */
  83967. dispose(): void;
  83968. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83969. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83970. /**
  83971. * Checks if the pair of p0 and p1 is en edge
  83972. * @param faceIndex
  83973. * @param edge
  83974. * @param faceNormals
  83975. * @param p0
  83976. * @param p1
  83977. * @private
  83978. */
  83979. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83980. /**
  83981. * push line into the position, normal and index buffer
  83982. * @protected
  83983. */
  83984. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83985. /**
  83986. * Generates lines edges from adjacencjes
  83987. * @private
  83988. */
  83989. _generateEdgesLines(): void;
  83990. /**
  83991. * Checks wether or not the edges renderer is ready to render.
  83992. * @return true if ready, otherwise false.
  83993. */
  83994. isReady(): boolean;
  83995. /**
  83996. * Renders the edges of the attached mesh,
  83997. */
  83998. render(): void;
  83999. }
  84000. /**
  84001. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84002. */
  84003. export class LineEdgesRenderer extends EdgesRenderer {
  84004. /**
  84005. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84006. * @param source LineMesh used to generate edges
  84007. * @param epsilon not important (specified angle for edge detection)
  84008. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84009. */
  84010. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84011. /**
  84012. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84013. */
  84014. _generateEdgesLines(): void;
  84015. }
  84016. }
  84017. declare module BABYLON {
  84018. /**
  84019. * This represents the object necessary to create a rendering group.
  84020. * This is exclusively used and created by the rendering manager.
  84021. * To modify the behavior, you use the available helpers in your scene or meshes.
  84022. * @hidden
  84023. */
  84024. export class RenderingGroup {
  84025. index: number;
  84026. private static _zeroVector;
  84027. private _scene;
  84028. private _opaqueSubMeshes;
  84029. private _transparentSubMeshes;
  84030. private _alphaTestSubMeshes;
  84031. private _depthOnlySubMeshes;
  84032. private _particleSystems;
  84033. private _spriteManagers;
  84034. private _opaqueSortCompareFn;
  84035. private _alphaTestSortCompareFn;
  84036. private _transparentSortCompareFn;
  84037. private _renderOpaque;
  84038. private _renderAlphaTest;
  84039. private _renderTransparent;
  84040. /** @hidden */
  84041. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84042. onBeforeTransparentRendering: () => void;
  84043. /**
  84044. * Set the opaque sort comparison function.
  84045. * If null the sub meshes will be render in the order they were created
  84046. */
  84047. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84048. /**
  84049. * Set the alpha test sort comparison function.
  84050. * If null the sub meshes will be render in the order they were created
  84051. */
  84052. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84053. /**
  84054. * Set the transparent sort comparison function.
  84055. * If null the sub meshes will be render in the order they were created
  84056. */
  84057. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84058. /**
  84059. * Creates a new rendering group.
  84060. * @param index The rendering group index
  84061. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84062. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84063. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84064. */
  84065. 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>);
  84066. /**
  84067. * Render all the sub meshes contained in the group.
  84068. * @param customRenderFunction Used to override the default render behaviour of the group.
  84069. * @returns true if rendered some submeshes.
  84070. */
  84071. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84072. /**
  84073. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84074. * @param subMeshes The submeshes to render
  84075. */
  84076. private renderOpaqueSorted;
  84077. /**
  84078. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84079. * @param subMeshes The submeshes to render
  84080. */
  84081. private renderAlphaTestSorted;
  84082. /**
  84083. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84084. * @param subMeshes The submeshes to render
  84085. */
  84086. private renderTransparentSorted;
  84087. /**
  84088. * Renders the submeshes in a specified order.
  84089. * @param subMeshes The submeshes to sort before render
  84090. * @param sortCompareFn The comparison function use to sort
  84091. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84092. * @param transparent Specifies to activate blending if true
  84093. */
  84094. private static renderSorted;
  84095. /**
  84096. * Renders the submeshes in the order they were dispatched (no sort applied).
  84097. * @param subMeshes The submeshes to render
  84098. */
  84099. private static renderUnsorted;
  84100. /**
  84101. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84102. * are rendered back to front if in the same alpha index.
  84103. *
  84104. * @param a The first submesh
  84105. * @param b The second submesh
  84106. * @returns The result of the comparison
  84107. */
  84108. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84109. /**
  84110. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84111. * are rendered back to front.
  84112. *
  84113. * @param a The first submesh
  84114. * @param b The second submesh
  84115. * @returns The result of the comparison
  84116. */
  84117. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84118. /**
  84119. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84120. * are rendered front to back (prevent overdraw).
  84121. *
  84122. * @param a The first submesh
  84123. * @param b The second submesh
  84124. * @returns The result of the comparison
  84125. */
  84126. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84127. /**
  84128. * Resets the different lists of submeshes to prepare a new frame.
  84129. */
  84130. prepare(): void;
  84131. dispose(): void;
  84132. /**
  84133. * Inserts the submesh in its correct queue depending on its material.
  84134. * @param subMesh The submesh to dispatch
  84135. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84136. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84137. */
  84138. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84139. dispatchSprites(spriteManager: ISpriteManager): void;
  84140. dispatchParticles(particleSystem: IParticleSystem): void;
  84141. private _renderParticles;
  84142. private _renderSprites;
  84143. }
  84144. }
  84145. declare module BABYLON {
  84146. /**
  84147. * Interface describing the different options available in the rendering manager
  84148. * regarding Auto Clear between groups.
  84149. */
  84150. export interface IRenderingManagerAutoClearSetup {
  84151. /**
  84152. * Defines whether or not autoclear is enable.
  84153. */
  84154. autoClear: boolean;
  84155. /**
  84156. * Defines whether or not to autoclear the depth buffer.
  84157. */
  84158. depth: boolean;
  84159. /**
  84160. * Defines whether or not to autoclear the stencil buffer.
  84161. */
  84162. stencil: boolean;
  84163. }
  84164. /**
  84165. * This class is used by the onRenderingGroupObservable
  84166. */
  84167. export class RenderingGroupInfo {
  84168. /**
  84169. * The Scene that being rendered
  84170. */
  84171. scene: Scene;
  84172. /**
  84173. * The camera currently used for the rendering pass
  84174. */
  84175. camera: Nullable<Camera>;
  84176. /**
  84177. * The ID of the renderingGroup being processed
  84178. */
  84179. renderingGroupId: number;
  84180. }
  84181. /**
  84182. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84183. * It is enable to manage the different groups as well as the different necessary sort functions.
  84184. * This should not be used directly aside of the few static configurations
  84185. */
  84186. export class RenderingManager {
  84187. /**
  84188. * The max id used for rendering groups (not included)
  84189. */
  84190. static MAX_RENDERINGGROUPS: number;
  84191. /**
  84192. * The min id used for rendering groups (included)
  84193. */
  84194. static MIN_RENDERINGGROUPS: number;
  84195. /**
  84196. * Used to globally prevent autoclearing scenes.
  84197. */
  84198. static AUTOCLEAR: boolean;
  84199. /**
  84200. * @hidden
  84201. */
  84202. _useSceneAutoClearSetup: boolean;
  84203. private _scene;
  84204. private _renderingGroups;
  84205. private _depthStencilBufferAlreadyCleaned;
  84206. private _autoClearDepthStencil;
  84207. private _customOpaqueSortCompareFn;
  84208. private _customAlphaTestSortCompareFn;
  84209. private _customTransparentSortCompareFn;
  84210. private _renderingGroupInfo;
  84211. /**
  84212. * Instantiates a new rendering group for a particular scene
  84213. * @param scene Defines the scene the groups belongs to
  84214. */
  84215. constructor(scene: Scene);
  84216. private _clearDepthStencilBuffer;
  84217. /**
  84218. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  84219. * @hidden
  84220. */
  84221. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  84222. /**
  84223. * Resets the different information of the group to prepare a new frame
  84224. * @hidden
  84225. */
  84226. reset(): void;
  84227. /**
  84228. * Dispose and release the group and its associated resources.
  84229. * @hidden
  84230. */
  84231. dispose(): void;
  84232. /**
  84233. * Clear the info related to rendering groups preventing retention points during dispose.
  84234. */
  84235. freeRenderingGroups(): void;
  84236. private _prepareRenderingGroup;
  84237. /**
  84238. * Add a sprite manager to the rendering manager in order to render it this frame.
  84239. * @param spriteManager Define the sprite manager to render
  84240. */
  84241. dispatchSprites(spriteManager: ISpriteManager): void;
  84242. /**
  84243. * Add a particle system to the rendering manager in order to render it this frame.
  84244. * @param particleSystem Define the particle system to render
  84245. */
  84246. dispatchParticles(particleSystem: IParticleSystem): void;
  84247. /**
  84248. * Add a submesh to the manager in order to render it this frame
  84249. * @param subMesh The submesh to dispatch
  84250. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84251. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84252. */
  84253. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84254. /**
  84255. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84256. * This allowed control for front to back rendering or reversly depending of the special needs.
  84257. *
  84258. * @param renderingGroupId The rendering group id corresponding to its index
  84259. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84260. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84261. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84262. */
  84263. 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;
  84264. /**
  84265. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84266. *
  84267. * @param renderingGroupId The rendering group id corresponding to its index
  84268. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84269. * @param depth Automatically clears depth between groups if true and autoClear is true.
  84270. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  84271. */
  84272. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  84273. /**
  84274. * Gets the current auto clear configuration for one rendering group of the rendering
  84275. * manager.
  84276. * @param index the rendering group index to get the information for
  84277. * @returns The auto clear setup for the requested rendering group
  84278. */
  84279. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  84280. }
  84281. }
  84282. declare module BABYLON {
  84283. /**
  84284. * This Helps creating a texture that will be created from a camera in your scene.
  84285. * It is basically a dynamic texture that could be used to create special effects for instance.
  84286. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  84287. */
  84288. export class RenderTargetTexture extends Texture {
  84289. isCube: boolean;
  84290. /**
  84291. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  84292. */
  84293. static readonly REFRESHRATE_RENDER_ONCE: number;
  84294. /**
  84295. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  84296. */
  84297. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  84298. /**
  84299. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  84300. * the central point of your effect and can save a lot of performances.
  84301. */
  84302. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  84303. /**
  84304. * Use this predicate to dynamically define the list of mesh you want to render.
  84305. * If set, the renderList property will be overwritten.
  84306. */
  84307. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  84308. private _renderList;
  84309. /**
  84310. * Use this list to define the list of mesh you want to render.
  84311. */
  84312. renderList: Nullable<Array<AbstractMesh>>;
  84313. private _hookArray;
  84314. /**
  84315. * Define if particles should be rendered in your texture.
  84316. */
  84317. renderParticles: boolean;
  84318. /**
  84319. * Define if sprites should be rendered in your texture.
  84320. */
  84321. renderSprites: boolean;
  84322. /**
  84323. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  84324. */
  84325. coordinatesMode: number;
  84326. /**
  84327. * Define the camera used to render the texture.
  84328. */
  84329. activeCamera: Nullable<Camera>;
  84330. /**
  84331. * Override the render function of the texture with your own one.
  84332. */
  84333. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  84334. /**
  84335. * Define if camera post processes should be use while rendering the texture.
  84336. */
  84337. useCameraPostProcesses: boolean;
  84338. /**
  84339. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  84340. */
  84341. ignoreCameraViewport: boolean;
  84342. private _postProcessManager;
  84343. private _postProcesses;
  84344. private _resizeObserver;
  84345. /**
  84346. * An event triggered when the texture is unbind.
  84347. */
  84348. onBeforeBindObservable: Observable<RenderTargetTexture>;
  84349. /**
  84350. * An event triggered when the texture is unbind.
  84351. */
  84352. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  84353. private _onAfterUnbindObserver;
  84354. /**
  84355. * Set a after unbind callback in the texture.
  84356. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  84357. */
  84358. onAfterUnbind: () => void;
  84359. /**
  84360. * An event triggered before rendering the texture
  84361. */
  84362. onBeforeRenderObservable: Observable<number>;
  84363. private _onBeforeRenderObserver;
  84364. /**
  84365. * Set a before render callback in the texture.
  84366. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  84367. */
  84368. onBeforeRender: (faceIndex: number) => void;
  84369. /**
  84370. * An event triggered after rendering the texture
  84371. */
  84372. onAfterRenderObservable: Observable<number>;
  84373. private _onAfterRenderObserver;
  84374. /**
  84375. * Set a after render callback in the texture.
  84376. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  84377. */
  84378. onAfterRender: (faceIndex: number) => void;
  84379. /**
  84380. * An event triggered after the texture clear
  84381. */
  84382. onClearObservable: Observable<Engine>;
  84383. private _onClearObserver;
  84384. /**
  84385. * Set a clear callback in the texture.
  84386. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84387. */
  84388. onClear: (Engine: Engine) => void;
  84389. /**
  84390. * An event triggered when the texture is resized.
  84391. */
  84392. onResizeObservable: Observable<RenderTargetTexture>;
  84393. /**
  84394. * Define the clear color of the Render Target if it should be different from the scene.
  84395. */
  84396. clearColor: Color4;
  84397. protected _size: number | {
  84398. width: number;
  84399. height: number;
  84400. };
  84401. protected _initialSizeParameter: number | {
  84402. width: number;
  84403. height: number;
  84404. } | {
  84405. ratio: number;
  84406. };
  84407. protected _sizeRatio: Nullable<number>;
  84408. /** @hidden */
  84409. _generateMipMaps: boolean;
  84410. protected _renderingManager: RenderingManager;
  84411. /** @hidden */
  84412. _waitingRenderList: string[];
  84413. protected _doNotChangeAspectRatio: boolean;
  84414. protected _currentRefreshId: number;
  84415. protected _refreshRate: number;
  84416. protected _textureMatrix: Matrix;
  84417. protected _samples: number;
  84418. protected _renderTargetOptions: RenderTargetCreationOptions;
  84419. /**
  84420. * Gets render target creation options that were used.
  84421. */
  84422. readonly renderTargetOptions: RenderTargetCreationOptions;
  84423. protected _engine: Engine;
  84424. protected _onRatioRescale(): void;
  84425. /**
  84426. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84427. * It must define where the camera used to render the texture is set
  84428. */
  84429. boundingBoxPosition: Vector3;
  84430. private _boundingBoxSize;
  84431. /**
  84432. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84433. * When defined, the cubemap will switch to local mode
  84434. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84435. * @example https://www.babylonjs-playground.com/#RNASML
  84436. */
  84437. boundingBoxSize: Vector3;
  84438. /**
  84439. * In case the RTT has been created with a depth texture, get the associated
  84440. * depth texture.
  84441. * Otherwise, return null.
  84442. */
  84443. depthStencilTexture: Nullable<InternalTexture>;
  84444. /**
  84445. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84446. * or used a shadow, depth texture...
  84447. * @param name The friendly name of the texture
  84448. * @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)
  84449. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84450. * @param generateMipMaps True if mip maps need to be generated after render.
  84451. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84452. * @param type The type of the buffer in the RTT (int, half float, float...)
  84453. * @param isCube True if a cube texture needs to be created
  84454. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84455. * @param generateDepthBuffer True to generate a depth buffer
  84456. * @param generateStencilBuffer True to generate a stencil buffer
  84457. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84458. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84459. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84460. */
  84461. constructor(name: string, size: number | {
  84462. width: number;
  84463. height: number;
  84464. } | {
  84465. ratio: number;
  84466. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84467. /**
  84468. * Creates a depth stencil texture.
  84469. * This is only available in WebGL 2 or with the depth texture extension available.
  84470. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84471. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84472. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84473. */
  84474. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84475. private _processSizeParameter;
  84476. /**
  84477. * Define the number of samples to use in case of MSAA.
  84478. * It defaults to one meaning no MSAA has been enabled.
  84479. */
  84480. samples: number;
  84481. /**
  84482. * Resets the refresh counter of the texture and start bak from scratch.
  84483. * Could be useful to regenerate the texture if it is setup to render only once.
  84484. */
  84485. resetRefreshCounter(): void;
  84486. /**
  84487. * Define the refresh rate of the texture or the rendering frequency.
  84488. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84489. */
  84490. refreshRate: number;
  84491. /**
  84492. * Adds a post process to the render target rendering passes.
  84493. * @param postProcess define the post process to add
  84494. */
  84495. addPostProcess(postProcess: PostProcess): void;
  84496. /**
  84497. * Clear all the post processes attached to the render target
  84498. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84499. */
  84500. clearPostProcesses(dispose?: boolean): void;
  84501. /**
  84502. * Remove one of the post process from the list of attached post processes to the texture
  84503. * @param postProcess define the post process to remove from the list
  84504. */
  84505. removePostProcess(postProcess: PostProcess): void;
  84506. /** @hidden */
  84507. _shouldRender(): boolean;
  84508. /**
  84509. * Gets the actual render size of the texture.
  84510. * @returns the width of the render size
  84511. */
  84512. getRenderSize(): number;
  84513. /**
  84514. * Gets the actual render width of the texture.
  84515. * @returns the width of the render size
  84516. */
  84517. getRenderWidth(): number;
  84518. /**
  84519. * Gets the actual render height of the texture.
  84520. * @returns the height of the render size
  84521. */
  84522. getRenderHeight(): number;
  84523. /**
  84524. * Get if the texture can be rescaled or not.
  84525. */
  84526. readonly canRescale: boolean;
  84527. /**
  84528. * Resize the texture using a ratio.
  84529. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84530. */
  84531. scale(ratio: number): void;
  84532. /**
  84533. * Get the texture reflection matrix used to rotate/transform the reflection.
  84534. * @returns the reflection matrix
  84535. */
  84536. getReflectionTextureMatrix(): Matrix;
  84537. /**
  84538. * Resize the texture to a new desired size.
  84539. * Be carrefull as it will recreate all the data in the new texture.
  84540. * @param size Define the new size. It can be:
  84541. * - a number for squared texture,
  84542. * - an object containing { width: number, height: number }
  84543. * - or an object containing a ratio { ratio: number }
  84544. */
  84545. resize(size: number | {
  84546. width: number;
  84547. height: number;
  84548. } | {
  84549. ratio: number;
  84550. }): void;
  84551. /**
  84552. * Renders all the objects from the render list into the texture.
  84553. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84554. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84555. */
  84556. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84557. private _bestReflectionRenderTargetDimension;
  84558. /**
  84559. * @hidden
  84560. * @param faceIndex face index to bind to if this is a cubetexture
  84561. */
  84562. _bindFrameBuffer(faceIndex?: number): void;
  84563. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84564. private renderToTarget;
  84565. /**
  84566. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84567. * This allowed control for front to back rendering or reversly depending of the special needs.
  84568. *
  84569. * @param renderingGroupId The rendering group id corresponding to its index
  84570. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84571. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84572. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84573. */
  84574. 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;
  84575. /**
  84576. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84577. *
  84578. * @param renderingGroupId The rendering group id corresponding to its index
  84579. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84580. */
  84581. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84582. /**
  84583. * Clones the texture.
  84584. * @returns the cloned texture
  84585. */
  84586. clone(): RenderTargetTexture;
  84587. /**
  84588. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84589. * @returns The JSON representation of the texture
  84590. */
  84591. serialize(): any;
  84592. /**
  84593. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84594. */
  84595. disposeFramebufferObjects(): void;
  84596. /**
  84597. * Dispose the texture and release its associated resources.
  84598. */
  84599. dispose(): void;
  84600. /** @hidden */
  84601. _rebuild(): void;
  84602. /**
  84603. * Clear the info related to rendering groups preventing retention point in material dispose.
  84604. */
  84605. freeRenderingGroups(): void;
  84606. /**
  84607. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84608. * @returns the view count
  84609. */
  84610. getViewCount(): number;
  84611. }
  84612. }
  84613. declare module BABYLON {
  84614. /**
  84615. * Base class for the main features of a material in Babylon.js
  84616. */
  84617. export class Material implements IAnimatable {
  84618. /**
  84619. * Returns the triangle fill mode
  84620. */
  84621. static readonly TriangleFillMode: number;
  84622. /**
  84623. * Returns the wireframe mode
  84624. */
  84625. static readonly WireFrameFillMode: number;
  84626. /**
  84627. * Returns the point fill mode
  84628. */
  84629. static readonly PointFillMode: number;
  84630. /**
  84631. * Returns the point list draw mode
  84632. */
  84633. static readonly PointListDrawMode: number;
  84634. /**
  84635. * Returns the line list draw mode
  84636. */
  84637. static readonly LineListDrawMode: number;
  84638. /**
  84639. * Returns the line loop draw mode
  84640. */
  84641. static readonly LineLoopDrawMode: number;
  84642. /**
  84643. * Returns the line strip draw mode
  84644. */
  84645. static readonly LineStripDrawMode: number;
  84646. /**
  84647. * Returns the triangle strip draw mode
  84648. */
  84649. static readonly TriangleStripDrawMode: number;
  84650. /**
  84651. * Returns the triangle fan draw mode
  84652. */
  84653. static readonly TriangleFanDrawMode: number;
  84654. /**
  84655. * Stores the clock-wise side orientation
  84656. */
  84657. static readonly ClockWiseSideOrientation: number;
  84658. /**
  84659. * Stores the counter clock-wise side orientation
  84660. */
  84661. static readonly CounterClockWiseSideOrientation: number;
  84662. /**
  84663. * The dirty texture flag value
  84664. */
  84665. static readonly TextureDirtyFlag: number;
  84666. /**
  84667. * The dirty light flag value
  84668. */
  84669. static readonly LightDirtyFlag: number;
  84670. /**
  84671. * The dirty fresnel flag value
  84672. */
  84673. static readonly FresnelDirtyFlag: number;
  84674. /**
  84675. * The dirty attribute flag value
  84676. */
  84677. static readonly AttributesDirtyFlag: number;
  84678. /**
  84679. * The dirty misc flag value
  84680. */
  84681. static readonly MiscDirtyFlag: number;
  84682. /**
  84683. * The all dirty flag value
  84684. */
  84685. static readonly AllDirtyFlag: number;
  84686. /**
  84687. * The ID of the material
  84688. */
  84689. id: string;
  84690. /**
  84691. * Gets or sets the unique id of the material
  84692. */
  84693. uniqueId: number;
  84694. /**
  84695. * The name of the material
  84696. */
  84697. name: string;
  84698. /**
  84699. * Gets or sets user defined metadata
  84700. */
  84701. metadata: any;
  84702. /**
  84703. * For internal use only. Please do not use.
  84704. */
  84705. reservedDataStore: any;
  84706. /**
  84707. * Specifies if the ready state should be checked on each call
  84708. */
  84709. checkReadyOnEveryCall: boolean;
  84710. /**
  84711. * Specifies if the ready state should be checked once
  84712. */
  84713. checkReadyOnlyOnce: boolean;
  84714. /**
  84715. * The state of the material
  84716. */
  84717. state: string;
  84718. /**
  84719. * The alpha value of the material
  84720. */
  84721. protected _alpha: number;
  84722. /**
  84723. * List of inspectable custom properties (used by the Inspector)
  84724. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84725. */
  84726. inspectableCustomProperties: IInspectable[];
  84727. /**
  84728. * Sets the alpha value of the material
  84729. */
  84730. /**
  84731. * Gets the alpha value of the material
  84732. */
  84733. alpha: number;
  84734. /**
  84735. * Specifies if back face culling is enabled
  84736. */
  84737. protected _backFaceCulling: boolean;
  84738. /**
  84739. * Sets the back-face culling state
  84740. */
  84741. /**
  84742. * Gets the back-face culling state
  84743. */
  84744. backFaceCulling: boolean;
  84745. /**
  84746. * Stores the value for side orientation
  84747. */
  84748. sideOrientation: number;
  84749. /**
  84750. * Callback triggered when the material is compiled
  84751. */
  84752. onCompiled: Nullable<(effect: Effect) => void>;
  84753. /**
  84754. * Callback triggered when an error occurs
  84755. */
  84756. onError: Nullable<(effect: Effect, errors: string) => void>;
  84757. /**
  84758. * Callback triggered to get the render target textures
  84759. */
  84760. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84761. /**
  84762. * Gets a boolean indicating that current material needs to register RTT
  84763. */
  84764. readonly hasRenderTargetTextures: boolean;
  84765. /**
  84766. * Specifies if the material should be serialized
  84767. */
  84768. doNotSerialize: boolean;
  84769. /**
  84770. * @hidden
  84771. */
  84772. _storeEffectOnSubMeshes: boolean;
  84773. /**
  84774. * Stores the animations for the material
  84775. */
  84776. animations: Nullable<Array<Animation>>;
  84777. /**
  84778. * An event triggered when the material is disposed
  84779. */
  84780. onDisposeObservable: Observable<Material>;
  84781. /**
  84782. * An observer which watches for dispose events
  84783. */
  84784. private _onDisposeObserver;
  84785. private _onUnBindObservable;
  84786. /**
  84787. * Called during a dispose event
  84788. */
  84789. onDispose: () => void;
  84790. private _onBindObservable;
  84791. /**
  84792. * An event triggered when the material is bound
  84793. */
  84794. readonly onBindObservable: Observable<AbstractMesh>;
  84795. /**
  84796. * An observer which watches for bind events
  84797. */
  84798. private _onBindObserver;
  84799. /**
  84800. * Called during a bind event
  84801. */
  84802. onBind: (Mesh: AbstractMesh) => void;
  84803. /**
  84804. * An event triggered when the material is unbound
  84805. */
  84806. readonly onUnBindObservable: Observable<Material>;
  84807. /**
  84808. * Stores the value of the alpha mode
  84809. */
  84810. private _alphaMode;
  84811. /**
  84812. * Sets the value of the alpha mode.
  84813. *
  84814. * | Value | Type | Description |
  84815. * | --- | --- | --- |
  84816. * | 0 | ALPHA_DISABLE | |
  84817. * | 1 | ALPHA_ADD | |
  84818. * | 2 | ALPHA_COMBINE | |
  84819. * | 3 | ALPHA_SUBTRACT | |
  84820. * | 4 | ALPHA_MULTIPLY | |
  84821. * | 5 | ALPHA_MAXIMIZED | |
  84822. * | 6 | ALPHA_ONEONE | |
  84823. * | 7 | ALPHA_PREMULTIPLIED | |
  84824. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84825. * | 9 | ALPHA_INTERPOLATE | |
  84826. * | 10 | ALPHA_SCREENMODE | |
  84827. *
  84828. */
  84829. /**
  84830. * Gets the value of the alpha mode
  84831. */
  84832. alphaMode: number;
  84833. /**
  84834. * Stores the state of the need depth pre-pass value
  84835. */
  84836. private _needDepthPrePass;
  84837. /**
  84838. * Sets the need depth pre-pass value
  84839. */
  84840. /**
  84841. * Gets the depth pre-pass value
  84842. */
  84843. needDepthPrePass: boolean;
  84844. /**
  84845. * Specifies if depth writing should be disabled
  84846. */
  84847. disableDepthWrite: boolean;
  84848. /**
  84849. * Specifies if depth writing should be forced
  84850. */
  84851. forceDepthWrite: boolean;
  84852. /**
  84853. * Specifies if there should be a separate pass for culling
  84854. */
  84855. separateCullingPass: boolean;
  84856. /**
  84857. * Stores the state specifing if fog should be enabled
  84858. */
  84859. private _fogEnabled;
  84860. /**
  84861. * Sets the state for enabling fog
  84862. */
  84863. /**
  84864. * Gets the value of the fog enabled state
  84865. */
  84866. fogEnabled: boolean;
  84867. /**
  84868. * Stores the size of points
  84869. */
  84870. pointSize: number;
  84871. /**
  84872. * Stores the z offset value
  84873. */
  84874. zOffset: number;
  84875. /**
  84876. * Gets a value specifying if wireframe mode is enabled
  84877. */
  84878. /**
  84879. * Sets the state of wireframe mode
  84880. */
  84881. wireframe: boolean;
  84882. /**
  84883. * Gets the value specifying if point clouds are enabled
  84884. */
  84885. /**
  84886. * Sets the state of point cloud mode
  84887. */
  84888. pointsCloud: boolean;
  84889. /**
  84890. * Gets the material fill mode
  84891. */
  84892. /**
  84893. * Sets the material fill mode
  84894. */
  84895. fillMode: number;
  84896. /**
  84897. * @hidden
  84898. * Stores the effects for the material
  84899. */
  84900. _effect: Nullable<Effect>;
  84901. /**
  84902. * @hidden
  84903. * Specifies if the material was previously ready
  84904. */
  84905. _wasPreviouslyReady: boolean;
  84906. /**
  84907. * Specifies if uniform buffers should be used
  84908. */
  84909. private _useUBO;
  84910. /**
  84911. * Stores a reference to the scene
  84912. */
  84913. private _scene;
  84914. /**
  84915. * Stores the fill mode state
  84916. */
  84917. private _fillMode;
  84918. /**
  84919. * Specifies if the depth write state should be cached
  84920. */
  84921. private _cachedDepthWriteState;
  84922. /**
  84923. * Stores the uniform buffer
  84924. */
  84925. protected _uniformBuffer: UniformBuffer;
  84926. /** @hidden */
  84927. _indexInSceneMaterialArray: number;
  84928. /** @hidden */
  84929. meshMap: Nullable<{
  84930. [id: string]: AbstractMesh | undefined;
  84931. }>;
  84932. /**
  84933. * Creates a material instance
  84934. * @param name defines the name of the material
  84935. * @param scene defines the scene to reference
  84936. * @param doNotAdd specifies if the material should be added to the scene
  84937. */
  84938. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84939. /**
  84940. * Returns a string representation of the current material
  84941. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84942. * @returns a string with material information
  84943. */
  84944. toString(fullDetails?: boolean): string;
  84945. /**
  84946. * Gets the class name of the material
  84947. * @returns a string with the class name of the material
  84948. */
  84949. getClassName(): string;
  84950. /**
  84951. * Specifies if updates for the material been locked
  84952. */
  84953. readonly isFrozen: boolean;
  84954. /**
  84955. * Locks updates for the material
  84956. */
  84957. freeze(): void;
  84958. /**
  84959. * Unlocks updates for the material
  84960. */
  84961. unfreeze(): void;
  84962. /**
  84963. * Specifies if the material is ready to be used
  84964. * @param mesh defines the mesh to check
  84965. * @param useInstances specifies if instances should be used
  84966. * @returns a boolean indicating if the material is ready to be used
  84967. */
  84968. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84969. /**
  84970. * Specifies that the submesh is ready to be used
  84971. * @param mesh defines the mesh to check
  84972. * @param subMesh defines which submesh to check
  84973. * @param useInstances specifies that instances should be used
  84974. * @returns a boolean indicating that the submesh is ready or not
  84975. */
  84976. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84977. /**
  84978. * Returns the material effect
  84979. * @returns the effect associated with the material
  84980. */
  84981. getEffect(): Nullable<Effect>;
  84982. /**
  84983. * Returns the current scene
  84984. * @returns a Scene
  84985. */
  84986. getScene(): Scene;
  84987. /**
  84988. * Specifies if the material will require alpha blending
  84989. * @returns a boolean specifying if alpha blending is needed
  84990. */
  84991. needAlphaBlending(): boolean;
  84992. /**
  84993. * Specifies if the mesh will require alpha blending
  84994. * @param mesh defines the mesh to check
  84995. * @returns a boolean specifying if alpha blending is needed for the mesh
  84996. */
  84997. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84998. /**
  84999. * Specifies if this material should be rendered in alpha test mode
  85000. * @returns a boolean specifying if an alpha test is needed.
  85001. */
  85002. needAlphaTesting(): boolean;
  85003. /**
  85004. * Gets the texture used for the alpha test
  85005. * @returns the texture to use for alpha testing
  85006. */
  85007. getAlphaTestTexture(): Nullable<BaseTexture>;
  85008. /**
  85009. * Marks the material to indicate that it needs to be re-calculated
  85010. */
  85011. markDirty(): void;
  85012. /** @hidden */
  85013. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85014. /**
  85015. * Binds the material to the mesh
  85016. * @param world defines the world transformation matrix
  85017. * @param mesh defines the mesh to bind the material to
  85018. */
  85019. bind(world: Matrix, mesh?: Mesh): void;
  85020. /**
  85021. * Binds the submesh to the material
  85022. * @param world defines the world transformation matrix
  85023. * @param mesh defines the mesh containing the submesh
  85024. * @param subMesh defines the submesh to bind the material to
  85025. */
  85026. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85027. /**
  85028. * Binds the world matrix to the material
  85029. * @param world defines the world transformation matrix
  85030. */
  85031. bindOnlyWorldMatrix(world: Matrix): void;
  85032. /**
  85033. * Binds the scene's uniform buffer to the effect.
  85034. * @param effect defines the effect to bind to the scene uniform buffer
  85035. * @param sceneUbo defines the uniform buffer storing scene data
  85036. */
  85037. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85038. /**
  85039. * Binds the view matrix to the effect
  85040. * @param effect defines the effect to bind the view matrix to
  85041. */
  85042. bindView(effect: Effect): void;
  85043. /**
  85044. * Binds the view projection matrix to the effect
  85045. * @param effect defines the effect to bind the view projection matrix to
  85046. */
  85047. bindViewProjection(effect: Effect): void;
  85048. /**
  85049. * Specifies if material alpha testing should be turned on for the mesh
  85050. * @param mesh defines the mesh to check
  85051. */
  85052. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85053. /**
  85054. * Processes to execute after binding the material to a mesh
  85055. * @param mesh defines the rendered mesh
  85056. */
  85057. protected _afterBind(mesh?: Mesh): void;
  85058. /**
  85059. * Unbinds the material from the mesh
  85060. */
  85061. unbind(): void;
  85062. /**
  85063. * Gets the active textures from the material
  85064. * @returns an array of textures
  85065. */
  85066. getActiveTextures(): BaseTexture[];
  85067. /**
  85068. * Specifies if the material uses a texture
  85069. * @param texture defines the texture to check against the material
  85070. * @returns a boolean specifying if the material uses the texture
  85071. */
  85072. hasTexture(texture: BaseTexture): boolean;
  85073. /**
  85074. * Makes a duplicate of the material, and gives it a new name
  85075. * @param name defines the new name for the duplicated material
  85076. * @returns the cloned material
  85077. */
  85078. clone(name: string): Nullable<Material>;
  85079. /**
  85080. * Gets the meshes bound to the material
  85081. * @returns an array of meshes bound to the material
  85082. */
  85083. getBindedMeshes(): AbstractMesh[];
  85084. /**
  85085. * Force shader compilation
  85086. * @param mesh defines the mesh associated with this material
  85087. * @param onCompiled defines a function to execute once the material is compiled
  85088. * @param options defines the options to configure the compilation
  85089. */
  85090. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85091. clipPlane: boolean;
  85092. }>): void;
  85093. /**
  85094. * Force shader compilation
  85095. * @param mesh defines the mesh that will use this material
  85096. * @param options defines additional options for compiling the shaders
  85097. * @returns a promise that resolves when the compilation completes
  85098. */
  85099. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85100. clipPlane: boolean;
  85101. }>): Promise<void>;
  85102. private static readonly _AllDirtyCallBack;
  85103. private static readonly _ImageProcessingDirtyCallBack;
  85104. private static readonly _TextureDirtyCallBack;
  85105. private static readonly _FresnelDirtyCallBack;
  85106. private static readonly _MiscDirtyCallBack;
  85107. private static readonly _LightsDirtyCallBack;
  85108. private static readonly _AttributeDirtyCallBack;
  85109. private static _FresnelAndMiscDirtyCallBack;
  85110. private static _TextureAndMiscDirtyCallBack;
  85111. private static readonly _DirtyCallbackArray;
  85112. private static readonly _RunDirtyCallBacks;
  85113. /**
  85114. * Marks a define in the material to indicate that it needs to be re-computed
  85115. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85116. */
  85117. markAsDirty(flag: number): void;
  85118. /**
  85119. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85120. * @param func defines a function which checks material defines against the submeshes
  85121. */
  85122. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85123. /**
  85124. * Indicates that we need to re-calculated for all submeshes
  85125. */
  85126. protected _markAllSubMeshesAsAllDirty(): void;
  85127. /**
  85128. * Indicates that image processing needs to be re-calculated for all submeshes
  85129. */
  85130. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85131. /**
  85132. * Indicates that textures need to be re-calculated for all submeshes
  85133. */
  85134. protected _markAllSubMeshesAsTexturesDirty(): void;
  85135. /**
  85136. * Indicates that fresnel needs to be re-calculated for all submeshes
  85137. */
  85138. protected _markAllSubMeshesAsFresnelDirty(): void;
  85139. /**
  85140. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85141. */
  85142. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85143. /**
  85144. * Indicates that lights need to be re-calculated for all submeshes
  85145. */
  85146. protected _markAllSubMeshesAsLightsDirty(): void;
  85147. /**
  85148. * Indicates that attributes need to be re-calculated for all submeshes
  85149. */
  85150. protected _markAllSubMeshesAsAttributesDirty(): void;
  85151. /**
  85152. * Indicates that misc needs to be re-calculated for all submeshes
  85153. */
  85154. protected _markAllSubMeshesAsMiscDirty(): void;
  85155. /**
  85156. * Indicates that textures and misc need to be re-calculated for all submeshes
  85157. */
  85158. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85159. /**
  85160. * Disposes the material
  85161. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  85162. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  85163. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  85164. */
  85165. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  85166. /** @hidden */
  85167. private releaseVertexArrayObject;
  85168. /**
  85169. * Serializes this material
  85170. * @returns the serialized material object
  85171. */
  85172. serialize(): any;
  85173. /**
  85174. * Creates a material from parsed material data
  85175. * @param parsedMaterial defines parsed material data
  85176. * @param scene defines the hosting scene
  85177. * @param rootUrl defines the root URL to use to load textures
  85178. * @returns a new material
  85179. */
  85180. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85181. }
  85182. }
  85183. declare module BABYLON {
  85184. /**
  85185. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85186. * separate meshes. This can be use to improve performances.
  85187. * @see http://doc.babylonjs.com/how_to/multi_materials
  85188. */
  85189. export class MultiMaterial extends Material {
  85190. private _subMaterials;
  85191. /**
  85192. * Gets or Sets the list of Materials used within the multi material.
  85193. * They need to be ordered according to the submeshes order in the associated mesh
  85194. */
  85195. subMaterials: Nullable<Material>[];
  85196. /**
  85197. * Function used to align with Node.getChildren()
  85198. * @returns the list of Materials used within the multi material
  85199. */
  85200. getChildren(): Nullable<Material>[];
  85201. /**
  85202. * Instantiates a new Multi Material
  85203. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85204. * separate meshes. This can be use to improve performances.
  85205. * @see http://doc.babylonjs.com/how_to/multi_materials
  85206. * @param name Define the name in the scene
  85207. * @param scene Define the scene the material belongs to
  85208. */
  85209. constructor(name: string, scene: Scene);
  85210. private _hookArray;
  85211. /**
  85212. * Get one of the submaterial by its index in the submaterials array
  85213. * @param index The index to look the sub material at
  85214. * @returns The Material if the index has been defined
  85215. */
  85216. getSubMaterial(index: number): Nullable<Material>;
  85217. /**
  85218. * Get the list of active textures for the whole sub materials list.
  85219. * @returns All the textures that will be used during the rendering
  85220. */
  85221. getActiveTextures(): BaseTexture[];
  85222. /**
  85223. * Gets the current class name of the material e.g. "MultiMaterial"
  85224. * Mainly use in serialization.
  85225. * @returns the class name
  85226. */
  85227. getClassName(): string;
  85228. /**
  85229. * Checks if the material is ready to render the requested sub mesh
  85230. * @param mesh Define the mesh the submesh belongs to
  85231. * @param subMesh Define the sub mesh to look readyness for
  85232. * @param useInstances Define whether or not the material is used with instances
  85233. * @returns true if ready, otherwise false
  85234. */
  85235. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85236. /**
  85237. * Clones the current material and its related sub materials
  85238. * @param name Define the name of the newly cloned material
  85239. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  85240. * @returns the cloned material
  85241. */
  85242. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  85243. /**
  85244. * Serializes the materials into a JSON representation.
  85245. * @returns the JSON representation
  85246. */
  85247. serialize(): any;
  85248. /**
  85249. * Dispose the material and release its associated resources
  85250. * @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)
  85251. * @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)
  85252. * @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)
  85253. */
  85254. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  85255. /**
  85256. * Creates a MultiMaterial from parsed MultiMaterial data.
  85257. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  85258. * @param scene defines the hosting scene
  85259. * @returns a new MultiMaterial
  85260. */
  85261. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  85262. }
  85263. }
  85264. declare module BABYLON {
  85265. /**
  85266. * Base class for submeshes
  85267. */
  85268. export class BaseSubMesh {
  85269. /** @hidden */
  85270. _materialDefines: Nullable<MaterialDefines>;
  85271. /** @hidden */
  85272. _materialEffect: Nullable<Effect>;
  85273. /**
  85274. * Gets associated effect
  85275. */
  85276. readonly effect: Nullable<Effect>;
  85277. /**
  85278. * Sets associated effect (effect used to render this submesh)
  85279. * @param effect defines the effect to associate with
  85280. * @param defines defines the set of defines used to compile this effect
  85281. */
  85282. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  85283. }
  85284. /**
  85285. * Defines a subdivision inside a mesh
  85286. */
  85287. export class SubMesh extends BaseSubMesh implements ICullable {
  85288. /** the material index to use */
  85289. materialIndex: number;
  85290. /** vertex index start */
  85291. verticesStart: number;
  85292. /** vertices count */
  85293. verticesCount: number;
  85294. /** index start */
  85295. indexStart: number;
  85296. /** indices count */
  85297. indexCount: number;
  85298. /** @hidden */
  85299. _linesIndexCount: number;
  85300. private _mesh;
  85301. private _renderingMesh;
  85302. private _boundingInfo;
  85303. private _linesIndexBuffer;
  85304. /** @hidden */
  85305. _lastColliderWorldVertices: Nullable<Vector3[]>;
  85306. /** @hidden */
  85307. _trianglePlanes: Plane[];
  85308. /** @hidden */
  85309. _lastColliderTransformMatrix: Nullable<Matrix>;
  85310. /** @hidden */
  85311. _renderId: number;
  85312. /** @hidden */
  85313. _alphaIndex: number;
  85314. /** @hidden */
  85315. _distanceToCamera: number;
  85316. /** @hidden */
  85317. _id: number;
  85318. private _currentMaterial;
  85319. /**
  85320. * Add a new submesh to a mesh
  85321. * @param materialIndex defines the material index to use
  85322. * @param verticesStart defines vertex index start
  85323. * @param verticesCount defines vertices count
  85324. * @param indexStart defines index start
  85325. * @param indexCount defines indices count
  85326. * @param mesh defines the parent mesh
  85327. * @param renderingMesh defines an optional rendering mesh
  85328. * @param createBoundingBox defines if bounding box should be created for this submesh
  85329. * @returns the new submesh
  85330. */
  85331. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  85332. /**
  85333. * Creates a new submesh
  85334. * @param materialIndex defines the material index to use
  85335. * @param verticesStart defines vertex index start
  85336. * @param verticesCount defines vertices count
  85337. * @param indexStart defines index start
  85338. * @param indexCount defines indices count
  85339. * @param mesh defines the parent mesh
  85340. * @param renderingMesh defines an optional rendering mesh
  85341. * @param createBoundingBox defines if bounding box should be created for this submesh
  85342. */
  85343. constructor(
  85344. /** the material index to use */
  85345. materialIndex: number,
  85346. /** vertex index start */
  85347. verticesStart: number,
  85348. /** vertices count */
  85349. verticesCount: number,
  85350. /** index start */
  85351. indexStart: number,
  85352. /** indices count */
  85353. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  85354. /**
  85355. * Returns true if this submesh covers the entire parent mesh
  85356. * @ignorenaming
  85357. */
  85358. readonly IsGlobal: boolean;
  85359. /**
  85360. * Returns the submesh BoudingInfo object
  85361. * @returns current bounding info (or mesh's one if the submesh is global)
  85362. */
  85363. getBoundingInfo(): BoundingInfo;
  85364. /**
  85365. * Sets the submesh BoundingInfo
  85366. * @param boundingInfo defines the new bounding info to use
  85367. * @returns the SubMesh
  85368. */
  85369. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  85370. /**
  85371. * Returns the mesh of the current submesh
  85372. * @return the parent mesh
  85373. */
  85374. getMesh(): AbstractMesh;
  85375. /**
  85376. * Returns the rendering mesh of the submesh
  85377. * @returns the rendering mesh (could be different from parent mesh)
  85378. */
  85379. getRenderingMesh(): Mesh;
  85380. /**
  85381. * Returns the submesh material
  85382. * @returns null or the current material
  85383. */
  85384. getMaterial(): Nullable<Material>;
  85385. /**
  85386. * Sets a new updated BoundingInfo object to the submesh
  85387. * @param data defines an optional position array to use to determine the bounding info
  85388. * @returns the SubMesh
  85389. */
  85390. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85391. /** @hidden */
  85392. _checkCollision(collider: Collider): boolean;
  85393. /**
  85394. * Updates the submesh BoundingInfo
  85395. * @param world defines the world matrix to use to update the bounding info
  85396. * @returns the submesh
  85397. */
  85398. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85399. /**
  85400. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85401. * @param frustumPlanes defines the frustum planes
  85402. * @returns true if the submesh is intersecting with the frustum
  85403. */
  85404. isInFrustum(frustumPlanes: Plane[]): boolean;
  85405. /**
  85406. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85407. * @param frustumPlanes defines the frustum planes
  85408. * @returns true if the submesh is inside the frustum
  85409. */
  85410. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85411. /**
  85412. * Renders the submesh
  85413. * @param enableAlphaMode defines if alpha needs to be used
  85414. * @returns the submesh
  85415. */
  85416. render(enableAlphaMode: boolean): SubMesh;
  85417. /**
  85418. * @hidden
  85419. */
  85420. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85421. /**
  85422. * Checks if the submesh intersects with a ray
  85423. * @param ray defines the ray to test
  85424. * @returns true is the passed ray intersects the submesh bounding box
  85425. */
  85426. canIntersects(ray: Ray): boolean;
  85427. /**
  85428. * Intersects current submesh with a ray
  85429. * @param ray defines the ray to test
  85430. * @param positions defines mesh's positions array
  85431. * @param indices defines mesh's indices array
  85432. * @param fastCheck defines if only bounding info should be used
  85433. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85434. * @returns intersection info or null if no intersection
  85435. */
  85436. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85437. /** @hidden */
  85438. private _intersectLines;
  85439. /** @hidden */
  85440. private _intersectUnIndexedLines;
  85441. /** @hidden */
  85442. private _intersectTriangles;
  85443. /** @hidden */
  85444. private _intersectUnIndexedTriangles;
  85445. /** @hidden */
  85446. _rebuild(): void;
  85447. /**
  85448. * Creates a new submesh from the passed mesh
  85449. * @param newMesh defines the new hosting mesh
  85450. * @param newRenderingMesh defines an optional rendering mesh
  85451. * @returns the new submesh
  85452. */
  85453. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85454. /**
  85455. * Release associated resources
  85456. */
  85457. dispose(): void;
  85458. /**
  85459. * Gets the class name
  85460. * @returns the string "SubMesh".
  85461. */
  85462. getClassName(): string;
  85463. /**
  85464. * Creates a new submesh from indices data
  85465. * @param materialIndex the index of the main mesh material
  85466. * @param startIndex the index where to start the copy in the mesh indices array
  85467. * @param indexCount the number of indices to copy then from the startIndex
  85468. * @param mesh the main mesh to create the submesh from
  85469. * @param renderingMesh the optional rendering mesh
  85470. * @returns a new submesh
  85471. */
  85472. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85473. }
  85474. }
  85475. declare module BABYLON {
  85476. /**
  85477. * Class used to represent data loading progression
  85478. */
  85479. export class SceneLoaderFlags {
  85480. private static _ForceFullSceneLoadingForIncremental;
  85481. private static _ShowLoadingScreen;
  85482. private static _CleanBoneMatrixWeights;
  85483. private static _loggingLevel;
  85484. /**
  85485. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85486. */
  85487. static ForceFullSceneLoadingForIncremental: boolean;
  85488. /**
  85489. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85490. */
  85491. static ShowLoadingScreen: boolean;
  85492. /**
  85493. * Defines the current logging level (while loading the scene)
  85494. * @ignorenaming
  85495. */
  85496. static loggingLevel: number;
  85497. /**
  85498. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85499. */
  85500. static CleanBoneMatrixWeights: boolean;
  85501. }
  85502. }
  85503. declare module BABYLON {
  85504. /**
  85505. * Class used to store geometry data (vertex buffers + index buffer)
  85506. */
  85507. export class Geometry implements IGetSetVerticesData {
  85508. /**
  85509. * Gets or sets the ID of the geometry
  85510. */
  85511. id: string;
  85512. /**
  85513. * Gets or sets the unique ID of the geometry
  85514. */
  85515. uniqueId: number;
  85516. /**
  85517. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85518. */
  85519. delayLoadState: number;
  85520. /**
  85521. * Gets the file containing the data to load when running in delay load state
  85522. */
  85523. delayLoadingFile: Nullable<string>;
  85524. /**
  85525. * Callback called when the geometry is updated
  85526. */
  85527. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85528. private _scene;
  85529. private _engine;
  85530. private _meshes;
  85531. private _totalVertices;
  85532. /** @hidden */
  85533. _indices: IndicesArray;
  85534. /** @hidden */
  85535. _vertexBuffers: {
  85536. [key: string]: VertexBuffer;
  85537. };
  85538. private _isDisposed;
  85539. private _extend;
  85540. private _boundingBias;
  85541. /** @hidden */
  85542. _delayInfo: Array<string>;
  85543. private _indexBuffer;
  85544. private _indexBufferIsUpdatable;
  85545. /** @hidden */
  85546. _boundingInfo: Nullable<BoundingInfo>;
  85547. /** @hidden */
  85548. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85549. /** @hidden */
  85550. _softwareSkinningFrameId: number;
  85551. private _vertexArrayObjects;
  85552. private _updatable;
  85553. /** @hidden */
  85554. _positions: Nullable<Vector3[]>;
  85555. /**
  85556. * 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
  85557. */
  85558. /**
  85559. * 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
  85560. */
  85561. boundingBias: Vector2;
  85562. /**
  85563. * Static function used to attach a new empty geometry to a mesh
  85564. * @param mesh defines the mesh to attach the geometry to
  85565. * @returns the new Geometry
  85566. */
  85567. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85568. /**
  85569. * Creates a new geometry
  85570. * @param id defines the unique ID
  85571. * @param scene defines the hosting scene
  85572. * @param vertexData defines the VertexData used to get geometry data
  85573. * @param updatable defines if geometry must be updatable (false by default)
  85574. * @param mesh defines the mesh that will be associated with the geometry
  85575. */
  85576. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85577. /**
  85578. * Gets the current extend of the geometry
  85579. */
  85580. readonly extend: {
  85581. minimum: Vector3;
  85582. maximum: Vector3;
  85583. };
  85584. /**
  85585. * Gets the hosting scene
  85586. * @returns the hosting Scene
  85587. */
  85588. getScene(): Scene;
  85589. /**
  85590. * Gets the hosting engine
  85591. * @returns the hosting Engine
  85592. */
  85593. getEngine(): Engine;
  85594. /**
  85595. * Defines if the geometry is ready to use
  85596. * @returns true if the geometry is ready to be used
  85597. */
  85598. isReady(): boolean;
  85599. /**
  85600. * Gets a value indicating that the geometry should not be serialized
  85601. */
  85602. readonly doNotSerialize: boolean;
  85603. /** @hidden */
  85604. _rebuild(): void;
  85605. /**
  85606. * Affects all geometry data in one call
  85607. * @param vertexData defines the geometry data
  85608. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85609. */
  85610. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85611. /**
  85612. * Set specific vertex data
  85613. * @param kind defines the data kind (Position, normal, etc...)
  85614. * @param data defines the vertex data to use
  85615. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85616. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85617. */
  85618. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85619. /**
  85620. * Removes a specific vertex data
  85621. * @param kind defines the data kind (Position, normal, etc...)
  85622. */
  85623. removeVerticesData(kind: string): void;
  85624. /**
  85625. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85626. * @param buffer defines the vertex buffer to use
  85627. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85628. */
  85629. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85630. /**
  85631. * Update a specific vertex buffer
  85632. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85633. * It will do nothing if the buffer is not updatable
  85634. * @param kind defines the data kind (Position, normal, etc...)
  85635. * @param data defines the data to use
  85636. * @param offset defines the offset in the target buffer where to store the data
  85637. * @param useBytes set to true if the offset is in bytes
  85638. */
  85639. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85640. /**
  85641. * Update a specific vertex buffer
  85642. * This function will create a new buffer if the current one is not updatable
  85643. * @param kind defines the data kind (Position, normal, etc...)
  85644. * @param data defines the data to use
  85645. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85646. */
  85647. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85648. private _updateBoundingInfo;
  85649. /** @hidden */
  85650. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85651. /**
  85652. * Gets total number of vertices
  85653. * @returns the total number of vertices
  85654. */
  85655. getTotalVertices(): number;
  85656. /**
  85657. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85658. * @param kind defines the data kind (Position, normal, etc...)
  85659. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85660. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85661. * @returns a float array containing vertex data
  85662. */
  85663. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85664. /**
  85665. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85666. * @param kind defines the data kind (Position, normal, etc...)
  85667. * @returns true if the vertex buffer with the specified kind is updatable
  85668. */
  85669. isVertexBufferUpdatable(kind: string): boolean;
  85670. /**
  85671. * Gets a specific vertex buffer
  85672. * @param kind defines the data kind (Position, normal, etc...)
  85673. * @returns a VertexBuffer
  85674. */
  85675. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85676. /**
  85677. * Returns all vertex buffers
  85678. * @return an object holding all vertex buffers indexed by kind
  85679. */
  85680. getVertexBuffers(): Nullable<{
  85681. [key: string]: VertexBuffer;
  85682. }>;
  85683. /**
  85684. * Gets a boolean indicating if specific vertex buffer is present
  85685. * @param kind defines the data kind (Position, normal, etc...)
  85686. * @returns true if data is present
  85687. */
  85688. isVerticesDataPresent(kind: string): boolean;
  85689. /**
  85690. * Gets a list of all attached data kinds (Position, normal, etc...)
  85691. * @returns a list of string containing all kinds
  85692. */
  85693. getVerticesDataKinds(): string[];
  85694. /**
  85695. * Update index buffer
  85696. * @param indices defines the indices to store in the index buffer
  85697. * @param offset defines the offset in the target buffer where to store the data
  85698. * @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)
  85699. */
  85700. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85701. /**
  85702. * Creates a new index buffer
  85703. * @param indices defines the indices to store in the index buffer
  85704. * @param totalVertices defines the total number of vertices (could be null)
  85705. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85706. */
  85707. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85708. /**
  85709. * Return the total number of indices
  85710. * @returns the total number of indices
  85711. */
  85712. getTotalIndices(): number;
  85713. /**
  85714. * Gets the index buffer array
  85715. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85716. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85717. * @returns the index buffer array
  85718. */
  85719. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85720. /**
  85721. * Gets the index buffer
  85722. * @return the index buffer
  85723. */
  85724. getIndexBuffer(): Nullable<DataBuffer>;
  85725. /** @hidden */
  85726. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85727. /**
  85728. * Release the associated resources for a specific mesh
  85729. * @param mesh defines the source mesh
  85730. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85731. */
  85732. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85733. /**
  85734. * Apply current geometry to a given mesh
  85735. * @param mesh defines the mesh to apply geometry to
  85736. */
  85737. applyToMesh(mesh: Mesh): void;
  85738. private _updateExtend;
  85739. private _applyToMesh;
  85740. private notifyUpdate;
  85741. /**
  85742. * Load the geometry if it was flagged as delay loaded
  85743. * @param scene defines the hosting scene
  85744. * @param onLoaded defines a callback called when the geometry is loaded
  85745. */
  85746. load(scene: Scene, onLoaded?: () => void): void;
  85747. private _queueLoad;
  85748. /**
  85749. * Invert the geometry to move from a right handed system to a left handed one.
  85750. */
  85751. toLeftHanded(): void;
  85752. /** @hidden */
  85753. _resetPointsArrayCache(): void;
  85754. /** @hidden */
  85755. _generatePointsArray(): boolean;
  85756. /**
  85757. * Gets a value indicating if the geometry is disposed
  85758. * @returns true if the geometry was disposed
  85759. */
  85760. isDisposed(): boolean;
  85761. private _disposeVertexArrayObjects;
  85762. /**
  85763. * Free all associated resources
  85764. */
  85765. dispose(): void;
  85766. /**
  85767. * Clone the current geometry into a new geometry
  85768. * @param id defines the unique ID of the new geometry
  85769. * @returns a new geometry object
  85770. */
  85771. copy(id: string): Geometry;
  85772. /**
  85773. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85774. * @return a JSON representation of the current geometry data (without the vertices data)
  85775. */
  85776. serialize(): any;
  85777. private toNumberArray;
  85778. /**
  85779. * Serialize all vertices data into a JSON oject
  85780. * @returns a JSON representation of the current geometry data
  85781. */
  85782. serializeVerticeData(): any;
  85783. /**
  85784. * Extracts a clone of a mesh geometry
  85785. * @param mesh defines the source mesh
  85786. * @param id defines the unique ID of the new geometry object
  85787. * @returns the new geometry object
  85788. */
  85789. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85790. /**
  85791. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85792. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85793. * Be aware Math.random() could cause collisions, but:
  85794. * "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"
  85795. * @returns a string containing a new GUID
  85796. */
  85797. static RandomId(): string;
  85798. /** @hidden */
  85799. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85800. private static _CleanMatricesWeights;
  85801. /**
  85802. * Create a new geometry from persisted data (Using .babylon file format)
  85803. * @param parsedVertexData defines the persisted data
  85804. * @param scene defines the hosting scene
  85805. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85806. * @returns the new geometry object
  85807. */
  85808. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85809. }
  85810. }
  85811. declare module BABYLON {
  85812. /**
  85813. * Define an interface for all classes that will get and set the data on vertices
  85814. */
  85815. export interface IGetSetVerticesData {
  85816. /**
  85817. * Gets a boolean indicating if specific vertex data is present
  85818. * @param kind defines the vertex data kind to use
  85819. * @returns true is data kind is present
  85820. */
  85821. isVerticesDataPresent(kind: string): boolean;
  85822. /**
  85823. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85824. * @param kind defines the data kind (Position, normal, etc...)
  85825. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85826. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85827. * @returns a float array containing vertex data
  85828. */
  85829. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85830. /**
  85831. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85832. * @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.
  85833. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85834. * @returns the indices array or an empty array if the mesh has no geometry
  85835. */
  85836. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85837. /**
  85838. * Set specific vertex data
  85839. * @param kind defines the data kind (Position, normal, etc...)
  85840. * @param data defines the vertex data to use
  85841. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85842. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85843. */
  85844. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85845. /**
  85846. * Update a specific associated vertex buffer
  85847. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85848. * - VertexBuffer.PositionKind
  85849. * - VertexBuffer.UVKind
  85850. * - VertexBuffer.UV2Kind
  85851. * - VertexBuffer.UV3Kind
  85852. * - VertexBuffer.UV4Kind
  85853. * - VertexBuffer.UV5Kind
  85854. * - VertexBuffer.UV6Kind
  85855. * - VertexBuffer.ColorKind
  85856. * - VertexBuffer.MatricesIndicesKind
  85857. * - VertexBuffer.MatricesIndicesExtraKind
  85858. * - VertexBuffer.MatricesWeightsKind
  85859. * - VertexBuffer.MatricesWeightsExtraKind
  85860. * @param data defines the data source
  85861. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85862. * @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)
  85863. */
  85864. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85865. /**
  85866. * Creates a new index buffer
  85867. * @param indices defines the indices to store in the index buffer
  85868. * @param totalVertices defines the total number of vertices (could be null)
  85869. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85870. */
  85871. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85872. }
  85873. /**
  85874. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85875. */
  85876. export class VertexData {
  85877. /**
  85878. * Mesh side orientation : usually the external or front surface
  85879. */
  85880. static readonly FRONTSIDE: number;
  85881. /**
  85882. * Mesh side orientation : usually the internal or back surface
  85883. */
  85884. static readonly BACKSIDE: number;
  85885. /**
  85886. * Mesh side orientation : both internal and external or front and back surfaces
  85887. */
  85888. static readonly DOUBLESIDE: number;
  85889. /**
  85890. * Mesh side orientation : by default, `FRONTSIDE`
  85891. */
  85892. static readonly DEFAULTSIDE: number;
  85893. /**
  85894. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85895. */
  85896. positions: Nullable<FloatArray>;
  85897. /**
  85898. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85899. */
  85900. normals: Nullable<FloatArray>;
  85901. /**
  85902. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85903. */
  85904. tangents: Nullable<FloatArray>;
  85905. /**
  85906. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85907. */
  85908. uvs: Nullable<FloatArray>;
  85909. /**
  85910. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85911. */
  85912. uvs2: Nullable<FloatArray>;
  85913. /**
  85914. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85915. */
  85916. uvs3: Nullable<FloatArray>;
  85917. /**
  85918. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85919. */
  85920. uvs4: Nullable<FloatArray>;
  85921. /**
  85922. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85923. */
  85924. uvs5: Nullable<FloatArray>;
  85925. /**
  85926. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85927. */
  85928. uvs6: Nullable<FloatArray>;
  85929. /**
  85930. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85931. */
  85932. colors: Nullable<FloatArray>;
  85933. /**
  85934. * 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).
  85935. */
  85936. matricesIndices: Nullable<FloatArray>;
  85937. /**
  85938. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85939. */
  85940. matricesWeights: Nullable<FloatArray>;
  85941. /**
  85942. * An array extending the number of possible indices
  85943. */
  85944. matricesIndicesExtra: Nullable<FloatArray>;
  85945. /**
  85946. * An array extending the number of possible weights when the number of indices is extended
  85947. */
  85948. matricesWeightsExtra: Nullable<FloatArray>;
  85949. /**
  85950. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85951. */
  85952. indices: Nullable<IndicesArray>;
  85953. /**
  85954. * Uses the passed data array to set the set the values for the specified kind of data
  85955. * @param data a linear array of floating numbers
  85956. * @param kind the type of data that is being set, eg positions, colors etc
  85957. */
  85958. set(data: FloatArray, kind: string): void;
  85959. /**
  85960. * Associates the vertexData to the passed Mesh.
  85961. * Sets it as updatable or not (default `false`)
  85962. * @param mesh the mesh the vertexData is applied to
  85963. * @param updatable when used and having the value true allows new data to update the vertexData
  85964. * @returns the VertexData
  85965. */
  85966. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85967. /**
  85968. * Associates the vertexData to the passed Geometry.
  85969. * Sets it as updatable or not (default `false`)
  85970. * @param geometry the geometry the vertexData is applied to
  85971. * @param updatable when used and having the value true allows new data to update the vertexData
  85972. * @returns VertexData
  85973. */
  85974. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85975. /**
  85976. * Updates the associated mesh
  85977. * @param mesh the mesh to be updated
  85978. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85979. * @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
  85980. * @returns VertexData
  85981. */
  85982. updateMesh(mesh: Mesh): VertexData;
  85983. /**
  85984. * Updates the associated geometry
  85985. * @param geometry the geometry to be updated
  85986. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85987. * @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
  85988. * @returns VertexData.
  85989. */
  85990. updateGeometry(geometry: Geometry): VertexData;
  85991. private _applyTo;
  85992. private _update;
  85993. /**
  85994. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85995. * @param matrix the transforming matrix
  85996. * @returns the VertexData
  85997. */
  85998. transform(matrix: Matrix): VertexData;
  85999. /**
  86000. * Merges the passed VertexData into the current one
  86001. * @param other the VertexData to be merged into the current one
  86002. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86003. * @returns the modified VertexData
  86004. */
  86005. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86006. private _mergeElement;
  86007. private _validate;
  86008. /**
  86009. * Serializes the VertexData
  86010. * @returns a serialized object
  86011. */
  86012. serialize(): any;
  86013. /**
  86014. * Extracts the vertexData from a mesh
  86015. * @param mesh the mesh from which to extract the VertexData
  86016. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86017. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86018. * @returns the object VertexData associated to the passed mesh
  86019. */
  86020. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86021. /**
  86022. * Extracts the vertexData from the geometry
  86023. * @param geometry the geometry from which to extract the VertexData
  86024. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86025. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86026. * @returns the object VertexData associated to the passed mesh
  86027. */
  86028. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86029. private static _ExtractFrom;
  86030. /**
  86031. * Creates the VertexData for a Ribbon
  86032. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86033. * * pathArray array of paths, each of which an array of successive Vector3
  86034. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86035. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86036. * * 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
  86037. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86038. * * 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)
  86039. * * 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)
  86040. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86041. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86042. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86043. * @returns the VertexData of the ribbon
  86044. */
  86045. static CreateRibbon(options: {
  86046. pathArray: Vector3[][];
  86047. closeArray?: boolean;
  86048. closePath?: boolean;
  86049. offset?: number;
  86050. sideOrientation?: number;
  86051. frontUVs?: Vector4;
  86052. backUVs?: Vector4;
  86053. invertUV?: boolean;
  86054. uvs?: Vector2[];
  86055. colors?: Color4[];
  86056. }): VertexData;
  86057. /**
  86058. * Creates the VertexData for a box
  86059. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86060. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86061. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86062. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86063. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86064. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86065. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86066. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86067. * * 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)
  86068. * * 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)
  86069. * @returns the VertexData of the box
  86070. */
  86071. static CreateBox(options: {
  86072. size?: number;
  86073. width?: number;
  86074. height?: number;
  86075. depth?: number;
  86076. faceUV?: Vector4[];
  86077. faceColors?: Color4[];
  86078. sideOrientation?: number;
  86079. frontUVs?: Vector4;
  86080. backUVs?: Vector4;
  86081. }): VertexData;
  86082. /**
  86083. * Creates the VertexData for a tiled box
  86084. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86085. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86086. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86087. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86088. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86089. * @returns the VertexData of the box
  86090. */
  86091. static CreateTiledBox(options: {
  86092. pattern?: number;
  86093. width?: number;
  86094. height?: number;
  86095. depth?: number;
  86096. tileSize?: number;
  86097. tileWidth?: number;
  86098. tileHeight?: number;
  86099. alignHorizontal?: number;
  86100. alignVertical?: number;
  86101. faceUV?: Vector4[];
  86102. faceColors?: Color4[];
  86103. sideOrientation?: number;
  86104. }): VertexData;
  86105. /**
  86106. * Creates the VertexData for a tiled plane
  86107. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86108. * * pattern a limited pattern arrangement depending on the number
  86109. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86110. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86111. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86112. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86113. * * 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)
  86114. * * 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)
  86115. * @returns the VertexData of the tiled plane
  86116. */
  86117. static CreateTiledPlane(options: {
  86118. pattern?: number;
  86119. tileSize?: number;
  86120. tileWidth?: number;
  86121. tileHeight?: number;
  86122. size?: number;
  86123. width?: number;
  86124. height?: number;
  86125. alignHorizontal?: number;
  86126. alignVertical?: number;
  86127. sideOrientation?: number;
  86128. frontUVs?: Vector4;
  86129. backUVs?: Vector4;
  86130. }): VertexData;
  86131. /**
  86132. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86133. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86134. * * segments sets the number of horizontal strips optional, default 32
  86135. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86136. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86137. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86138. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86139. * * 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
  86140. * * 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
  86141. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86142. * * 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)
  86143. * * 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)
  86144. * @returns the VertexData of the ellipsoid
  86145. */
  86146. static CreateSphere(options: {
  86147. segments?: number;
  86148. diameter?: number;
  86149. diameterX?: number;
  86150. diameterY?: number;
  86151. diameterZ?: number;
  86152. arc?: number;
  86153. slice?: number;
  86154. sideOrientation?: number;
  86155. frontUVs?: Vector4;
  86156. backUVs?: Vector4;
  86157. }): VertexData;
  86158. /**
  86159. * Creates the VertexData for a cylinder, cone or prism
  86160. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86161. * * height sets the height (y direction) of the cylinder, optional, default 2
  86162. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  86163. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  86164. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  86165. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86166. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  86167. * * 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
  86168. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86169. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86170. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  86171. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  86172. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86173. * * 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)
  86174. * * 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)
  86175. * @returns the VertexData of the cylinder, cone or prism
  86176. */
  86177. static CreateCylinder(options: {
  86178. height?: number;
  86179. diameterTop?: number;
  86180. diameterBottom?: number;
  86181. diameter?: number;
  86182. tessellation?: number;
  86183. subdivisions?: number;
  86184. arc?: number;
  86185. faceColors?: Color4[];
  86186. faceUV?: Vector4[];
  86187. hasRings?: boolean;
  86188. enclose?: boolean;
  86189. sideOrientation?: number;
  86190. frontUVs?: Vector4;
  86191. backUVs?: Vector4;
  86192. }): VertexData;
  86193. /**
  86194. * Creates the VertexData for a torus
  86195. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86196. * * diameter the diameter of the torus, optional default 1
  86197. * * thickness the diameter of the tube forming the torus, optional default 0.5
  86198. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86199. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86200. * * 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)
  86201. * * 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)
  86202. * @returns the VertexData of the torus
  86203. */
  86204. static CreateTorus(options: {
  86205. diameter?: number;
  86206. thickness?: number;
  86207. tessellation?: number;
  86208. sideOrientation?: number;
  86209. frontUVs?: Vector4;
  86210. backUVs?: Vector4;
  86211. }): VertexData;
  86212. /**
  86213. * Creates the VertexData of the LineSystem
  86214. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  86215. * - lines an array of lines, each line being an array of successive Vector3
  86216. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  86217. * @returns the VertexData of the LineSystem
  86218. */
  86219. static CreateLineSystem(options: {
  86220. lines: Vector3[][];
  86221. colors?: Nullable<Color4[][]>;
  86222. }): VertexData;
  86223. /**
  86224. * Create the VertexData for a DashedLines
  86225. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  86226. * - points an array successive Vector3
  86227. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  86228. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  86229. * - dashNb the intended total number of dashes, optional, default 200
  86230. * @returns the VertexData for the DashedLines
  86231. */
  86232. static CreateDashedLines(options: {
  86233. points: Vector3[];
  86234. dashSize?: number;
  86235. gapSize?: number;
  86236. dashNb?: number;
  86237. }): VertexData;
  86238. /**
  86239. * Creates the VertexData for a Ground
  86240. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86241. * - width the width (x direction) of the ground, optional, default 1
  86242. * - height the height (z direction) of the ground, optional, default 1
  86243. * - subdivisions the number of subdivisions per side, optional, default 1
  86244. * @returns the VertexData of the Ground
  86245. */
  86246. static CreateGround(options: {
  86247. width?: number;
  86248. height?: number;
  86249. subdivisions?: number;
  86250. subdivisionsX?: number;
  86251. subdivisionsY?: number;
  86252. }): VertexData;
  86253. /**
  86254. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  86255. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86256. * * xmin the ground minimum X coordinate, optional, default -1
  86257. * * zmin the ground minimum Z coordinate, optional, default -1
  86258. * * xmax the ground maximum X coordinate, optional, default 1
  86259. * * zmax the ground maximum Z coordinate, optional, default 1
  86260. * * 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}
  86261. * * 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}
  86262. * @returns the VertexData of the TiledGround
  86263. */
  86264. static CreateTiledGround(options: {
  86265. xmin: number;
  86266. zmin: number;
  86267. xmax: number;
  86268. zmax: number;
  86269. subdivisions?: {
  86270. w: number;
  86271. h: number;
  86272. };
  86273. precision?: {
  86274. w: number;
  86275. h: number;
  86276. };
  86277. }): VertexData;
  86278. /**
  86279. * Creates the VertexData of the Ground designed from a heightmap
  86280. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  86281. * * width the width (x direction) of the ground
  86282. * * height the height (z direction) of the ground
  86283. * * subdivisions the number of subdivisions per side
  86284. * * minHeight the minimum altitude on the ground, optional, default 0
  86285. * * maxHeight the maximum altitude on the ground, optional default 1
  86286. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  86287. * * buffer the array holding the image color data
  86288. * * bufferWidth the width of image
  86289. * * bufferHeight the height of image
  86290. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  86291. * @returns the VertexData of the Ground designed from a heightmap
  86292. */
  86293. static CreateGroundFromHeightMap(options: {
  86294. width: number;
  86295. height: number;
  86296. subdivisions: number;
  86297. minHeight: number;
  86298. maxHeight: number;
  86299. colorFilter: Color3;
  86300. buffer: Uint8Array;
  86301. bufferWidth: number;
  86302. bufferHeight: number;
  86303. alphaFilter: number;
  86304. }): VertexData;
  86305. /**
  86306. * Creates the VertexData for a Plane
  86307. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  86308. * * size sets the width and height of the plane to the value of size, optional default 1
  86309. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  86310. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  86311. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86312. * * 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)
  86313. * * 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)
  86314. * @returns the VertexData of the box
  86315. */
  86316. static CreatePlane(options: {
  86317. size?: number;
  86318. width?: number;
  86319. height?: number;
  86320. sideOrientation?: number;
  86321. frontUVs?: Vector4;
  86322. backUVs?: Vector4;
  86323. }): VertexData;
  86324. /**
  86325. * Creates the VertexData of the Disc or regular Polygon
  86326. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  86327. * * radius the radius of the disc, optional default 0.5
  86328. * * tessellation the number of polygon sides, optional, default 64
  86329. * * 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
  86330. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86331. * * 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)
  86332. * * 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)
  86333. * @returns the VertexData of the box
  86334. */
  86335. static CreateDisc(options: {
  86336. radius?: number;
  86337. tessellation?: number;
  86338. arc?: number;
  86339. sideOrientation?: number;
  86340. frontUVs?: Vector4;
  86341. backUVs?: Vector4;
  86342. }): VertexData;
  86343. /**
  86344. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  86345. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  86346. * @param polygon a mesh built from polygonTriangulation.build()
  86347. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86348. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86349. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86350. * @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)
  86351. * @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)
  86352. * @returns the VertexData of the Polygon
  86353. */
  86354. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  86355. /**
  86356. * Creates the VertexData of the IcoSphere
  86357. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  86358. * * radius the radius of the IcoSphere, optional default 1
  86359. * * radiusX allows stretching in the x direction, optional, default radius
  86360. * * radiusY allows stretching in the y direction, optional, default radius
  86361. * * radiusZ allows stretching in the z direction, optional, default radius
  86362. * * flat when true creates a flat shaded mesh, optional, default true
  86363. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86364. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86365. * * 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)
  86366. * * 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)
  86367. * @returns the VertexData of the IcoSphere
  86368. */
  86369. static CreateIcoSphere(options: {
  86370. radius?: number;
  86371. radiusX?: number;
  86372. radiusY?: number;
  86373. radiusZ?: number;
  86374. flat?: boolean;
  86375. subdivisions?: number;
  86376. sideOrientation?: number;
  86377. frontUVs?: Vector4;
  86378. backUVs?: Vector4;
  86379. }): VertexData;
  86380. /**
  86381. * Creates the VertexData for a Polyhedron
  86382. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86383. * * type provided types are:
  86384. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86385. * * 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)
  86386. * * size the size of the IcoSphere, optional default 1
  86387. * * sizeX allows stretching in the x direction, optional, default size
  86388. * * sizeY allows stretching in the y direction, optional, default size
  86389. * * sizeZ allows stretching in the z direction, optional, default size
  86390. * * 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
  86391. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86392. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86393. * * flat when true creates a flat shaded mesh, optional, default true
  86394. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86395. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86396. * * 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)
  86397. * * 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)
  86398. * @returns the VertexData of the Polyhedron
  86399. */
  86400. static CreatePolyhedron(options: {
  86401. type?: number;
  86402. size?: number;
  86403. sizeX?: number;
  86404. sizeY?: number;
  86405. sizeZ?: number;
  86406. custom?: any;
  86407. faceUV?: Vector4[];
  86408. faceColors?: Color4[];
  86409. flat?: boolean;
  86410. sideOrientation?: number;
  86411. frontUVs?: Vector4;
  86412. backUVs?: Vector4;
  86413. }): VertexData;
  86414. /**
  86415. * Creates the VertexData for a TorusKnot
  86416. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86417. * * radius the radius of the torus knot, optional, default 2
  86418. * * tube the thickness of the tube, optional, default 0.5
  86419. * * radialSegments the number of sides on each tube segments, optional, default 32
  86420. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86421. * * p the number of windings around the z axis, optional, default 2
  86422. * * q the number of windings around the x axis, optional, default 3
  86423. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86424. * * 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)
  86425. * * 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)
  86426. * @returns the VertexData of the Torus Knot
  86427. */
  86428. static CreateTorusKnot(options: {
  86429. radius?: number;
  86430. tube?: number;
  86431. radialSegments?: number;
  86432. tubularSegments?: number;
  86433. p?: number;
  86434. q?: number;
  86435. sideOrientation?: number;
  86436. frontUVs?: Vector4;
  86437. backUVs?: Vector4;
  86438. }): VertexData;
  86439. /**
  86440. * Compute normals for given positions and indices
  86441. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86442. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86443. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86444. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86445. * * facetNormals : optional array of facet normals (vector3)
  86446. * * facetPositions : optional array of facet positions (vector3)
  86447. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86448. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86449. * * bInfo : optional bounding info, required for facetPartitioning computation
  86450. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86451. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86452. * * useRightHandedSystem: optional boolean to for right handed system computation
  86453. * * depthSort : optional boolean to enable the facet depth sort computation
  86454. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86455. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86456. */
  86457. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86458. facetNormals?: any;
  86459. facetPositions?: any;
  86460. facetPartitioning?: any;
  86461. ratio?: number;
  86462. bInfo?: any;
  86463. bbSize?: Vector3;
  86464. subDiv?: any;
  86465. useRightHandedSystem?: boolean;
  86466. depthSort?: boolean;
  86467. distanceTo?: Vector3;
  86468. depthSortedFacets?: any;
  86469. }): void;
  86470. /** @hidden */
  86471. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86472. /**
  86473. * Applies VertexData created from the imported parameters to the geometry
  86474. * @param parsedVertexData the parsed data from an imported file
  86475. * @param geometry the geometry to apply the VertexData to
  86476. */
  86477. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86478. }
  86479. }
  86480. declare module BABYLON {
  86481. /**
  86482. * Defines a target to use with MorphTargetManager
  86483. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86484. */
  86485. export class MorphTarget implements IAnimatable {
  86486. /** defines the name of the target */
  86487. name: string;
  86488. /**
  86489. * Gets or sets the list of animations
  86490. */
  86491. animations: Animation[];
  86492. private _scene;
  86493. private _positions;
  86494. private _normals;
  86495. private _tangents;
  86496. private _uvs;
  86497. private _influence;
  86498. /**
  86499. * Observable raised when the influence changes
  86500. */
  86501. onInfluenceChanged: Observable<boolean>;
  86502. /** @hidden */
  86503. _onDataLayoutChanged: Observable<void>;
  86504. /**
  86505. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86506. */
  86507. influence: number;
  86508. /**
  86509. * Gets or sets the id of the morph Target
  86510. */
  86511. id: string;
  86512. private _animationPropertiesOverride;
  86513. /**
  86514. * Gets or sets the animation properties override
  86515. */
  86516. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86517. /**
  86518. * Creates a new MorphTarget
  86519. * @param name defines the name of the target
  86520. * @param influence defines the influence to use
  86521. * @param scene defines the scene the morphtarget belongs to
  86522. */
  86523. constructor(
  86524. /** defines the name of the target */
  86525. name: string, influence?: number, scene?: Nullable<Scene>);
  86526. /**
  86527. * Gets a boolean defining if the target contains position data
  86528. */
  86529. readonly hasPositions: boolean;
  86530. /**
  86531. * Gets a boolean defining if the target contains normal data
  86532. */
  86533. readonly hasNormals: boolean;
  86534. /**
  86535. * Gets a boolean defining if the target contains tangent data
  86536. */
  86537. readonly hasTangents: boolean;
  86538. /**
  86539. * Gets a boolean defining if the target contains texture coordinates data
  86540. */
  86541. readonly hasUVs: boolean;
  86542. /**
  86543. * Affects position data to this target
  86544. * @param data defines the position data to use
  86545. */
  86546. setPositions(data: Nullable<FloatArray>): void;
  86547. /**
  86548. * Gets the position data stored in this target
  86549. * @returns a FloatArray containing the position data (or null if not present)
  86550. */
  86551. getPositions(): Nullable<FloatArray>;
  86552. /**
  86553. * Affects normal data to this target
  86554. * @param data defines the normal data to use
  86555. */
  86556. setNormals(data: Nullable<FloatArray>): void;
  86557. /**
  86558. * Gets the normal data stored in this target
  86559. * @returns a FloatArray containing the normal data (or null if not present)
  86560. */
  86561. getNormals(): Nullable<FloatArray>;
  86562. /**
  86563. * Affects tangent data to this target
  86564. * @param data defines the tangent data to use
  86565. */
  86566. setTangents(data: Nullable<FloatArray>): void;
  86567. /**
  86568. * Gets the tangent data stored in this target
  86569. * @returns a FloatArray containing the tangent data (or null if not present)
  86570. */
  86571. getTangents(): Nullable<FloatArray>;
  86572. /**
  86573. * Affects texture coordinates data to this target
  86574. * @param data defines the texture coordinates data to use
  86575. */
  86576. setUVs(data: Nullable<FloatArray>): void;
  86577. /**
  86578. * Gets the texture coordinates data stored in this target
  86579. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86580. */
  86581. getUVs(): Nullable<FloatArray>;
  86582. /**
  86583. * Serializes the current target into a Serialization object
  86584. * @returns the serialized object
  86585. */
  86586. serialize(): any;
  86587. /**
  86588. * Returns the string "MorphTarget"
  86589. * @returns "MorphTarget"
  86590. */
  86591. getClassName(): string;
  86592. /**
  86593. * Creates a new target from serialized data
  86594. * @param serializationObject defines the serialized data to use
  86595. * @returns a new MorphTarget
  86596. */
  86597. static Parse(serializationObject: any): MorphTarget;
  86598. /**
  86599. * Creates a MorphTarget from mesh data
  86600. * @param mesh defines the source mesh
  86601. * @param name defines the name to use for the new target
  86602. * @param influence defines the influence to attach to the target
  86603. * @returns a new MorphTarget
  86604. */
  86605. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86606. }
  86607. }
  86608. declare module BABYLON {
  86609. /**
  86610. * This class is used to deform meshes using morphing between different targets
  86611. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86612. */
  86613. export class MorphTargetManager {
  86614. private _targets;
  86615. private _targetInfluenceChangedObservers;
  86616. private _targetDataLayoutChangedObservers;
  86617. private _activeTargets;
  86618. private _scene;
  86619. private _influences;
  86620. private _supportsNormals;
  86621. private _supportsTangents;
  86622. private _supportsUVs;
  86623. private _vertexCount;
  86624. private _uniqueId;
  86625. private _tempInfluences;
  86626. /**
  86627. * Gets or sets a boolean indicating if normals must be morphed
  86628. */
  86629. enableNormalMorphing: boolean;
  86630. /**
  86631. * Gets or sets a boolean indicating if tangents must be morphed
  86632. */
  86633. enableTangentMorphing: boolean;
  86634. /**
  86635. * Gets or sets a boolean indicating if UV must be morphed
  86636. */
  86637. enableUVMorphing: boolean;
  86638. /**
  86639. * Creates a new MorphTargetManager
  86640. * @param scene defines the current scene
  86641. */
  86642. constructor(scene?: Nullable<Scene>);
  86643. /**
  86644. * Gets the unique ID of this manager
  86645. */
  86646. readonly uniqueId: number;
  86647. /**
  86648. * Gets the number of vertices handled by this manager
  86649. */
  86650. readonly vertexCount: number;
  86651. /**
  86652. * Gets a boolean indicating if this manager supports morphing of normals
  86653. */
  86654. readonly supportsNormals: boolean;
  86655. /**
  86656. * Gets a boolean indicating if this manager supports morphing of tangents
  86657. */
  86658. readonly supportsTangents: boolean;
  86659. /**
  86660. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86661. */
  86662. readonly supportsUVs: boolean;
  86663. /**
  86664. * Gets the number of targets stored in this manager
  86665. */
  86666. readonly numTargets: number;
  86667. /**
  86668. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86669. */
  86670. readonly numInfluencers: number;
  86671. /**
  86672. * Gets the list of influences (one per target)
  86673. */
  86674. readonly influences: Float32Array;
  86675. /**
  86676. * Gets the active target at specified index. An active target is a target with an influence > 0
  86677. * @param index defines the index to check
  86678. * @returns the requested target
  86679. */
  86680. getActiveTarget(index: number): MorphTarget;
  86681. /**
  86682. * Gets the target at specified index
  86683. * @param index defines the index to check
  86684. * @returns the requested target
  86685. */
  86686. getTarget(index: number): MorphTarget;
  86687. /**
  86688. * Add a new target to this manager
  86689. * @param target defines the target to add
  86690. */
  86691. addTarget(target: MorphTarget): void;
  86692. /**
  86693. * Removes a target from the manager
  86694. * @param target defines the target to remove
  86695. */
  86696. removeTarget(target: MorphTarget): void;
  86697. /**
  86698. * Serializes the current manager into a Serialization object
  86699. * @returns the serialized object
  86700. */
  86701. serialize(): any;
  86702. private _syncActiveTargets;
  86703. /**
  86704. * Syncrhonize the targets with all the meshes using this morph target manager
  86705. */
  86706. synchronize(): void;
  86707. /**
  86708. * Creates a new MorphTargetManager from serialized data
  86709. * @param serializationObject defines the serialized data
  86710. * @param scene defines the hosting scene
  86711. * @returns the new MorphTargetManager
  86712. */
  86713. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86714. }
  86715. }
  86716. declare module BABYLON {
  86717. /**
  86718. * Class used to represent a specific level of detail of a mesh
  86719. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86720. */
  86721. export class MeshLODLevel {
  86722. /** Defines the distance where this level should star being displayed */
  86723. distance: number;
  86724. /** Defines the mesh to use to render this level */
  86725. mesh: Nullable<Mesh>;
  86726. /**
  86727. * Creates a new LOD level
  86728. * @param distance defines the distance where this level should star being displayed
  86729. * @param mesh defines the mesh to use to render this level
  86730. */
  86731. constructor(
  86732. /** Defines the distance where this level should star being displayed */
  86733. distance: number,
  86734. /** Defines the mesh to use to render this level */
  86735. mesh: Nullable<Mesh>);
  86736. }
  86737. }
  86738. declare module BABYLON {
  86739. /**
  86740. * Mesh representing the gorund
  86741. */
  86742. export class GroundMesh extends Mesh {
  86743. /** If octree should be generated */
  86744. generateOctree: boolean;
  86745. private _heightQuads;
  86746. /** @hidden */
  86747. _subdivisionsX: number;
  86748. /** @hidden */
  86749. _subdivisionsY: number;
  86750. /** @hidden */
  86751. _width: number;
  86752. /** @hidden */
  86753. _height: number;
  86754. /** @hidden */
  86755. _minX: number;
  86756. /** @hidden */
  86757. _maxX: number;
  86758. /** @hidden */
  86759. _minZ: number;
  86760. /** @hidden */
  86761. _maxZ: number;
  86762. constructor(name: string, scene: Scene);
  86763. /**
  86764. * "GroundMesh"
  86765. * @returns "GroundMesh"
  86766. */
  86767. getClassName(): string;
  86768. /**
  86769. * The minimum of x and y subdivisions
  86770. */
  86771. readonly subdivisions: number;
  86772. /**
  86773. * X subdivisions
  86774. */
  86775. readonly subdivisionsX: number;
  86776. /**
  86777. * Y subdivisions
  86778. */
  86779. readonly subdivisionsY: number;
  86780. /**
  86781. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86782. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86783. * @param chunksCount the number of subdivisions for x and y
  86784. * @param octreeBlocksSize (Default: 32)
  86785. */
  86786. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86787. /**
  86788. * Returns a height (y) value in the Worl system :
  86789. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86790. * @param x x coordinate
  86791. * @param z z coordinate
  86792. * @returns the ground y position if (x, z) are outside the ground surface.
  86793. */
  86794. getHeightAtCoordinates(x: number, z: number): number;
  86795. /**
  86796. * Returns a normalized vector (Vector3) orthogonal to the ground
  86797. * at the ground coordinates (x, z) expressed in the World system.
  86798. * @param x x coordinate
  86799. * @param z z coordinate
  86800. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86801. */
  86802. getNormalAtCoordinates(x: number, z: number): Vector3;
  86803. /**
  86804. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86805. * at the ground coordinates (x, z) expressed in the World system.
  86806. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86807. * @param x x coordinate
  86808. * @param z z coordinate
  86809. * @param ref vector to store the result
  86810. * @returns the GroundMesh.
  86811. */
  86812. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86813. /**
  86814. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86815. * if the ground has been updated.
  86816. * This can be used in the render loop.
  86817. * @returns the GroundMesh.
  86818. */
  86819. updateCoordinateHeights(): GroundMesh;
  86820. private _getFacetAt;
  86821. private _initHeightQuads;
  86822. private _computeHeightQuads;
  86823. /**
  86824. * Serializes this ground mesh
  86825. * @param serializationObject object to write serialization to
  86826. */
  86827. serialize(serializationObject: any): void;
  86828. /**
  86829. * Parses a serialized ground mesh
  86830. * @param parsedMesh the serialized mesh
  86831. * @param scene the scene to create the ground mesh in
  86832. * @returns the created ground mesh
  86833. */
  86834. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86835. }
  86836. }
  86837. declare module BABYLON {
  86838. /**
  86839. * Interface for Physics-Joint data
  86840. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86841. */
  86842. export interface PhysicsJointData {
  86843. /**
  86844. * The main pivot of the joint
  86845. */
  86846. mainPivot?: Vector3;
  86847. /**
  86848. * The connected pivot of the joint
  86849. */
  86850. connectedPivot?: Vector3;
  86851. /**
  86852. * The main axis of the joint
  86853. */
  86854. mainAxis?: Vector3;
  86855. /**
  86856. * The connected axis of the joint
  86857. */
  86858. connectedAxis?: Vector3;
  86859. /**
  86860. * The collision of the joint
  86861. */
  86862. collision?: boolean;
  86863. /**
  86864. * Native Oimo/Cannon/Energy data
  86865. */
  86866. nativeParams?: any;
  86867. }
  86868. /**
  86869. * This is a holder class for the physics joint created by the physics plugin
  86870. * It holds a set of functions to control the underlying joint
  86871. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86872. */
  86873. export class PhysicsJoint {
  86874. /**
  86875. * The type of the physics joint
  86876. */
  86877. type: number;
  86878. /**
  86879. * The data for the physics joint
  86880. */
  86881. jointData: PhysicsJointData;
  86882. private _physicsJoint;
  86883. protected _physicsPlugin: IPhysicsEnginePlugin;
  86884. /**
  86885. * Initializes the physics joint
  86886. * @param type The type of the physics joint
  86887. * @param jointData The data for the physics joint
  86888. */
  86889. constructor(
  86890. /**
  86891. * The type of the physics joint
  86892. */
  86893. type: number,
  86894. /**
  86895. * The data for the physics joint
  86896. */
  86897. jointData: PhysicsJointData);
  86898. /**
  86899. * Gets the physics joint
  86900. */
  86901. /**
  86902. * Sets the physics joint
  86903. */
  86904. physicsJoint: any;
  86905. /**
  86906. * Sets the physics plugin
  86907. */
  86908. physicsPlugin: IPhysicsEnginePlugin;
  86909. /**
  86910. * Execute a function that is physics-plugin specific.
  86911. * @param {Function} func the function that will be executed.
  86912. * It accepts two parameters: the physics world and the physics joint
  86913. */
  86914. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86915. /**
  86916. * Distance-Joint type
  86917. */
  86918. static DistanceJoint: number;
  86919. /**
  86920. * Hinge-Joint type
  86921. */
  86922. static HingeJoint: number;
  86923. /**
  86924. * Ball-and-Socket joint type
  86925. */
  86926. static BallAndSocketJoint: number;
  86927. /**
  86928. * Wheel-Joint type
  86929. */
  86930. static WheelJoint: number;
  86931. /**
  86932. * Slider-Joint type
  86933. */
  86934. static SliderJoint: number;
  86935. /**
  86936. * Prismatic-Joint type
  86937. */
  86938. static PrismaticJoint: number;
  86939. /**
  86940. * Universal-Joint type
  86941. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86942. */
  86943. static UniversalJoint: number;
  86944. /**
  86945. * Hinge-Joint 2 type
  86946. */
  86947. static Hinge2Joint: number;
  86948. /**
  86949. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86950. */
  86951. static PointToPointJoint: number;
  86952. /**
  86953. * Spring-Joint type
  86954. */
  86955. static SpringJoint: number;
  86956. /**
  86957. * Lock-Joint type
  86958. */
  86959. static LockJoint: number;
  86960. }
  86961. /**
  86962. * A class representing a physics distance joint
  86963. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86964. */
  86965. export class DistanceJoint extends PhysicsJoint {
  86966. /**
  86967. *
  86968. * @param jointData The data for the Distance-Joint
  86969. */
  86970. constructor(jointData: DistanceJointData);
  86971. /**
  86972. * Update the predefined distance.
  86973. * @param maxDistance The maximum preferred distance
  86974. * @param minDistance The minimum preferred distance
  86975. */
  86976. updateDistance(maxDistance: number, minDistance?: number): void;
  86977. }
  86978. /**
  86979. * Represents a Motor-Enabled Joint
  86980. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86981. */
  86982. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86983. /**
  86984. * Initializes the Motor-Enabled Joint
  86985. * @param type The type of the joint
  86986. * @param jointData The physica joint data for the joint
  86987. */
  86988. constructor(type: number, jointData: PhysicsJointData);
  86989. /**
  86990. * Set the motor values.
  86991. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86992. * @param force the force to apply
  86993. * @param maxForce max force for this motor.
  86994. */
  86995. setMotor(force?: number, maxForce?: number): void;
  86996. /**
  86997. * Set the motor's limits.
  86998. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86999. * @param upperLimit The upper limit of the motor
  87000. * @param lowerLimit The lower limit of the motor
  87001. */
  87002. setLimit(upperLimit: number, lowerLimit?: number): void;
  87003. }
  87004. /**
  87005. * This class represents a single physics Hinge-Joint
  87006. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87007. */
  87008. export class HingeJoint extends MotorEnabledJoint {
  87009. /**
  87010. * Initializes the Hinge-Joint
  87011. * @param jointData The joint data for the Hinge-Joint
  87012. */
  87013. constructor(jointData: PhysicsJointData);
  87014. /**
  87015. * Set the motor values.
  87016. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87017. * @param {number} force the force to apply
  87018. * @param {number} maxForce max force for this motor.
  87019. */
  87020. setMotor(force?: number, maxForce?: number): void;
  87021. /**
  87022. * Set the motor's limits.
  87023. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87024. * @param upperLimit The upper limit of the motor
  87025. * @param lowerLimit The lower limit of the motor
  87026. */
  87027. setLimit(upperLimit: number, lowerLimit?: number): void;
  87028. }
  87029. /**
  87030. * This class represents a dual hinge physics joint (same as wheel joint)
  87031. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87032. */
  87033. export class Hinge2Joint extends MotorEnabledJoint {
  87034. /**
  87035. * Initializes the Hinge2-Joint
  87036. * @param jointData The joint data for the Hinge2-Joint
  87037. */
  87038. constructor(jointData: PhysicsJointData);
  87039. /**
  87040. * Set the motor values.
  87041. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87042. * @param {number} targetSpeed the speed the motor is to reach
  87043. * @param {number} maxForce max force for this motor.
  87044. * @param {motorIndex} the motor's index, 0 or 1.
  87045. */
  87046. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87047. /**
  87048. * Set the motor limits.
  87049. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87050. * @param {number} upperLimit the upper limit
  87051. * @param {number} lowerLimit lower limit
  87052. * @param {motorIndex} the motor's index, 0 or 1.
  87053. */
  87054. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87055. }
  87056. /**
  87057. * Interface for a motor enabled joint
  87058. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87059. */
  87060. export interface IMotorEnabledJoint {
  87061. /**
  87062. * Physics joint
  87063. */
  87064. physicsJoint: any;
  87065. /**
  87066. * Sets the motor of the motor-enabled joint
  87067. * @param force The force of the motor
  87068. * @param maxForce The maximum force of the motor
  87069. * @param motorIndex The index of the motor
  87070. */
  87071. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87072. /**
  87073. * Sets the limit of the motor
  87074. * @param upperLimit The upper limit of the motor
  87075. * @param lowerLimit The lower limit of the motor
  87076. * @param motorIndex The index of the motor
  87077. */
  87078. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87079. }
  87080. /**
  87081. * Joint data for a Distance-Joint
  87082. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87083. */
  87084. export interface DistanceJointData extends PhysicsJointData {
  87085. /**
  87086. * Max distance the 2 joint objects can be apart
  87087. */
  87088. maxDistance: number;
  87089. }
  87090. /**
  87091. * Joint data from a spring joint
  87092. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87093. */
  87094. export interface SpringJointData extends PhysicsJointData {
  87095. /**
  87096. * Length of the spring
  87097. */
  87098. length: number;
  87099. /**
  87100. * Stiffness of the spring
  87101. */
  87102. stiffness: number;
  87103. /**
  87104. * Damping of the spring
  87105. */
  87106. damping: number;
  87107. /** this callback will be called when applying the force to the impostors. */
  87108. forceApplicationCallback: () => void;
  87109. }
  87110. }
  87111. declare module BABYLON {
  87112. /**
  87113. * Holds the data for the raycast result
  87114. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87115. */
  87116. export class PhysicsRaycastResult {
  87117. private _hasHit;
  87118. private _hitDistance;
  87119. private _hitNormalWorld;
  87120. private _hitPointWorld;
  87121. private _rayFromWorld;
  87122. private _rayToWorld;
  87123. /**
  87124. * Gets if there was a hit
  87125. */
  87126. readonly hasHit: boolean;
  87127. /**
  87128. * Gets the distance from the hit
  87129. */
  87130. readonly hitDistance: number;
  87131. /**
  87132. * Gets the hit normal/direction in the world
  87133. */
  87134. readonly hitNormalWorld: Vector3;
  87135. /**
  87136. * Gets the hit point in the world
  87137. */
  87138. readonly hitPointWorld: Vector3;
  87139. /**
  87140. * Gets the ray "start point" of the ray in the world
  87141. */
  87142. readonly rayFromWorld: Vector3;
  87143. /**
  87144. * Gets the ray "end point" of the ray in the world
  87145. */
  87146. readonly rayToWorld: Vector3;
  87147. /**
  87148. * Sets the hit data (normal & point in world space)
  87149. * @param hitNormalWorld defines the normal in world space
  87150. * @param hitPointWorld defines the point in world space
  87151. */
  87152. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87153. /**
  87154. * Sets the distance from the start point to the hit point
  87155. * @param distance
  87156. */
  87157. setHitDistance(distance: number): void;
  87158. /**
  87159. * Calculates the distance manually
  87160. */
  87161. calculateHitDistance(): void;
  87162. /**
  87163. * Resets all the values to default
  87164. * @param from The from point on world space
  87165. * @param to The to point on world space
  87166. */
  87167. reset(from?: Vector3, to?: Vector3): void;
  87168. }
  87169. /**
  87170. * Interface for the size containing width and height
  87171. */
  87172. interface IXYZ {
  87173. /**
  87174. * X
  87175. */
  87176. x: number;
  87177. /**
  87178. * Y
  87179. */
  87180. y: number;
  87181. /**
  87182. * Z
  87183. */
  87184. z: number;
  87185. }
  87186. }
  87187. declare module BABYLON {
  87188. /**
  87189. * Interface used to describe a physics joint
  87190. */
  87191. export interface PhysicsImpostorJoint {
  87192. /** Defines the main impostor to which the joint is linked */
  87193. mainImpostor: PhysicsImpostor;
  87194. /** Defines the impostor that is connected to the main impostor using this joint */
  87195. connectedImpostor: PhysicsImpostor;
  87196. /** Defines the joint itself */
  87197. joint: PhysicsJoint;
  87198. }
  87199. /** @hidden */
  87200. export interface IPhysicsEnginePlugin {
  87201. world: any;
  87202. name: string;
  87203. setGravity(gravity: Vector3): void;
  87204. setTimeStep(timeStep: number): void;
  87205. getTimeStep(): number;
  87206. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  87207. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87208. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87209. generatePhysicsBody(impostor: PhysicsImpostor): void;
  87210. removePhysicsBody(impostor: PhysicsImpostor): void;
  87211. generateJoint(joint: PhysicsImpostorJoint): void;
  87212. removeJoint(joint: PhysicsImpostorJoint): void;
  87213. isSupported(): boolean;
  87214. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  87215. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  87216. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87217. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87218. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87219. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87220. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  87221. getBodyMass(impostor: PhysicsImpostor): number;
  87222. getBodyFriction(impostor: PhysicsImpostor): number;
  87223. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  87224. getBodyRestitution(impostor: PhysicsImpostor): number;
  87225. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  87226. getBodyPressure?(impostor: PhysicsImpostor): number;
  87227. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  87228. getBodyStiffness?(impostor: PhysicsImpostor): number;
  87229. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  87230. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  87231. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  87232. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  87233. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  87234. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87235. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87236. sleepBody(impostor: PhysicsImpostor): void;
  87237. wakeUpBody(impostor: PhysicsImpostor): void;
  87238. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87239. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  87240. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  87241. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87242. getRadius(impostor: PhysicsImpostor): number;
  87243. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  87244. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  87245. dispose(): void;
  87246. }
  87247. /**
  87248. * Interface used to define a physics engine
  87249. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  87250. */
  87251. export interface IPhysicsEngine {
  87252. /**
  87253. * Gets the gravity vector used by the simulation
  87254. */
  87255. gravity: Vector3;
  87256. /**
  87257. * Sets the gravity vector used by the simulation
  87258. * @param gravity defines the gravity vector to use
  87259. */
  87260. setGravity(gravity: Vector3): void;
  87261. /**
  87262. * Set the time step of the physics engine.
  87263. * Default is 1/60.
  87264. * To slow it down, enter 1/600 for example.
  87265. * To speed it up, 1/30
  87266. * @param newTimeStep the new timestep to apply to this world.
  87267. */
  87268. setTimeStep(newTimeStep: number): void;
  87269. /**
  87270. * Get the time step of the physics engine.
  87271. * @returns the current time step
  87272. */
  87273. getTimeStep(): number;
  87274. /**
  87275. * Release all resources
  87276. */
  87277. dispose(): void;
  87278. /**
  87279. * Gets the name of the current physics plugin
  87280. * @returns the name of the plugin
  87281. */
  87282. getPhysicsPluginName(): string;
  87283. /**
  87284. * Adding a new impostor for the impostor tracking.
  87285. * This will be done by the impostor itself.
  87286. * @param impostor the impostor to add
  87287. */
  87288. addImpostor(impostor: PhysicsImpostor): void;
  87289. /**
  87290. * Remove an impostor from the engine.
  87291. * This impostor and its mesh will not longer be updated by the physics engine.
  87292. * @param impostor the impostor to remove
  87293. */
  87294. removeImpostor(impostor: PhysicsImpostor): void;
  87295. /**
  87296. * Add a joint to the physics engine
  87297. * @param mainImpostor defines the main impostor to which the joint is added.
  87298. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  87299. * @param joint defines the joint that will connect both impostors.
  87300. */
  87301. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87302. /**
  87303. * Removes a joint from the simulation
  87304. * @param mainImpostor defines the impostor used with the joint
  87305. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  87306. * @param joint defines the joint to remove
  87307. */
  87308. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87309. /**
  87310. * Gets the current plugin used to run the simulation
  87311. * @returns current plugin
  87312. */
  87313. getPhysicsPlugin(): IPhysicsEnginePlugin;
  87314. /**
  87315. * Gets the list of physic impostors
  87316. * @returns an array of PhysicsImpostor
  87317. */
  87318. getImpostors(): Array<PhysicsImpostor>;
  87319. /**
  87320. * Gets the impostor for a physics enabled object
  87321. * @param object defines the object impersonated by the impostor
  87322. * @returns the PhysicsImpostor or null if not found
  87323. */
  87324. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87325. /**
  87326. * Gets the impostor for a physics body object
  87327. * @param body defines physics body used by the impostor
  87328. * @returns the PhysicsImpostor or null if not found
  87329. */
  87330. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  87331. /**
  87332. * Does a raycast in the physics world
  87333. * @param from when should the ray start?
  87334. * @param to when should the ray end?
  87335. * @returns PhysicsRaycastResult
  87336. */
  87337. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87338. /**
  87339. * Called by the scene. No need to call it.
  87340. * @param delta defines the timespam between frames
  87341. */
  87342. _step(delta: number): void;
  87343. }
  87344. }
  87345. declare module BABYLON {
  87346. /**
  87347. * The interface for the physics imposter parameters
  87348. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87349. */
  87350. export interface PhysicsImpostorParameters {
  87351. /**
  87352. * The mass of the physics imposter
  87353. */
  87354. mass: number;
  87355. /**
  87356. * The friction of the physics imposter
  87357. */
  87358. friction?: number;
  87359. /**
  87360. * The coefficient of restitution of the physics imposter
  87361. */
  87362. restitution?: number;
  87363. /**
  87364. * The native options of the physics imposter
  87365. */
  87366. nativeOptions?: any;
  87367. /**
  87368. * Specifies if the parent should be ignored
  87369. */
  87370. ignoreParent?: boolean;
  87371. /**
  87372. * Specifies if bi-directional transformations should be disabled
  87373. */
  87374. disableBidirectionalTransformation?: boolean;
  87375. /**
  87376. * The pressure inside the physics imposter, soft object only
  87377. */
  87378. pressure?: number;
  87379. /**
  87380. * The stiffness the physics imposter, soft object only
  87381. */
  87382. stiffness?: number;
  87383. /**
  87384. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87385. */
  87386. velocityIterations?: number;
  87387. /**
  87388. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87389. */
  87390. positionIterations?: number;
  87391. /**
  87392. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87393. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87394. * Add to fix multiple points
  87395. */
  87396. fixedPoints?: number;
  87397. /**
  87398. * The collision margin around a soft object
  87399. */
  87400. margin?: number;
  87401. /**
  87402. * The collision margin around a soft object
  87403. */
  87404. damping?: number;
  87405. /**
  87406. * The path for a rope based on an extrusion
  87407. */
  87408. path?: any;
  87409. /**
  87410. * The shape of an extrusion used for a rope based on an extrusion
  87411. */
  87412. shape?: any;
  87413. }
  87414. /**
  87415. * Interface for a physics-enabled object
  87416. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87417. */
  87418. export interface IPhysicsEnabledObject {
  87419. /**
  87420. * The position of the physics-enabled object
  87421. */
  87422. position: Vector3;
  87423. /**
  87424. * The rotation of the physics-enabled object
  87425. */
  87426. rotationQuaternion: Nullable<Quaternion>;
  87427. /**
  87428. * The scale of the physics-enabled object
  87429. */
  87430. scaling: Vector3;
  87431. /**
  87432. * The rotation of the physics-enabled object
  87433. */
  87434. rotation?: Vector3;
  87435. /**
  87436. * The parent of the physics-enabled object
  87437. */
  87438. parent?: any;
  87439. /**
  87440. * The bounding info of the physics-enabled object
  87441. * @returns The bounding info of the physics-enabled object
  87442. */
  87443. getBoundingInfo(): BoundingInfo;
  87444. /**
  87445. * Computes the world matrix
  87446. * @param force Specifies if the world matrix should be computed by force
  87447. * @returns A world matrix
  87448. */
  87449. computeWorldMatrix(force: boolean): Matrix;
  87450. /**
  87451. * Gets the world matrix
  87452. * @returns A world matrix
  87453. */
  87454. getWorldMatrix?(): Matrix;
  87455. /**
  87456. * Gets the child meshes
  87457. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87458. * @returns An array of abstract meshes
  87459. */
  87460. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87461. /**
  87462. * Gets the vertex data
  87463. * @param kind The type of vertex data
  87464. * @returns A nullable array of numbers, or a float32 array
  87465. */
  87466. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87467. /**
  87468. * Gets the indices from the mesh
  87469. * @returns A nullable array of index arrays
  87470. */
  87471. getIndices?(): Nullable<IndicesArray>;
  87472. /**
  87473. * Gets the scene from the mesh
  87474. * @returns the indices array or null
  87475. */
  87476. getScene?(): Scene;
  87477. /**
  87478. * Gets the absolute position from the mesh
  87479. * @returns the absolute position
  87480. */
  87481. getAbsolutePosition(): Vector3;
  87482. /**
  87483. * Gets the absolute pivot point from the mesh
  87484. * @returns the absolute pivot point
  87485. */
  87486. getAbsolutePivotPoint(): Vector3;
  87487. /**
  87488. * Rotates the mesh
  87489. * @param axis The axis of rotation
  87490. * @param amount The amount of rotation
  87491. * @param space The space of the rotation
  87492. * @returns The rotation transform node
  87493. */
  87494. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87495. /**
  87496. * Translates the mesh
  87497. * @param axis The axis of translation
  87498. * @param distance The distance of translation
  87499. * @param space The space of the translation
  87500. * @returns The transform node
  87501. */
  87502. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87503. /**
  87504. * Sets the absolute position of the mesh
  87505. * @param absolutePosition The absolute position of the mesh
  87506. * @returns The transform node
  87507. */
  87508. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87509. /**
  87510. * Gets the class name of the mesh
  87511. * @returns The class name
  87512. */
  87513. getClassName(): string;
  87514. }
  87515. /**
  87516. * Represents a physics imposter
  87517. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87518. */
  87519. export class PhysicsImpostor {
  87520. /**
  87521. * The physics-enabled object used as the physics imposter
  87522. */
  87523. object: IPhysicsEnabledObject;
  87524. /**
  87525. * The type of the physics imposter
  87526. */
  87527. type: number;
  87528. private _options;
  87529. private _scene?;
  87530. /**
  87531. * The default object size of the imposter
  87532. */
  87533. static DEFAULT_OBJECT_SIZE: Vector3;
  87534. /**
  87535. * The identity quaternion of the imposter
  87536. */
  87537. static IDENTITY_QUATERNION: Quaternion;
  87538. /** @hidden */
  87539. _pluginData: any;
  87540. private _physicsEngine;
  87541. private _physicsBody;
  87542. private _bodyUpdateRequired;
  87543. private _onBeforePhysicsStepCallbacks;
  87544. private _onAfterPhysicsStepCallbacks;
  87545. /** @hidden */
  87546. _onPhysicsCollideCallbacks: Array<{
  87547. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87548. otherImpostors: Array<PhysicsImpostor>;
  87549. }>;
  87550. private _deltaPosition;
  87551. private _deltaRotation;
  87552. private _deltaRotationConjugated;
  87553. /** @hidden */
  87554. _isFromLine: boolean;
  87555. private _parent;
  87556. private _isDisposed;
  87557. private static _tmpVecs;
  87558. private static _tmpQuat;
  87559. /**
  87560. * Specifies if the physics imposter is disposed
  87561. */
  87562. readonly isDisposed: boolean;
  87563. /**
  87564. * Gets the mass of the physics imposter
  87565. */
  87566. mass: number;
  87567. /**
  87568. * Gets the coefficient of friction
  87569. */
  87570. /**
  87571. * Sets the coefficient of friction
  87572. */
  87573. friction: number;
  87574. /**
  87575. * Gets the coefficient of restitution
  87576. */
  87577. /**
  87578. * Sets the coefficient of restitution
  87579. */
  87580. restitution: number;
  87581. /**
  87582. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87583. */
  87584. /**
  87585. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87586. */
  87587. pressure: number;
  87588. /**
  87589. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87590. */
  87591. /**
  87592. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87593. */
  87594. stiffness: number;
  87595. /**
  87596. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87597. */
  87598. /**
  87599. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87600. */
  87601. velocityIterations: number;
  87602. /**
  87603. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87604. */
  87605. /**
  87606. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87607. */
  87608. positionIterations: number;
  87609. /**
  87610. * The unique id of the physics imposter
  87611. * set by the physics engine when adding this impostor to the array
  87612. */
  87613. uniqueId: number;
  87614. /**
  87615. * @hidden
  87616. */
  87617. soft: boolean;
  87618. /**
  87619. * @hidden
  87620. */
  87621. segments: number;
  87622. private _joints;
  87623. /**
  87624. * Initializes the physics imposter
  87625. * @param object The physics-enabled object used as the physics imposter
  87626. * @param type The type of the physics imposter
  87627. * @param _options The options for the physics imposter
  87628. * @param _scene The Babylon scene
  87629. */
  87630. constructor(
  87631. /**
  87632. * The physics-enabled object used as the physics imposter
  87633. */
  87634. object: IPhysicsEnabledObject,
  87635. /**
  87636. * The type of the physics imposter
  87637. */
  87638. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87639. /**
  87640. * This function will completly initialize this impostor.
  87641. * It will create a new body - but only if this mesh has no parent.
  87642. * If it has, this impostor will not be used other than to define the impostor
  87643. * of the child mesh.
  87644. * @hidden
  87645. */
  87646. _init(): void;
  87647. private _getPhysicsParent;
  87648. /**
  87649. * Should a new body be generated.
  87650. * @returns boolean specifying if body initialization is required
  87651. */
  87652. isBodyInitRequired(): boolean;
  87653. /**
  87654. * Sets the updated scaling
  87655. * @param updated Specifies if the scaling is updated
  87656. */
  87657. setScalingUpdated(): void;
  87658. /**
  87659. * Force a regeneration of this or the parent's impostor's body.
  87660. * Use under cautious - This will remove all joints already implemented.
  87661. */
  87662. forceUpdate(): void;
  87663. /**
  87664. * Gets the body that holds this impostor. Either its own, or its parent.
  87665. */
  87666. /**
  87667. * Set the physics body. Used mainly by the physics engine/plugin
  87668. */
  87669. physicsBody: any;
  87670. /**
  87671. * Get the parent of the physics imposter
  87672. * @returns Physics imposter or null
  87673. */
  87674. /**
  87675. * Sets the parent of the physics imposter
  87676. */
  87677. parent: Nullable<PhysicsImpostor>;
  87678. /**
  87679. * Resets the update flags
  87680. */
  87681. resetUpdateFlags(): void;
  87682. /**
  87683. * Gets the object extend size
  87684. * @returns the object extend size
  87685. */
  87686. getObjectExtendSize(): Vector3;
  87687. /**
  87688. * Gets the object center
  87689. * @returns The object center
  87690. */
  87691. getObjectCenter(): Vector3;
  87692. /**
  87693. * Get a specific parametes from the options parameter
  87694. * @param paramName The object parameter name
  87695. * @returns The object parameter
  87696. */
  87697. getParam(paramName: string): any;
  87698. /**
  87699. * Sets a specific parameter in the options given to the physics plugin
  87700. * @param paramName The parameter name
  87701. * @param value The value of the parameter
  87702. */
  87703. setParam(paramName: string, value: number): void;
  87704. /**
  87705. * Specifically change the body's mass option. Won't recreate the physics body object
  87706. * @param mass The mass of the physics imposter
  87707. */
  87708. setMass(mass: number): void;
  87709. /**
  87710. * Gets the linear velocity
  87711. * @returns linear velocity or null
  87712. */
  87713. getLinearVelocity(): Nullable<Vector3>;
  87714. /**
  87715. * Sets the linear velocity
  87716. * @param velocity linear velocity or null
  87717. */
  87718. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87719. /**
  87720. * Gets the angular velocity
  87721. * @returns angular velocity or null
  87722. */
  87723. getAngularVelocity(): Nullable<Vector3>;
  87724. /**
  87725. * Sets the angular velocity
  87726. * @param velocity The velocity or null
  87727. */
  87728. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87729. /**
  87730. * Execute a function with the physics plugin native code
  87731. * Provide a function the will have two variables - the world object and the physics body object
  87732. * @param func The function to execute with the physics plugin native code
  87733. */
  87734. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87735. /**
  87736. * Register a function that will be executed before the physics world is stepping forward
  87737. * @param func The function to execute before the physics world is stepped forward
  87738. */
  87739. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87740. /**
  87741. * Unregister a function that will be executed before the physics world is stepping forward
  87742. * @param func The function to execute before the physics world is stepped forward
  87743. */
  87744. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87745. /**
  87746. * Register a function that will be executed after the physics step
  87747. * @param func The function to execute after physics step
  87748. */
  87749. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87750. /**
  87751. * Unregisters a function that will be executed after the physics step
  87752. * @param func The function to execute after physics step
  87753. */
  87754. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87755. /**
  87756. * register a function that will be executed when this impostor collides against a different body
  87757. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87758. * @param func Callback that is executed on collision
  87759. */
  87760. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87761. /**
  87762. * Unregisters the physics imposter on contact
  87763. * @param collideAgainst The physics object to collide against
  87764. * @param func Callback to execute on collision
  87765. */
  87766. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87767. private _tmpQuat;
  87768. private _tmpQuat2;
  87769. /**
  87770. * Get the parent rotation
  87771. * @returns The parent rotation
  87772. */
  87773. getParentsRotation(): Quaternion;
  87774. /**
  87775. * this function is executed by the physics engine.
  87776. */
  87777. beforeStep: () => void;
  87778. /**
  87779. * this function is executed by the physics engine
  87780. */
  87781. afterStep: () => void;
  87782. /**
  87783. * Legacy collision detection event support
  87784. */
  87785. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87786. /**
  87787. * event and body object due to cannon's event-based architecture.
  87788. */
  87789. onCollide: (e: {
  87790. body: any;
  87791. }) => void;
  87792. /**
  87793. * Apply a force
  87794. * @param force The force to apply
  87795. * @param contactPoint The contact point for the force
  87796. * @returns The physics imposter
  87797. */
  87798. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87799. /**
  87800. * Apply an impulse
  87801. * @param force The impulse force
  87802. * @param contactPoint The contact point for the impulse force
  87803. * @returns The physics imposter
  87804. */
  87805. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87806. /**
  87807. * A help function to create a joint
  87808. * @param otherImpostor A physics imposter used to create a joint
  87809. * @param jointType The type of joint
  87810. * @param jointData The data for the joint
  87811. * @returns The physics imposter
  87812. */
  87813. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87814. /**
  87815. * Add a joint to this impostor with a different impostor
  87816. * @param otherImpostor A physics imposter used to add a joint
  87817. * @param joint The joint to add
  87818. * @returns The physics imposter
  87819. */
  87820. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87821. /**
  87822. * Add an anchor to a cloth impostor
  87823. * @param otherImpostor rigid impostor to anchor to
  87824. * @param width ratio across width from 0 to 1
  87825. * @param height ratio up height from 0 to 1
  87826. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87827. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87828. * @returns impostor the soft imposter
  87829. */
  87830. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87831. /**
  87832. * Add a hook to a rope impostor
  87833. * @param otherImpostor rigid impostor to anchor to
  87834. * @param length ratio across rope from 0 to 1
  87835. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87836. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87837. * @returns impostor the rope imposter
  87838. */
  87839. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87840. /**
  87841. * Will keep this body still, in a sleep mode.
  87842. * @returns the physics imposter
  87843. */
  87844. sleep(): PhysicsImpostor;
  87845. /**
  87846. * Wake the body up.
  87847. * @returns The physics imposter
  87848. */
  87849. wakeUp(): PhysicsImpostor;
  87850. /**
  87851. * Clones the physics imposter
  87852. * @param newObject The physics imposter clones to this physics-enabled object
  87853. * @returns A nullable physics imposter
  87854. */
  87855. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87856. /**
  87857. * Disposes the physics imposter
  87858. */
  87859. dispose(): void;
  87860. /**
  87861. * Sets the delta position
  87862. * @param position The delta position amount
  87863. */
  87864. setDeltaPosition(position: Vector3): void;
  87865. /**
  87866. * Sets the delta rotation
  87867. * @param rotation The delta rotation amount
  87868. */
  87869. setDeltaRotation(rotation: Quaternion): void;
  87870. /**
  87871. * Gets the box size of the physics imposter and stores the result in the input parameter
  87872. * @param result Stores the box size
  87873. * @returns The physics imposter
  87874. */
  87875. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87876. /**
  87877. * Gets the radius of the physics imposter
  87878. * @returns Radius of the physics imposter
  87879. */
  87880. getRadius(): number;
  87881. /**
  87882. * Sync a bone with this impostor
  87883. * @param bone The bone to sync to the impostor.
  87884. * @param boneMesh The mesh that the bone is influencing.
  87885. * @param jointPivot The pivot of the joint / bone in local space.
  87886. * @param distToJoint Optional distance from the impostor to the joint.
  87887. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87888. */
  87889. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87890. /**
  87891. * Sync impostor to a bone
  87892. * @param bone The bone that the impostor will be synced to.
  87893. * @param boneMesh The mesh that the bone is influencing.
  87894. * @param jointPivot The pivot of the joint / bone in local space.
  87895. * @param distToJoint Optional distance from the impostor to the joint.
  87896. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87897. * @param boneAxis Optional vector3 axis the bone is aligned with
  87898. */
  87899. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87900. /**
  87901. * No-Imposter type
  87902. */
  87903. static NoImpostor: number;
  87904. /**
  87905. * Sphere-Imposter type
  87906. */
  87907. static SphereImpostor: number;
  87908. /**
  87909. * Box-Imposter type
  87910. */
  87911. static BoxImpostor: number;
  87912. /**
  87913. * Plane-Imposter type
  87914. */
  87915. static PlaneImpostor: number;
  87916. /**
  87917. * Mesh-imposter type
  87918. */
  87919. static MeshImpostor: number;
  87920. /**
  87921. * Capsule-Impostor type (Ammo.js plugin only)
  87922. */
  87923. static CapsuleImpostor: number;
  87924. /**
  87925. * Cylinder-Imposter type
  87926. */
  87927. static CylinderImpostor: number;
  87928. /**
  87929. * Particle-Imposter type
  87930. */
  87931. static ParticleImpostor: number;
  87932. /**
  87933. * Heightmap-Imposter type
  87934. */
  87935. static HeightmapImpostor: number;
  87936. /**
  87937. * ConvexHull-Impostor type (Ammo.js plugin only)
  87938. */
  87939. static ConvexHullImpostor: number;
  87940. /**
  87941. * Rope-Imposter type
  87942. */
  87943. static RopeImpostor: number;
  87944. /**
  87945. * Cloth-Imposter type
  87946. */
  87947. static ClothImpostor: number;
  87948. /**
  87949. * Softbody-Imposter type
  87950. */
  87951. static SoftbodyImpostor: number;
  87952. }
  87953. }
  87954. declare module BABYLON {
  87955. /**
  87956. * @hidden
  87957. **/
  87958. export class _CreationDataStorage {
  87959. closePath?: boolean;
  87960. closeArray?: boolean;
  87961. idx: number[];
  87962. dashSize: number;
  87963. gapSize: number;
  87964. path3D: Path3D;
  87965. pathArray: Vector3[][];
  87966. arc: number;
  87967. radius: number;
  87968. cap: number;
  87969. tessellation: number;
  87970. }
  87971. /**
  87972. * @hidden
  87973. **/
  87974. class _InstanceDataStorage {
  87975. visibleInstances: any;
  87976. batchCache: _InstancesBatch;
  87977. instancesBufferSize: number;
  87978. instancesBuffer: Nullable<Buffer>;
  87979. instancesData: Float32Array;
  87980. overridenInstanceCount: number;
  87981. isFrozen: boolean;
  87982. previousBatch: Nullable<_InstancesBatch>;
  87983. hardwareInstancedRendering: boolean;
  87984. sideOrientation: number;
  87985. }
  87986. /**
  87987. * @hidden
  87988. **/
  87989. export class _InstancesBatch {
  87990. mustReturn: boolean;
  87991. visibleInstances: Nullable<InstancedMesh[]>[];
  87992. renderSelf: boolean[];
  87993. hardwareInstancedRendering: boolean[];
  87994. }
  87995. /**
  87996. * Class used to represent renderable models
  87997. */
  87998. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87999. /**
  88000. * Mesh side orientation : usually the external or front surface
  88001. */
  88002. static readonly FRONTSIDE: number;
  88003. /**
  88004. * Mesh side orientation : usually the internal or back surface
  88005. */
  88006. static readonly BACKSIDE: number;
  88007. /**
  88008. * Mesh side orientation : both internal and external or front and back surfaces
  88009. */
  88010. static readonly DOUBLESIDE: number;
  88011. /**
  88012. * Mesh side orientation : by default, `FRONTSIDE`
  88013. */
  88014. static readonly DEFAULTSIDE: number;
  88015. /**
  88016. * Mesh cap setting : no cap
  88017. */
  88018. static readonly NO_CAP: number;
  88019. /**
  88020. * Mesh cap setting : one cap at the beginning of the mesh
  88021. */
  88022. static readonly CAP_START: number;
  88023. /**
  88024. * Mesh cap setting : one cap at the end of the mesh
  88025. */
  88026. static readonly CAP_END: number;
  88027. /**
  88028. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88029. */
  88030. static readonly CAP_ALL: number;
  88031. /**
  88032. * Mesh pattern setting : no flip or rotate
  88033. */
  88034. static readonly NO_FLIP: number;
  88035. /**
  88036. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88037. */
  88038. static readonly FLIP_TILE: number;
  88039. /**
  88040. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88041. */
  88042. static readonly ROTATE_TILE: number;
  88043. /**
  88044. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88045. */
  88046. static readonly FLIP_ROW: number;
  88047. /**
  88048. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88049. */
  88050. static readonly ROTATE_ROW: number;
  88051. /**
  88052. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88053. */
  88054. static readonly FLIP_N_ROTATE_TILE: number;
  88055. /**
  88056. * Mesh pattern setting : rotate pattern and rotate
  88057. */
  88058. static readonly FLIP_N_ROTATE_ROW: number;
  88059. /**
  88060. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88061. */
  88062. static readonly CENTER: number;
  88063. /**
  88064. * Mesh tile positioning : part tiles on left
  88065. */
  88066. static readonly LEFT: number;
  88067. /**
  88068. * Mesh tile positioning : part tiles on right
  88069. */
  88070. static readonly RIGHT: number;
  88071. /**
  88072. * Mesh tile positioning : part tiles on top
  88073. */
  88074. static readonly TOP: number;
  88075. /**
  88076. * Mesh tile positioning : part tiles on bottom
  88077. */
  88078. static readonly BOTTOM: number;
  88079. /**
  88080. * Gets the default side orientation.
  88081. * @param orientation the orientation to value to attempt to get
  88082. * @returns the default orientation
  88083. * @hidden
  88084. */
  88085. static _GetDefaultSideOrientation(orientation?: number): number;
  88086. private _internalMeshDataInfo;
  88087. /**
  88088. * An event triggered before rendering the mesh
  88089. */
  88090. readonly onBeforeRenderObservable: Observable<Mesh>;
  88091. /**
  88092. * An event triggered before binding the mesh
  88093. */
  88094. readonly onBeforeBindObservable: Observable<Mesh>;
  88095. /**
  88096. * An event triggered after rendering the mesh
  88097. */
  88098. readonly onAfterRenderObservable: Observable<Mesh>;
  88099. /**
  88100. * An event triggered before drawing the mesh
  88101. */
  88102. readonly onBeforeDrawObservable: Observable<Mesh>;
  88103. private _onBeforeDrawObserver;
  88104. /**
  88105. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88106. */
  88107. onBeforeDraw: () => void;
  88108. readonly hasInstances: boolean;
  88109. /**
  88110. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88111. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88112. */
  88113. delayLoadState: number;
  88114. /**
  88115. * Gets the list of instances created from this mesh
  88116. * it is not supposed to be modified manually.
  88117. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88118. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88119. */
  88120. instances: InstancedMesh[];
  88121. /**
  88122. * Gets the file containing delay loading data for this mesh
  88123. */
  88124. delayLoadingFile: string;
  88125. /** @hidden */
  88126. _binaryInfo: any;
  88127. /**
  88128. * User defined function used to change how LOD level selection is done
  88129. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88130. */
  88131. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88132. /**
  88133. * Gets or sets the morph target manager
  88134. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88135. */
  88136. morphTargetManager: Nullable<MorphTargetManager>;
  88137. /** @hidden */
  88138. _creationDataStorage: Nullable<_CreationDataStorage>;
  88139. /** @hidden */
  88140. _geometry: Nullable<Geometry>;
  88141. /** @hidden */
  88142. _delayInfo: Array<string>;
  88143. /** @hidden */
  88144. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88145. /** @hidden */
  88146. _instanceDataStorage: _InstanceDataStorage;
  88147. private _effectiveMaterial;
  88148. /** @hidden */
  88149. _shouldGenerateFlatShading: boolean;
  88150. /** @hidden */
  88151. _originalBuilderSideOrientation: number;
  88152. /**
  88153. * Use this property to change the original side orientation defined at construction time
  88154. */
  88155. overrideMaterialSideOrientation: Nullable<number>;
  88156. /**
  88157. * Gets the source mesh (the one used to clone this one from)
  88158. */
  88159. readonly source: Nullable<Mesh>;
  88160. /**
  88161. * Gets or sets a boolean indicating that this mesh does not use index buffer
  88162. */
  88163. isUnIndexed: boolean;
  88164. /**
  88165. * @constructor
  88166. * @param name The value used by scene.getMeshByName() to do a lookup.
  88167. * @param scene The scene to add this mesh to.
  88168. * @param parent The parent of this mesh, if it has one
  88169. * @param source An optional Mesh from which geometry is shared, cloned.
  88170. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88171. * When false, achieved by calling a clone(), also passing False.
  88172. * This will make creation of children, recursive.
  88173. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  88174. */
  88175. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  88176. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  88177. /**
  88178. * Gets the class name
  88179. * @returns the string "Mesh".
  88180. */
  88181. getClassName(): string;
  88182. /** @hidden */
  88183. readonly _isMesh: boolean;
  88184. /**
  88185. * Returns a description of this mesh
  88186. * @param fullDetails define if full details about this mesh must be used
  88187. * @returns a descriptive string representing this mesh
  88188. */
  88189. toString(fullDetails?: boolean): string;
  88190. /** @hidden */
  88191. _unBindEffect(): void;
  88192. /**
  88193. * Gets a boolean indicating if this mesh has LOD
  88194. */
  88195. readonly hasLODLevels: boolean;
  88196. /**
  88197. * Gets the list of MeshLODLevel associated with the current mesh
  88198. * @returns an array of MeshLODLevel
  88199. */
  88200. getLODLevels(): MeshLODLevel[];
  88201. private _sortLODLevels;
  88202. /**
  88203. * Add a mesh as LOD level triggered at the given distance.
  88204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88205. * @param distance The distance from the center of the object to show this level
  88206. * @param mesh The mesh to be added as LOD level (can be null)
  88207. * @return This mesh (for chaining)
  88208. */
  88209. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  88210. /**
  88211. * Returns the LOD level mesh at the passed distance or null if not found.
  88212. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88213. * @param distance The distance from the center of the object to show this level
  88214. * @returns a Mesh or `null`
  88215. */
  88216. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  88217. /**
  88218. * Remove a mesh from the LOD array
  88219. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88220. * @param mesh defines the mesh to be removed
  88221. * @return This mesh (for chaining)
  88222. */
  88223. removeLODLevel(mesh: Mesh): Mesh;
  88224. /**
  88225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  88226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88227. * @param camera defines the camera to use to compute distance
  88228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  88229. * @return This mesh (for chaining)
  88230. */
  88231. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  88232. /**
  88233. * Gets the mesh internal Geometry object
  88234. */
  88235. readonly geometry: Nullable<Geometry>;
  88236. /**
  88237. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  88238. * @returns the total number of vertices
  88239. */
  88240. getTotalVertices(): number;
  88241. /**
  88242. * Returns the content of an associated vertex buffer
  88243. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88244. * - VertexBuffer.PositionKind
  88245. * - VertexBuffer.UVKind
  88246. * - VertexBuffer.UV2Kind
  88247. * - VertexBuffer.UV3Kind
  88248. * - VertexBuffer.UV4Kind
  88249. * - VertexBuffer.UV5Kind
  88250. * - VertexBuffer.UV6Kind
  88251. * - VertexBuffer.ColorKind
  88252. * - VertexBuffer.MatricesIndicesKind
  88253. * - VertexBuffer.MatricesIndicesExtraKind
  88254. * - VertexBuffer.MatricesWeightsKind
  88255. * - VertexBuffer.MatricesWeightsExtraKind
  88256. * @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
  88257. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  88258. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  88259. */
  88260. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88261. /**
  88262. * Returns the mesh VertexBuffer object from the requested `kind`
  88263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88264. * - VertexBuffer.PositionKind
  88265. * - VertexBuffer.NormalKind
  88266. * - VertexBuffer.UVKind
  88267. * - VertexBuffer.UV2Kind
  88268. * - VertexBuffer.UV3Kind
  88269. * - VertexBuffer.UV4Kind
  88270. * - VertexBuffer.UV5Kind
  88271. * - VertexBuffer.UV6Kind
  88272. * - VertexBuffer.ColorKind
  88273. * - VertexBuffer.MatricesIndicesKind
  88274. * - VertexBuffer.MatricesIndicesExtraKind
  88275. * - VertexBuffer.MatricesWeightsKind
  88276. * - VertexBuffer.MatricesWeightsExtraKind
  88277. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  88278. */
  88279. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88280. /**
  88281. * Tests if a specific vertex buffer is associated with this mesh
  88282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88283. * - VertexBuffer.PositionKind
  88284. * - VertexBuffer.NormalKind
  88285. * - VertexBuffer.UVKind
  88286. * - VertexBuffer.UV2Kind
  88287. * - VertexBuffer.UV3Kind
  88288. * - VertexBuffer.UV4Kind
  88289. * - VertexBuffer.UV5Kind
  88290. * - VertexBuffer.UV6Kind
  88291. * - VertexBuffer.ColorKind
  88292. * - VertexBuffer.MatricesIndicesKind
  88293. * - VertexBuffer.MatricesIndicesExtraKind
  88294. * - VertexBuffer.MatricesWeightsKind
  88295. * - VertexBuffer.MatricesWeightsExtraKind
  88296. * @returns a boolean
  88297. */
  88298. isVerticesDataPresent(kind: string): boolean;
  88299. /**
  88300. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  88301. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88302. * - VertexBuffer.PositionKind
  88303. * - VertexBuffer.UVKind
  88304. * - VertexBuffer.UV2Kind
  88305. * - VertexBuffer.UV3Kind
  88306. * - VertexBuffer.UV4Kind
  88307. * - VertexBuffer.UV5Kind
  88308. * - VertexBuffer.UV6Kind
  88309. * - VertexBuffer.ColorKind
  88310. * - VertexBuffer.MatricesIndicesKind
  88311. * - VertexBuffer.MatricesIndicesExtraKind
  88312. * - VertexBuffer.MatricesWeightsKind
  88313. * - VertexBuffer.MatricesWeightsExtraKind
  88314. * @returns a boolean
  88315. */
  88316. isVertexBufferUpdatable(kind: string): boolean;
  88317. /**
  88318. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  88319. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88320. * - VertexBuffer.PositionKind
  88321. * - VertexBuffer.NormalKind
  88322. * - VertexBuffer.UVKind
  88323. * - VertexBuffer.UV2Kind
  88324. * - VertexBuffer.UV3Kind
  88325. * - VertexBuffer.UV4Kind
  88326. * - VertexBuffer.UV5Kind
  88327. * - VertexBuffer.UV6Kind
  88328. * - VertexBuffer.ColorKind
  88329. * - VertexBuffer.MatricesIndicesKind
  88330. * - VertexBuffer.MatricesIndicesExtraKind
  88331. * - VertexBuffer.MatricesWeightsKind
  88332. * - VertexBuffer.MatricesWeightsExtraKind
  88333. * @returns an array of strings
  88334. */
  88335. getVerticesDataKinds(): string[];
  88336. /**
  88337. * Returns a positive integer : the total number of indices in this mesh geometry.
  88338. * @returns the numner of indices or zero if the mesh has no geometry.
  88339. */
  88340. getTotalIndices(): number;
  88341. /**
  88342. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88343. * @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.
  88344. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88345. * @returns the indices array or an empty array if the mesh has no geometry
  88346. */
  88347. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88348. readonly isBlocked: boolean;
  88349. /**
  88350. * Determine if the current mesh is ready to be rendered
  88351. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  88352. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  88353. * @returns true if all associated assets are ready (material, textures, shaders)
  88354. */
  88355. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  88356. /**
  88357. * 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.
  88358. */
  88359. readonly areNormalsFrozen: boolean;
  88360. /**
  88361. * 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.
  88362. * @returns the current mesh
  88363. */
  88364. freezeNormals(): Mesh;
  88365. /**
  88366. * 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
  88367. * @returns the current mesh
  88368. */
  88369. unfreezeNormals(): Mesh;
  88370. /**
  88371. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  88372. */
  88373. overridenInstanceCount: number;
  88374. /** @hidden */
  88375. _preActivate(): Mesh;
  88376. /** @hidden */
  88377. _preActivateForIntermediateRendering(renderId: number): Mesh;
  88378. /** @hidden */
  88379. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  88380. /**
  88381. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  88382. * This means the mesh underlying bounding box and sphere are recomputed.
  88383. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88384. * @returns the current mesh
  88385. */
  88386. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88387. /** @hidden */
  88388. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88389. /**
  88390. * This function will subdivide the mesh into multiple submeshes
  88391. * @param count defines the expected number of submeshes
  88392. */
  88393. subdivide(count: number): void;
  88394. /**
  88395. * Copy a FloatArray into a specific associated vertex buffer
  88396. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88397. * - VertexBuffer.PositionKind
  88398. * - VertexBuffer.UVKind
  88399. * - VertexBuffer.UV2Kind
  88400. * - VertexBuffer.UV3Kind
  88401. * - VertexBuffer.UV4Kind
  88402. * - VertexBuffer.UV5Kind
  88403. * - VertexBuffer.UV6Kind
  88404. * - VertexBuffer.ColorKind
  88405. * - VertexBuffer.MatricesIndicesKind
  88406. * - VertexBuffer.MatricesIndicesExtraKind
  88407. * - VertexBuffer.MatricesWeightsKind
  88408. * - VertexBuffer.MatricesWeightsExtraKind
  88409. * @param data defines the data source
  88410. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88411. * @param stride defines the data stride size (can be null)
  88412. * @returns the current mesh
  88413. */
  88414. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  88415. /**
  88416. * Flags an associated vertex buffer as updatable
  88417. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88418. * - VertexBuffer.PositionKind
  88419. * - VertexBuffer.UVKind
  88420. * - VertexBuffer.UV2Kind
  88421. * - VertexBuffer.UV3Kind
  88422. * - VertexBuffer.UV4Kind
  88423. * - VertexBuffer.UV5Kind
  88424. * - VertexBuffer.UV6Kind
  88425. * - VertexBuffer.ColorKind
  88426. * - VertexBuffer.MatricesIndicesKind
  88427. * - VertexBuffer.MatricesIndicesExtraKind
  88428. * - VertexBuffer.MatricesWeightsKind
  88429. * - VertexBuffer.MatricesWeightsExtraKind
  88430. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88431. */
  88432. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88433. /**
  88434. * Sets the mesh global Vertex Buffer
  88435. * @param buffer defines the buffer to use
  88436. * @returns the current mesh
  88437. */
  88438. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88439. /**
  88440. * Update a specific associated vertex buffer
  88441. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88442. * - VertexBuffer.PositionKind
  88443. * - VertexBuffer.UVKind
  88444. * - VertexBuffer.UV2Kind
  88445. * - VertexBuffer.UV3Kind
  88446. * - VertexBuffer.UV4Kind
  88447. * - VertexBuffer.UV5Kind
  88448. * - VertexBuffer.UV6Kind
  88449. * - VertexBuffer.ColorKind
  88450. * - VertexBuffer.MatricesIndicesKind
  88451. * - VertexBuffer.MatricesIndicesExtraKind
  88452. * - VertexBuffer.MatricesWeightsKind
  88453. * - VertexBuffer.MatricesWeightsExtraKind
  88454. * @param data defines the data source
  88455. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88456. * @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)
  88457. * @returns the current mesh
  88458. */
  88459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  88460. /**
  88461. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88462. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88463. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88464. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88465. * @returns the current mesh
  88466. */
  88467. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88468. /**
  88469. * Creates a un-shared specific occurence of the geometry for the mesh.
  88470. * @returns the current mesh
  88471. */
  88472. makeGeometryUnique(): Mesh;
  88473. /**
  88474. * Set the index buffer of this mesh
  88475. * @param indices defines the source data
  88476. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88477. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88478. * @returns the current mesh
  88479. */
  88480. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  88481. /**
  88482. * Update the current index buffer
  88483. * @param indices defines the source data
  88484. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88485. * @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)
  88486. * @returns the current mesh
  88487. */
  88488. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  88489. /**
  88490. * Invert the geometry to move from a right handed system to a left handed one.
  88491. * @returns the current mesh
  88492. */
  88493. toLeftHanded(): Mesh;
  88494. /** @hidden */
  88495. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88496. /** @hidden */
  88497. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88498. /**
  88499. * Registers for this mesh a javascript function called just before the rendering process
  88500. * @param func defines the function to call before rendering this mesh
  88501. * @returns the current mesh
  88502. */
  88503. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88504. /**
  88505. * Disposes a previously registered javascript function called before the rendering
  88506. * @param func defines the function to remove
  88507. * @returns the current mesh
  88508. */
  88509. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88510. /**
  88511. * Registers for this mesh a javascript function called just after the rendering is complete
  88512. * @param func defines the function to call after rendering this mesh
  88513. * @returns the current mesh
  88514. */
  88515. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88516. /**
  88517. * Disposes a previously registered javascript function called after the rendering.
  88518. * @param func defines the function to remove
  88519. * @returns the current mesh
  88520. */
  88521. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88522. /** @hidden */
  88523. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88524. /** @hidden */
  88525. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88526. /** @hidden */
  88527. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88528. /** @hidden */
  88529. _rebuild(): void;
  88530. /** @hidden */
  88531. _freeze(): void;
  88532. /** @hidden */
  88533. _unFreeze(): void;
  88534. /**
  88535. * 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
  88536. * @param subMesh defines the subMesh to render
  88537. * @param enableAlphaMode defines if alpha mode can be changed
  88538. * @returns the current mesh
  88539. */
  88540. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88541. private _onBeforeDraw;
  88542. /**
  88543. * Renormalize the mesh and patch it up if there are no weights
  88544. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88545. * However in the case of zero weights then we set just a single influence to 1.
  88546. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88547. */
  88548. cleanMatrixWeights(): void;
  88549. private normalizeSkinFourWeights;
  88550. private normalizeSkinWeightsAndExtra;
  88551. /**
  88552. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88553. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88554. * the user know there was an issue with importing the mesh
  88555. * @returns a validation object with skinned, valid and report string
  88556. */
  88557. validateSkinning(): {
  88558. skinned: boolean;
  88559. valid: boolean;
  88560. report: string;
  88561. };
  88562. /** @hidden */
  88563. _checkDelayState(): Mesh;
  88564. private _queueLoad;
  88565. /**
  88566. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88567. * A mesh is in the frustum if its bounding box intersects the frustum
  88568. * @param frustumPlanes defines the frustum to test
  88569. * @returns true if the mesh is in the frustum planes
  88570. */
  88571. isInFrustum(frustumPlanes: Plane[]): boolean;
  88572. /**
  88573. * Sets the mesh material by the material or multiMaterial `id` property
  88574. * @param id is a string identifying the material or the multiMaterial
  88575. * @returns the current mesh
  88576. */
  88577. setMaterialByID(id: string): Mesh;
  88578. /**
  88579. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88580. * @returns an array of IAnimatable
  88581. */
  88582. getAnimatables(): IAnimatable[];
  88583. /**
  88584. * Modifies the mesh geometry according to the passed transformation matrix.
  88585. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88586. * The mesh normals are modified using the same transformation.
  88587. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88588. * @param transform defines the transform matrix to use
  88589. * @see http://doc.babylonjs.com/resources/baking_transformations
  88590. * @returns the current mesh
  88591. */
  88592. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88593. /**
  88594. * Modifies the mesh geometry according to its own current World Matrix.
  88595. * The mesh World Matrix is then reset.
  88596. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88597. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88598. * @see http://doc.babylonjs.com/resources/baking_transformations
  88599. * @returns the current mesh
  88600. */
  88601. bakeCurrentTransformIntoVertices(): Mesh;
  88602. /** @hidden */
  88603. readonly _positions: Nullable<Vector3[]>;
  88604. /** @hidden */
  88605. _resetPointsArrayCache(): Mesh;
  88606. /** @hidden */
  88607. _generatePointsArray(): boolean;
  88608. /**
  88609. * Returns a new Mesh object generated from the current mesh properties.
  88610. * This method must not get confused with createInstance()
  88611. * @param name is a string, the name given to the new mesh
  88612. * @param newParent can be any Node object (default `null`)
  88613. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88614. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88615. * @returns a new mesh
  88616. */
  88617. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  88618. /**
  88619. * Releases resources associated with this mesh.
  88620. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88621. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88622. */
  88623. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88624. /**
  88625. * Modifies the mesh geometry according to a displacement map.
  88626. * 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.
  88627. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88628. * @param url is a string, the URL from the image file is to be downloaded.
  88629. * @param minHeight is the lower limit of the displacement.
  88630. * @param maxHeight is the upper limit of the displacement.
  88631. * @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.
  88632. * @param uvOffset is an optional vector2 used to offset UV.
  88633. * @param uvScale is an optional vector2 used to scale UV.
  88634. * @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.
  88635. * @returns the Mesh.
  88636. */
  88637. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88638. /**
  88639. * Modifies the mesh geometry according to a displacementMap buffer.
  88640. * 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.
  88641. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88642. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88643. * @param heightMapWidth is the width of the buffer image.
  88644. * @param heightMapHeight is the height of the buffer image.
  88645. * @param minHeight is the lower limit of the displacement.
  88646. * @param maxHeight is the upper limit of the displacement.
  88647. * @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.
  88648. * @param uvOffset is an optional vector2 used to offset UV.
  88649. * @param uvScale is an optional vector2 used to scale UV.
  88650. * @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.
  88651. * @returns the Mesh.
  88652. */
  88653. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88654. /**
  88655. * Modify the mesh to get a flat shading rendering.
  88656. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88657. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88658. * @returns current mesh
  88659. */
  88660. convertToFlatShadedMesh(): Mesh;
  88661. /**
  88662. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88663. * In other words, more vertices, no more indices and a single bigger VBO.
  88664. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88665. * @returns current mesh
  88666. */
  88667. convertToUnIndexedMesh(): Mesh;
  88668. /**
  88669. * Inverses facet orientations.
  88670. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88671. * @param flipNormals will also inverts the normals
  88672. * @returns current mesh
  88673. */
  88674. flipFaces(flipNormals?: boolean): Mesh;
  88675. /**
  88676. * Increase the number of facets and hence vertices in a mesh
  88677. * Vertex normals are interpolated from existing vertex normals
  88678. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88679. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88680. */
  88681. increaseVertices(numberPerEdge: number): void;
  88682. /**
  88683. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88684. * This will undo any application of covertToFlatShadedMesh
  88685. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88686. */
  88687. forceSharedVertices(): void;
  88688. /** @hidden */
  88689. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88690. /** @hidden */
  88691. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88692. /**
  88693. * Creates a new InstancedMesh object from the mesh model.
  88694. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88695. * @param name defines the name of the new instance
  88696. * @returns a new InstancedMesh
  88697. */
  88698. createInstance(name: string): InstancedMesh;
  88699. /**
  88700. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88701. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88702. * @returns the current mesh
  88703. */
  88704. synchronizeInstances(): Mesh;
  88705. /**
  88706. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88707. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88708. * This should be used together with the simplification to avoid disappearing triangles.
  88709. * @param successCallback an optional success callback to be called after the optimization finished.
  88710. * @returns the current mesh
  88711. */
  88712. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88713. /**
  88714. * Serialize current mesh
  88715. * @param serializationObject defines the object which will receive the serialization data
  88716. */
  88717. serialize(serializationObject: any): void;
  88718. /** @hidden */
  88719. _syncGeometryWithMorphTargetManager(): void;
  88720. /** @hidden */
  88721. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88722. /**
  88723. * Returns a new Mesh object parsed from the source provided.
  88724. * @param parsedMesh is the source
  88725. * @param scene defines the hosting scene
  88726. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88727. * @returns a new Mesh
  88728. */
  88729. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88730. /**
  88731. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88732. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88733. * @param name defines the name of the mesh to create
  88734. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88735. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88736. * @param closePath creates a seam between the first and the last points of each path of the path array
  88737. * @param offset is taken in account only if the `pathArray` is containing a single path
  88738. * @param scene defines the hosting scene
  88739. * @param updatable defines if the mesh must be flagged as updatable
  88740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88741. * @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)
  88742. * @returns a new Mesh
  88743. */
  88744. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88745. /**
  88746. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88747. * @param name defines the name of the mesh to create
  88748. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88749. * @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
  88750. * @param scene defines the hosting scene
  88751. * @param updatable defines if the mesh must be flagged as updatable
  88752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88753. * @returns a new Mesh
  88754. */
  88755. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88756. /**
  88757. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88758. * @param name defines the name of the mesh to create
  88759. * @param size sets the size (float) of each box side (default 1)
  88760. * @param scene defines the hosting scene
  88761. * @param updatable defines if the mesh must be flagged as updatable
  88762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88763. * @returns a new Mesh
  88764. */
  88765. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88766. /**
  88767. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88768. * @param name defines the name of the mesh to create
  88769. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88770. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88771. * @param scene defines the hosting scene
  88772. * @param updatable defines if the mesh must be flagged as updatable
  88773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88774. * @returns a new Mesh
  88775. */
  88776. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88777. /**
  88778. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88779. * @param name defines the name of the mesh to create
  88780. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88781. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88782. * @param scene defines the hosting scene
  88783. * @returns a new Mesh
  88784. */
  88785. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88786. /**
  88787. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88788. * @param name defines the name of the mesh to create
  88789. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88790. * @param diameterTop set the top cap diameter (floats, default 1)
  88791. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88792. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88793. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88794. * @param scene defines the hosting scene
  88795. * @param updatable defines if the mesh must be flagged as updatable
  88796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88797. * @returns a new Mesh
  88798. */
  88799. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88800. /**
  88801. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88802. * @param name defines the name of the mesh to create
  88803. * @param diameter sets the diameter size (float) of the torus (default 1)
  88804. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88805. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88806. * @param scene defines the hosting scene
  88807. * @param updatable defines if the mesh must be flagged as updatable
  88808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88809. * @returns a new Mesh
  88810. */
  88811. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88812. /**
  88813. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88814. * @param name defines the name of the mesh to create
  88815. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88816. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88817. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88818. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88819. * @param p the number of windings on X axis (positive integers, default 2)
  88820. * @param q the number of windings on Y axis (positive integers, default 3)
  88821. * @param scene defines the hosting scene
  88822. * @param updatable defines if the mesh must be flagged as updatable
  88823. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88824. * @returns a new Mesh
  88825. */
  88826. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88827. /**
  88828. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88829. * @param name defines the name of the mesh to create
  88830. * @param points is an array successive Vector3
  88831. * @param scene defines the hosting scene
  88832. * @param updatable defines if the mesh must be flagged as updatable
  88833. * @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).
  88834. * @returns a new Mesh
  88835. */
  88836. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88837. /**
  88838. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88839. * @param name defines the name of the mesh to create
  88840. * @param points is an array successive Vector3
  88841. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88842. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88843. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88844. * @param scene defines the hosting scene
  88845. * @param updatable defines if the mesh must be flagged as updatable
  88846. * @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)
  88847. * @returns a new Mesh
  88848. */
  88849. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88850. /**
  88851. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88853. * 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.
  88854. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88855. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88856. * Remember you can only change the shape positions, not their number when updating a polygon.
  88857. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88858. * @param name defines the name of the mesh to create
  88859. * @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
  88860. * @param scene defines the hosting scene
  88861. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88862. * @param updatable defines if the mesh must be flagged as updatable
  88863. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88864. * @param earcutInjection can be used to inject your own earcut reference
  88865. * @returns a new Mesh
  88866. */
  88867. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88868. /**
  88869. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88870. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88871. * @param name defines the name of the mesh to create
  88872. * @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
  88873. * @param depth defines the height of extrusion
  88874. * @param scene defines the hosting scene
  88875. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88876. * @param updatable defines if the mesh must be flagged as updatable
  88877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88878. * @param earcutInjection can be used to inject your own earcut reference
  88879. * @returns a new Mesh
  88880. */
  88881. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88882. /**
  88883. * Creates an extruded shape mesh.
  88884. * 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
  88885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88887. * @param name defines the name of the mesh to create
  88888. * @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
  88889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88890. * @param scale is the value to scale the shape
  88891. * @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
  88892. * @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
  88893. * @param scene defines the hosting scene
  88894. * @param updatable defines if the mesh must be flagged as updatable
  88895. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88896. * @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)
  88897. * @returns a new Mesh
  88898. */
  88899. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88900. /**
  88901. * Creates an custom extruded shape mesh.
  88902. * The custom extrusion is a parametric shape.
  88903. * It has no predefined shape. Its final shape will depend on the input parameters.
  88904. * Please consider using the same method from the MeshBuilder class instead
  88905. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88906. * @param name defines the name of the mesh to create
  88907. * @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
  88908. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88909. * @param scaleFunction is a custom Javascript function called on each path point
  88910. * @param rotationFunction is a custom Javascript function called on each path point
  88911. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88912. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88913. * @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
  88914. * @param scene defines the hosting scene
  88915. * @param updatable defines if the mesh must be flagged as updatable
  88916. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88917. * @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)
  88918. * @returns a new Mesh
  88919. */
  88920. 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;
  88921. /**
  88922. * Creates lathe mesh.
  88923. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88924. * Please consider using the same method from the MeshBuilder class instead
  88925. * @param name defines the name of the mesh to create
  88926. * @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
  88927. * @param radius is the radius value of the lathe
  88928. * @param tessellation is the side number of the lathe.
  88929. * @param scene defines the hosting scene
  88930. * @param updatable defines if the mesh must be flagged as updatable
  88931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88932. * @returns a new Mesh
  88933. */
  88934. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88935. /**
  88936. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88937. * @param name defines the name of the mesh to create
  88938. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88939. * @param scene defines the hosting scene
  88940. * @param updatable defines if the mesh must be flagged as updatable
  88941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88942. * @returns a new Mesh
  88943. */
  88944. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88945. /**
  88946. * Creates a ground mesh.
  88947. * Please consider using the same method from the MeshBuilder class instead
  88948. * @param name defines the name of the mesh to create
  88949. * @param width set the width of the ground
  88950. * @param height set the height of the ground
  88951. * @param subdivisions sets the number of subdivisions per side
  88952. * @param scene defines the hosting scene
  88953. * @param updatable defines if the mesh must be flagged as updatable
  88954. * @returns a new Mesh
  88955. */
  88956. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88957. /**
  88958. * Creates a tiled ground mesh.
  88959. * Please consider using the same method from the MeshBuilder class instead
  88960. * @param name defines the name of the mesh to create
  88961. * @param xmin set the ground minimum X coordinate
  88962. * @param zmin set the ground minimum Y coordinate
  88963. * @param xmax set the ground maximum X coordinate
  88964. * @param zmax set the ground maximum Z coordinate
  88965. * @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
  88966. * @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
  88967. * @param scene defines the hosting scene
  88968. * @param updatable defines if the mesh must be flagged as updatable
  88969. * @returns a new Mesh
  88970. */
  88971. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88972. w: number;
  88973. h: number;
  88974. }, precision: {
  88975. w: number;
  88976. h: number;
  88977. }, scene: Scene, updatable?: boolean): Mesh;
  88978. /**
  88979. * Creates a ground mesh from a height map.
  88980. * Please consider using the same method from the MeshBuilder class instead
  88981. * @see http://doc.babylonjs.com/babylon101/height_map
  88982. * @param name defines the name of the mesh to create
  88983. * @param url sets the URL of the height map image resource
  88984. * @param width set the ground width size
  88985. * @param height set the ground height size
  88986. * @param subdivisions sets the number of subdivision per side
  88987. * @param minHeight is the minimum altitude on the ground
  88988. * @param maxHeight is the maximum altitude on the ground
  88989. * @param scene defines the hosting scene
  88990. * @param updatable defines if the mesh must be flagged as updatable
  88991. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88992. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88993. * @returns a new Mesh
  88994. */
  88995. 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;
  88996. /**
  88997. * Creates a tube mesh.
  88998. * The tube is a parametric shape.
  88999. * It has no predefined shape. Its final shape will depend on the input parameters.
  89000. * Please consider using the same method from the MeshBuilder class instead
  89001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89002. * @param name defines the name of the mesh to create
  89003. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89004. * @param radius sets the tube radius size
  89005. * @param tessellation is the number of sides on the tubular surface
  89006. * @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
  89007. * @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
  89008. * @param scene defines the hosting scene
  89009. * @param updatable defines if the mesh must be flagged as updatable
  89010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89011. * @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)
  89012. * @returns a new Mesh
  89013. */
  89014. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89015. (i: number, distance: number): number;
  89016. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89017. /**
  89018. * Creates a polyhedron mesh.
  89019. * Please consider using the same method from the MeshBuilder class instead.
  89020. * * 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
  89021. * * The parameter `size` (positive float, default 1) sets the polygon size
  89022. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89023. * * 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`
  89024. * * 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
  89025. * * 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)`)
  89026. * * 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
  89027. * * 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
  89028. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89029. * * If you create a double-sided mesh, you can choose what parts of 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
  89030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89031. * @param name defines the name of the mesh to create
  89032. * @param options defines the options used to create the mesh
  89033. * @param scene defines the hosting scene
  89034. * @returns a new Mesh
  89035. */
  89036. static CreatePolyhedron(name: string, options: {
  89037. type?: number;
  89038. size?: number;
  89039. sizeX?: number;
  89040. sizeY?: number;
  89041. sizeZ?: number;
  89042. custom?: any;
  89043. faceUV?: Vector4[];
  89044. faceColors?: Color4[];
  89045. updatable?: boolean;
  89046. sideOrientation?: number;
  89047. }, scene: Scene): Mesh;
  89048. /**
  89049. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89050. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89051. * * 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`)
  89052. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89053. * * 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
  89054. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89055. * * If you create a double-sided mesh, you can choose what parts of 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
  89056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89057. * @param name defines the name of the mesh
  89058. * @param options defines the options used to create the mesh
  89059. * @param scene defines the hosting scene
  89060. * @returns a new Mesh
  89061. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89062. */
  89063. static CreateIcoSphere(name: string, options: {
  89064. radius?: number;
  89065. flat?: boolean;
  89066. subdivisions?: number;
  89067. sideOrientation?: number;
  89068. updatable?: boolean;
  89069. }, scene: Scene): Mesh;
  89070. /**
  89071. * Creates a decal mesh.
  89072. * Please consider using the same method from the MeshBuilder class instead.
  89073. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89074. * @param name defines the name of the mesh
  89075. * @param sourceMesh defines the mesh receiving the decal
  89076. * @param position sets the position of the decal in world coordinates
  89077. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89078. * @param size sets the decal scaling
  89079. * @param angle sets the angle to rotate the decal
  89080. * @returns a new Mesh
  89081. */
  89082. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89083. /**
  89084. * Prepare internal position array for software CPU skinning
  89085. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89086. */
  89087. setPositionsForCPUSkinning(): Float32Array;
  89088. /**
  89089. * Prepare internal normal array for software CPU skinning
  89090. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89091. */
  89092. setNormalsForCPUSkinning(): Float32Array;
  89093. /**
  89094. * Updates the vertex buffer by applying transformation from the bones
  89095. * @param skeleton defines the skeleton to apply to current mesh
  89096. * @returns the current mesh
  89097. */
  89098. applySkeleton(skeleton: Skeleton): Mesh;
  89099. /**
  89100. * 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
  89101. * @param meshes defines the list of meshes to scan
  89102. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89103. */
  89104. static MinMax(meshes: AbstractMesh[]): {
  89105. min: Vector3;
  89106. max: Vector3;
  89107. };
  89108. /**
  89109. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89110. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89111. * @returns a vector3
  89112. */
  89113. static Center(meshesOrMinMaxVector: {
  89114. min: Vector3;
  89115. max: Vector3;
  89116. } | AbstractMesh[]): Vector3;
  89117. /**
  89118. * Merge the array of meshes into a single mesh for performance reasons.
  89119. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89120. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89121. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89122. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89123. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89124. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89125. * @returns a new mesh
  89126. */
  89127. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89128. /** @hidden */
  89129. addInstance(instance: InstancedMesh): void;
  89130. /** @hidden */
  89131. removeInstance(instance: InstancedMesh): void;
  89132. }
  89133. }
  89134. declare module BABYLON {
  89135. /**
  89136. * This is the base class of all the camera used in the application.
  89137. * @see http://doc.babylonjs.com/features/cameras
  89138. */
  89139. export class Camera extends Node {
  89140. /** @hidden */
  89141. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89142. /**
  89143. * This is the default projection mode used by the cameras.
  89144. * It helps recreating a feeling of perspective and better appreciate depth.
  89145. * This is the best way to simulate real life cameras.
  89146. */
  89147. static readonly PERSPECTIVE_CAMERA: number;
  89148. /**
  89149. * This helps creating camera with an orthographic mode.
  89150. * 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.
  89151. */
  89152. static readonly ORTHOGRAPHIC_CAMERA: number;
  89153. /**
  89154. * This is the default FOV mode for perspective cameras.
  89155. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89156. */
  89157. static readonly FOVMODE_VERTICAL_FIXED: number;
  89158. /**
  89159. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89160. */
  89161. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  89162. /**
  89163. * This specifies ther is no need for a camera rig.
  89164. * Basically only one eye is rendered corresponding to the camera.
  89165. */
  89166. static readonly RIG_MODE_NONE: number;
  89167. /**
  89168. * Simulates a camera Rig with one blue eye and one red eye.
  89169. * This can be use with 3d blue and red glasses.
  89170. */
  89171. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  89172. /**
  89173. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  89174. */
  89175. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  89176. /**
  89177. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  89178. */
  89179. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89180. /**
  89181. * Defines that both eyes of the camera will be rendered over under each other.
  89182. */
  89183. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89184. /**
  89185. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89186. */
  89187. static readonly RIG_MODE_VR: number;
  89188. /**
  89189. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  89190. */
  89191. static readonly RIG_MODE_WEBVR: number;
  89192. /**
  89193. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89194. */
  89195. static readonly RIG_MODE_CUSTOM: number;
  89196. /**
  89197. * Defines if by default attaching controls should prevent the default javascript event to continue.
  89198. */
  89199. static ForceAttachControlToAlwaysPreventDefault: boolean;
  89200. /**
  89201. * Define the input manager associated with the camera.
  89202. */
  89203. inputs: CameraInputsManager<Camera>;
  89204. /** @hidden */
  89205. _position: Vector3;
  89206. /**
  89207. * Define the current local position of the camera in the scene
  89208. */
  89209. position: Vector3;
  89210. /**
  89211. * The vector the camera should consider as up.
  89212. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  89213. */
  89214. upVector: Vector3;
  89215. /**
  89216. * Define the current limit on the left side for an orthographic camera
  89217. * In scene unit
  89218. */
  89219. orthoLeft: Nullable<number>;
  89220. /**
  89221. * Define the current limit on the right side for an orthographic camera
  89222. * In scene unit
  89223. */
  89224. orthoRight: Nullable<number>;
  89225. /**
  89226. * Define the current limit on the bottom side for an orthographic camera
  89227. * In scene unit
  89228. */
  89229. orthoBottom: Nullable<number>;
  89230. /**
  89231. * Define the current limit on the top side for an orthographic camera
  89232. * In scene unit
  89233. */
  89234. orthoTop: Nullable<number>;
  89235. /**
  89236. * Field Of View is set in Radians. (default is 0.8)
  89237. */
  89238. fov: number;
  89239. /**
  89240. * Define the minimum distance the camera can see from.
  89241. * This is important to note that the depth buffer are not infinite and the closer it starts
  89242. * the more your scene might encounter depth fighting issue.
  89243. */
  89244. minZ: number;
  89245. /**
  89246. * Define the maximum distance the camera can see to.
  89247. * This is important to note that the depth buffer are not infinite and the further it end
  89248. * the more your scene might encounter depth fighting issue.
  89249. */
  89250. maxZ: number;
  89251. /**
  89252. * Define the default inertia of the camera.
  89253. * This helps giving a smooth feeling to the camera movement.
  89254. */
  89255. inertia: number;
  89256. /**
  89257. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  89258. */
  89259. mode: number;
  89260. /**
  89261. * Define wether the camera is intermediate.
  89262. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  89263. */
  89264. isIntermediate: boolean;
  89265. /**
  89266. * Define the viewport of the camera.
  89267. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  89268. */
  89269. viewport: Viewport;
  89270. /**
  89271. * Restricts the camera to viewing objects with the same layerMask.
  89272. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  89273. */
  89274. layerMask: number;
  89275. /**
  89276. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  89277. */
  89278. fovMode: number;
  89279. /**
  89280. * Rig mode of the camera.
  89281. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  89282. * This is normally controlled byt the camera themselves as internal use.
  89283. */
  89284. cameraRigMode: number;
  89285. /**
  89286. * Defines the distance between both "eyes" in case of a RIG
  89287. */
  89288. interaxialDistance: number;
  89289. /**
  89290. * Defines if stereoscopic rendering is done side by side or over under.
  89291. */
  89292. isStereoscopicSideBySide: boolean;
  89293. /**
  89294. * 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
  89295. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  89296. * else in the scene. (Eg. security camera)
  89297. *
  89298. * 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)
  89299. */
  89300. customRenderTargets: RenderTargetTexture[];
  89301. /**
  89302. * When set, the camera will render to this render target instead of the default canvas
  89303. *
  89304. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  89305. */
  89306. outputRenderTarget: Nullable<RenderTargetTexture>;
  89307. /**
  89308. * Observable triggered when the camera view matrix has changed.
  89309. */
  89310. onViewMatrixChangedObservable: Observable<Camera>;
  89311. /**
  89312. * Observable triggered when the camera Projection matrix has changed.
  89313. */
  89314. onProjectionMatrixChangedObservable: Observable<Camera>;
  89315. /**
  89316. * Observable triggered when the inputs have been processed.
  89317. */
  89318. onAfterCheckInputsObservable: Observable<Camera>;
  89319. /**
  89320. * Observable triggered when reset has been called and applied to the camera.
  89321. */
  89322. onRestoreStateObservable: Observable<Camera>;
  89323. /** @hidden */
  89324. _cameraRigParams: any;
  89325. /** @hidden */
  89326. _rigCameras: Camera[];
  89327. /** @hidden */
  89328. _rigPostProcess: Nullable<PostProcess>;
  89329. protected _webvrViewMatrix: Matrix;
  89330. /** @hidden */
  89331. _skipRendering: boolean;
  89332. /** @hidden */
  89333. _projectionMatrix: Matrix;
  89334. /** @hidden */
  89335. _postProcesses: Nullable<PostProcess>[];
  89336. /** @hidden */
  89337. _activeMeshes: SmartArray<AbstractMesh>;
  89338. protected _globalPosition: Vector3;
  89339. /** @hidden */
  89340. _computedViewMatrix: Matrix;
  89341. private _doNotComputeProjectionMatrix;
  89342. private _transformMatrix;
  89343. private _frustumPlanes;
  89344. private _refreshFrustumPlanes;
  89345. private _storedFov;
  89346. private _stateStored;
  89347. /**
  89348. * Instantiates a new camera object.
  89349. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  89350. * @see http://doc.babylonjs.com/features/cameras
  89351. * @param name Defines the name of the camera in the scene
  89352. * @param position Defines the position of the camera
  89353. * @param scene Defines the scene the camera belongs too
  89354. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  89355. */
  89356. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  89357. /**
  89358. * Store current camera state (fov, position, etc..)
  89359. * @returns the camera
  89360. */
  89361. storeState(): Camera;
  89362. /**
  89363. * Restores the camera state values if it has been stored. You must call storeState() first
  89364. */
  89365. protected _restoreStateValues(): boolean;
  89366. /**
  89367. * Restored camera state. You must call storeState() first.
  89368. * @returns true if restored and false otherwise
  89369. */
  89370. restoreState(): boolean;
  89371. /**
  89372. * Gets the class name of the camera.
  89373. * @returns the class name
  89374. */
  89375. getClassName(): string;
  89376. /** @hidden */
  89377. readonly _isCamera: boolean;
  89378. /**
  89379. * Gets a string representation of the camera useful for debug purpose.
  89380. * @param fullDetails Defines that a more verboe level of logging is required
  89381. * @returns the string representation
  89382. */
  89383. toString(fullDetails?: boolean): string;
  89384. /**
  89385. * Gets the current world space position of the camera.
  89386. */
  89387. readonly globalPosition: Vector3;
  89388. /**
  89389. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89390. * @returns the active meshe list
  89391. */
  89392. getActiveMeshes(): SmartArray<AbstractMesh>;
  89393. /**
  89394. * Check wether a mesh is part of the current active mesh list of the camera
  89395. * @param mesh Defines the mesh to check
  89396. * @returns true if active, false otherwise
  89397. */
  89398. isActiveMesh(mesh: Mesh): boolean;
  89399. /**
  89400. * Is this camera ready to be used/rendered
  89401. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89402. * @return true if the camera is ready
  89403. */
  89404. isReady(completeCheck?: boolean): boolean;
  89405. /** @hidden */
  89406. _initCache(): void;
  89407. /** @hidden */
  89408. _updateCache(ignoreParentClass?: boolean): void;
  89409. /** @hidden */
  89410. _isSynchronized(): boolean;
  89411. /** @hidden */
  89412. _isSynchronizedViewMatrix(): boolean;
  89413. /** @hidden */
  89414. _isSynchronizedProjectionMatrix(): boolean;
  89415. /**
  89416. * Attach the input controls to a specific dom element to get the input from.
  89417. * @param element Defines the element the controls should be listened from
  89418. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89419. */
  89420. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89421. /**
  89422. * Detach the current controls from the specified dom element.
  89423. * @param element Defines the element to stop listening the inputs from
  89424. */
  89425. detachControl(element: HTMLElement): void;
  89426. /**
  89427. * Update the camera state according to the different inputs gathered during the frame.
  89428. */
  89429. update(): void;
  89430. /** @hidden */
  89431. _checkInputs(): void;
  89432. /** @hidden */
  89433. readonly rigCameras: Camera[];
  89434. /**
  89435. * Gets the post process used by the rig cameras
  89436. */
  89437. readonly rigPostProcess: Nullable<PostProcess>;
  89438. /**
  89439. * Internal, gets the first post proces.
  89440. * @returns the first post process to be run on this camera.
  89441. */
  89442. _getFirstPostProcess(): Nullable<PostProcess>;
  89443. private _cascadePostProcessesToRigCams;
  89444. /**
  89445. * Attach a post process to the camera.
  89446. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89447. * @param postProcess The post process to attach to the camera
  89448. * @param insertAt The position of the post process in case several of them are in use in the scene
  89449. * @returns the position the post process has been inserted at
  89450. */
  89451. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89452. /**
  89453. * Detach a post process to the camera.
  89454. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89455. * @param postProcess The post process to detach from the camera
  89456. */
  89457. detachPostProcess(postProcess: PostProcess): void;
  89458. /**
  89459. * Gets the current world matrix of the camera
  89460. */
  89461. getWorldMatrix(): Matrix;
  89462. /** @hidden */
  89463. _getViewMatrix(): Matrix;
  89464. /**
  89465. * Gets the current view matrix of the camera.
  89466. * @param force forces the camera to recompute the matrix without looking at the cached state
  89467. * @returns the view matrix
  89468. */
  89469. getViewMatrix(force?: boolean): Matrix;
  89470. /**
  89471. * Freeze the projection matrix.
  89472. * It will prevent the cache check of the camera projection compute and can speed up perf
  89473. * if no parameter of the camera are meant to change
  89474. * @param projection Defines manually a projection if necessary
  89475. */
  89476. freezeProjectionMatrix(projection?: Matrix): void;
  89477. /**
  89478. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89479. */
  89480. unfreezeProjectionMatrix(): void;
  89481. /**
  89482. * Gets the current projection matrix of the camera.
  89483. * @param force forces the camera to recompute the matrix without looking at the cached state
  89484. * @returns the projection matrix
  89485. */
  89486. getProjectionMatrix(force?: boolean): Matrix;
  89487. /**
  89488. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89489. * @returns a Matrix
  89490. */
  89491. getTransformationMatrix(): Matrix;
  89492. private _updateFrustumPlanes;
  89493. /**
  89494. * Checks if a cullable object (mesh...) is in the camera frustum
  89495. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89496. * @param target The object to check
  89497. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89498. * @returns true if the object is in frustum otherwise false
  89499. */
  89500. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89501. /**
  89502. * Checks if a cullable object (mesh...) is in the camera frustum
  89503. * Unlike isInFrustum this cheks the full bounding box
  89504. * @param target The object to check
  89505. * @returns true if the object is in frustum otherwise false
  89506. */
  89507. isCompletelyInFrustum(target: ICullable): boolean;
  89508. /**
  89509. * Gets a ray in the forward direction from the camera.
  89510. * @param length Defines the length of the ray to create
  89511. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89512. * @param origin Defines the start point of the ray which defaults to the camera position
  89513. * @returns the forward ray
  89514. */
  89515. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89516. /**
  89517. * Releases resources associated with this node.
  89518. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89519. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89520. */
  89521. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89522. /** @hidden */
  89523. _isLeftCamera: boolean;
  89524. /**
  89525. * Gets the left camera of a rig setup in case of Rigged Camera
  89526. */
  89527. readonly isLeftCamera: boolean;
  89528. /** @hidden */
  89529. _isRightCamera: boolean;
  89530. /**
  89531. * Gets the right camera of a rig setup in case of Rigged Camera
  89532. */
  89533. readonly isRightCamera: boolean;
  89534. /**
  89535. * Gets the left camera of a rig setup in case of Rigged Camera
  89536. */
  89537. readonly leftCamera: Nullable<FreeCamera>;
  89538. /**
  89539. * Gets the right camera of a rig setup in case of Rigged Camera
  89540. */
  89541. readonly rightCamera: Nullable<FreeCamera>;
  89542. /**
  89543. * Gets the left camera target of a rig setup in case of Rigged Camera
  89544. * @returns the target position
  89545. */
  89546. getLeftTarget(): Nullable<Vector3>;
  89547. /**
  89548. * Gets the right camera target of a rig setup in case of Rigged Camera
  89549. * @returns the target position
  89550. */
  89551. getRightTarget(): Nullable<Vector3>;
  89552. /**
  89553. * @hidden
  89554. */
  89555. setCameraRigMode(mode: number, rigParams: any): void;
  89556. /** @hidden */
  89557. static _setStereoscopicRigMode(camera: Camera): void;
  89558. /** @hidden */
  89559. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89560. /** @hidden */
  89561. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89562. /** @hidden */
  89563. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89564. /** @hidden */
  89565. _getVRProjectionMatrix(): Matrix;
  89566. protected _updateCameraRotationMatrix(): void;
  89567. protected _updateWebVRCameraRotationMatrix(): void;
  89568. /**
  89569. * This function MUST be overwritten by the different WebVR cameras available.
  89570. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89571. * @hidden
  89572. */
  89573. _getWebVRProjectionMatrix(): Matrix;
  89574. /**
  89575. * This function MUST be overwritten by the different WebVR cameras available.
  89576. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89577. * @hidden
  89578. */
  89579. _getWebVRViewMatrix(): Matrix;
  89580. /** @hidden */
  89581. setCameraRigParameter(name: string, value: any): void;
  89582. /**
  89583. * needs to be overridden by children so sub has required properties to be copied
  89584. * @hidden
  89585. */
  89586. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89587. /**
  89588. * May need to be overridden by children
  89589. * @hidden
  89590. */
  89591. _updateRigCameras(): void;
  89592. /** @hidden */
  89593. _setupInputs(): void;
  89594. /**
  89595. * Serialiaze the camera setup to a json represention
  89596. * @returns the JSON representation
  89597. */
  89598. serialize(): any;
  89599. /**
  89600. * Clones the current camera.
  89601. * @param name The cloned camera name
  89602. * @returns the cloned camera
  89603. */
  89604. clone(name: string): Camera;
  89605. /**
  89606. * Gets the direction of the camera relative to a given local axis.
  89607. * @param localAxis Defines the reference axis to provide a relative direction.
  89608. * @return the direction
  89609. */
  89610. getDirection(localAxis: Vector3): Vector3;
  89611. /**
  89612. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89613. * @param localAxis Defines the reference axis to provide a relative direction.
  89614. * @param result Defines the vector to store the result in
  89615. */
  89616. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89617. /**
  89618. * Gets a camera constructor for a given camera type
  89619. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89620. * @param name The name of the camera the result will be able to instantiate
  89621. * @param scene The scene the result will construct the camera in
  89622. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89623. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89624. * @returns a factory method to construc the camera
  89625. */
  89626. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89627. /**
  89628. * Compute the world matrix of the camera.
  89629. * @returns the camera workd matrix
  89630. */
  89631. computeWorldMatrix(): Matrix;
  89632. /**
  89633. * Parse a JSON and creates the camera from the parsed information
  89634. * @param parsedCamera The JSON to parse
  89635. * @param scene The scene to instantiate the camera in
  89636. * @returns the newly constructed camera
  89637. */
  89638. static Parse(parsedCamera: any, scene: Scene): Camera;
  89639. }
  89640. }
  89641. declare module BABYLON {
  89642. /**
  89643. * Class containing static functions to help procedurally build meshes
  89644. */
  89645. export class DiscBuilder {
  89646. /**
  89647. * Creates a plane polygonal mesh. By default, this is a disc
  89648. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89649. * * 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
  89650. * * 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
  89651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89652. * * If you create a double-sided mesh, you can choose what parts of 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
  89653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89654. * @param name defines the name of the mesh
  89655. * @param options defines the options used to create the mesh
  89656. * @param scene defines the hosting scene
  89657. * @returns the plane polygonal mesh
  89658. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89659. */
  89660. static CreateDisc(name: string, options: {
  89661. radius?: number;
  89662. tessellation?: number;
  89663. arc?: number;
  89664. updatable?: boolean;
  89665. sideOrientation?: number;
  89666. frontUVs?: Vector4;
  89667. backUVs?: Vector4;
  89668. }, scene?: Nullable<Scene>): Mesh;
  89669. }
  89670. }
  89671. declare module BABYLON {
  89672. /**
  89673. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89674. *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.
  89675. * The SPS is also a particle system. It provides some methods to manage the particles.
  89676. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89677. *
  89678. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89679. */
  89680. export class SolidParticleSystem implements IDisposable {
  89681. /**
  89682. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89683. * Example : var p = SPS.particles[i];
  89684. */
  89685. particles: SolidParticle[];
  89686. /**
  89687. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89688. */
  89689. nbParticles: number;
  89690. /**
  89691. * If the particles must ever face the camera (default false). Useful for planar particles.
  89692. */
  89693. billboard: boolean;
  89694. /**
  89695. * Recompute normals when adding a shape
  89696. */
  89697. recomputeNormals: boolean;
  89698. /**
  89699. * This a counter ofr your own usage. It's not set by any SPS functions.
  89700. */
  89701. counter: number;
  89702. /**
  89703. * The SPS name. This name is also given to the underlying mesh.
  89704. */
  89705. name: string;
  89706. /**
  89707. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89708. */
  89709. mesh: Mesh;
  89710. /**
  89711. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89712. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89713. */
  89714. vars: any;
  89715. /**
  89716. * This array is populated when the SPS is set as 'pickable'.
  89717. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89718. * Each element of this array is an object `{idx: int, faceId: int}`.
  89719. * `idx` is the picked particle index in the `SPS.particles` array
  89720. * `faceId` is the picked face index counted within this particle.
  89721. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89722. */
  89723. pickedParticles: {
  89724. idx: number;
  89725. faceId: number;
  89726. }[];
  89727. /**
  89728. * This array is populated when `enableDepthSort` is set to true.
  89729. * Each element of this array is an instance of the class DepthSortedParticle.
  89730. */
  89731. depthSortedParticles: DepthSortedParticle[];
  89732. /**
  89733. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89734. * @hidden
  89735. */
  89736. _bSphereOnly: boolean;
  89737. /**
  89738. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89739. * @hidden
  89740. */
  89741. _bSphereRadiusFactor: number;
  89742. private _scene;
  89743. private _positions;
  89744. private _indices;
  89745. private _normals;
  89746. private _colors;
  89747. private _uvs;
  89748. private _indices32;
  89749. private _positions32;
  89750. private _normals32;
  89751. private _fixedNormal32;
  89752. private _colors32;
  89753. private _uvs32;
  89754. private _index;
  89755. private _updatable;
  89756. private _pickable;
  89757. private _isVisibilityBoxLocked;
  89758. private _alwaysVisible;
  89759. private _depthSort;
  89760. private _shapeCounter;
  89761. private _copy;
  89762. private _color;
  89763. private _computeParticleColor;
  89764. private _computeParticleTexture;
  89765. private _computeParticleRotation;
  89766. private _computeParticleVertex;
  89767. private _computeBoundingBox;
  89768. private _depthSortParticles;
  89769. private _camera;
  89770. private _mustUnrotateFixedNormals;
  89771. private _particlesIntersect;
  89772. private _needs32Bits;
  89773. /**
  89774. * Creates a SPS (Solid Particle System) object.
  89775. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89776. * @param scene (Scene) is the scene in which the SPS is added.
  89777. * @param options defines the options of the sps e.g.
  89778. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89779. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89780. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89781. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89782. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89783. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89784. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89785. */
  89786. constructor(name: string, scene: Scene, options?: {
  89787. updatable?: boolean;
  89788. isPickable?: boolean;
  89789. enableDepthSort?: boolean;
  89790. particleIntersection?: boolean;
  89791. boundingSphereOnly?: boolean;
  89792. bSphereRadiusFactor?: number;
  89793. });
  89794. /**
  89795. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89796. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89797. * @returns the created mesh
  89798. */
  89799. buildMesh(): Mesh;
  89800. /**
  89801. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89802. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89803. * Thus the particles generated from `digest()` have their property `position` set yet.
  89804. * @param mesh ( Mesh ) is the mesh to be digested
  89805. * @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
  89806. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89807. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89808. * @returns the current SPS
  89809. */
  89810. digest(mesh: Mesh, options?: {
  89811. facetNb?: number;
  89812. number?: number;
  89813. delta?: number;
  89814. }): SolidParticleSystem;
  89815. private _unrotateFixedNormals;
  89816. private _resetCopy;
  89817. private _meshBuilder;
  89818. private _posToShape;
  89819. private _uvsToShapeUV;
  89820. private _addParticle;
  89821. /**
  89822. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89823. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89824. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89825. * @param nb (positive integer) the number of particles to be created from this model
  89826. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89827. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89828. * @returns the number of shapes in the system
  89829. */
  89830. addShape(mesh: Mesh, nb: number, options?: {
  89831. positionFunction?: any;
  89832. vertexFunction?: any;
  89833. }): number;
  89834. private _rebuildParticle;
  89835. /**
  89836. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89837. * @returns the SPS.
  89838. */
  89839. rebuildMesh(): SolidParticleSystem;
  89840. /**
  89841. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89842. * This method calls `updateParticle()` for each particle of the SPS.
  89843. * For an animated SPS, it is usually called within the render loop.
  89844. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89845. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89846. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89847. * @returns the SPS.
  89848. */
  89849. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89850. /**
  89851. * Disposes the SPS.
  89852. */
  89853. dispose(): void;
  89854. /**
  89855. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89856. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89857. * @returns the SPS.
  89858. */
  89859. refreshVisibleSize(): SolidParticleSystem;
  89860. /**
  89861. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89862. * @param size the size (float) of the visibility box
  89863. * note : this doesn't lock the SPS mesh bounding box.
  89864. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89865. */
  89866. setVisibilityBox(size: number): void;
  89867. /**
  89868. * Gets whether the SPS as always visible or not
  89869. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89870. */
  89871. /**
  89872. * Sets the SPS as always visible or not
  89873. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89874. */
  89875. isAlwaysVisible: boolean;
  89876. /**
  89877. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89878. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89879. */
  89880. /**
  89881. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89882. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89883. */
  89884. isVisibilityBoxLocked: boolean;
  89885. /**
  89886. * Tells to `setParticles()` to compute the particle rotations or not.
  89887. * Default value : true. The SPS is faster when it's set to false.
  89888. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89889. */
  89890. /**
  89891. * Gets if `setParticles()` computes the particle rotations or not.
  89892. * Default value : true. The SPS is faster when it's set to false.
  89893. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89894. */
  89895. computeParticleRotation: boolean;
  89896. /**
  89897. * Tells to `setParticles()` to compute the particle colors or not.
  89898. * Default value : true. The SPS is faster when it's set to false.
  89899. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89900. */
  89901. /**
  89902. * Gets if `setParticles()` computes the particle colors or not.
  89903. * Default value : true. The SPS is faster when it's set to false.
  89904. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89905. */
  89906. computeParticleColor: boolean;
  89907. /**
  89908. * Gets if `setParticles()` computes the particle textures or not.
  89909. * Default value : true. The SPS is faster when it's set to false.
  89910. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89911. */
  89912. computeParticleTexture: boolean;
  89913. /**
  89914. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89915. * Default value : false. The SPS is faster when it's set to false.
  89916. * Note : the particle custom vertex positions aren't stored values.
  89917. */
  89918. /**
  89919. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89920. * Default value : false. The SPS is faster when it's set to false.
  89921. * Note : the particle custom vertex positions aren't stored values.
  89922. */
  89923. computeParticleVertex: boolean;
  89924. /**
  89925. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89926. */
  89927. /**
  89928. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89929. */
  89930. computeBoundingBox: boolean;
  89931. /**
  89932. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89933. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89934. * Default : `true`
  89935. */
  89936. /**
  89937. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89938. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89939. * Default : `true`
  89940. */
  89941. depthSortParticles: boolean;
  89942. /**
  89943. * This function does nothing. It may be overwritten to set all the particle first values.
  89944. * The SPS doesn't call this function, you may have to call it by your own.
  89945. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89946. */
  89947. initParticles(): void;
  89948. /**
  89949. * This function does nothing. It may be overwritten to recycle a particle.
  89950. * The SPS doesn't call this function, you may have to call it by your own.
  89951. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89952. * @param particle The particle to recycle
  89953. * @returns the recycled particle
  89954. */
  89955. recycleParticle(particle: SolidParticle): SolidParticle;
  89956. /**
  89957. * Updates a particle : this function should be overwritten by the user.
  89958. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89959. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89960. * @example : just set a particle position or velocity and recycle conditions
  89961. * @param particle The particle to update
  89962. * @returns the updated particle
  89963. */
  89964. updateParticle(particle: SolidParticle): SolidParticle;
  89965. /**
  89966. * Updates a vertex of a particle : it can be overwritten by the user.
  89967. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89968. * @param particle the current particle
  89969. * @param vertex the current index of the current particle
  89970. * @param pt the index of the current vertex in the particle shape
  89971. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89972. * @example : just set a vertex particle position
  89973. * @returns the updated vertex
  89974. */
  89975. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89976. /**
  89977. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89978. * This does nothing and may be overwritten by the user.
  89979. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89980. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89981. * @param update the boolean update value actually passed to setParticles()
  89982. */
  89983. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89984. /**
  89985. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89986. * This will be passed three parameters.
  89987. * This does nothing and may be overwritten by the user.
  89988. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89989. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89990. * @param update the boolean update value actually passed to setParticles()
  89991. */
  89992. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89993. }
  89994. }
  89995. declare module BABYLON {
  89996. /**
  89997. * Represents one particle of a solid particle system.
  89998. */
  89999. export class SolidParticle {
  90000. /**
  90001. * particle global index
  90002. */
  90003. idx: number;
  90004. /**
  90005. * The color of the particle
  90006. */
  90007. color: Nullable<Color4>;
  90008. /**
  90009. * The world space position of the particle.
  90010. */
  90011. position: Vector3;
  90012. /**
  90013. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90014. */
  90015. rotation: Vector3;
  90016. /**
  90017. * The world space rotation quaternion of the particle.
  90018. */
  90019. rotationQuaternion: Nullable<Quaternion>;
  90020. /**
  90021. * The scaling of the particle.
  90022. */
  90023. scaling: Vector3;
  90024. /**
  90025. * The uvs of the particle.
  90026. */
  90027. uvs: Vector4;
  90028. /**
  90029. * The current speed of the particle.
  90030. */
  90031. velocity: Vector3;
  90032. /**
  90033. * The pivot point in the particle local space.
  90034. */
  90035. pivot: Vector3;
  90036. /**
  90037. * Must the particle be translated from its pivot point in its local space ?
  90038. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90039. * Default : false
  90040. */
  90041. translateFromPivot: boolean;
  90042. /**
  90043. * Is the particle active or not ?
  90044. */
  90045. alive: boolean;
  90046. /**
  90047. * Is the particle visible or not ?
  90048. */
  90049. isVisible: boolean;
  90050. /**
  90051. * Index of this particle in the global "positions" array (Internal use)
  90052. * @hidden
  90053. */
  90054. _pos: number;
  90055. /**
  90056. * @hidden Index of this particle in the global "indices" array (Internal use)
  90057. */
  90058. _ind: number;
  90059. /**
  90060. * @hidden ModelShape of this particle (Internal use)
  90061. */
  90062. _model: ModelShape;
  90063. /**
  90064. * ModelShape id of this particle
  90065. */
  90066. shapeId: number;
  90067. /**
  90068. * Index of the particle in its shape id (Internal use)
  90069. */
  90070. idxInShape: number;
  90071. /**
  90072. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90073. */
  90074. _modelBoundingInfo: BoundingInfo;
  90075. /**
  90076. * @hidden Particle BoundingInfo object (Internal use)
  90077. */
  90078. _boundingInfo: BoundingInfo;
  90079. /**
  90080. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90081. */
  90082. _sps: SolidParticleSystem;
  90083. /**
  90084. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90085. */
  90086. _stillInvisible: boolean;
  90087. /**
  90088. * @hidden Last computed particle rotation matrix
  90089. */
  90090. _rotationMatrix: number[];
  90091. /**
  90092. * Parent particle Id, if any.
  90093. * Default null.
  90094. */
  90095. parentId: Nullable<number>;
  90096. /**
  90097. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90098. * The possible values are :
  90099. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90100. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90101. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90102. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90103. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90104. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90105. * */
  90106. cullingStrategy: number;
  90107. /**
  90108. * @hidden Internal global position in the SPS.
  90109. */
  90110. _globalPosition: Vector3;
  90111. /**
  90112. * Creates a Solid Particle object.
  90113. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90114. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90115. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90116. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90117. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90118. * @param shapeId (integer) is the model shape identifier in the SPS.
  90119. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90120. * @param sps defines the sps it is associated to
  90121. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90122. */
  90123. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90124. /**
  90125. * Legacy support, changed scale to scaling
  90126. */
  90127. /**
  90128. * Legacy support, changed scale to scaling
  90129. */
  90130. scale: Vector3;
  90131. /**
  90132. * Legacy support, changed quaternion to rotationQuaternion
  90133. */
  90134. /**
  90135. * Legacy support, changed quaternion to rotationQuaternion
  90136. */
  90137. quaternion: Nullable<Quaternion>;
  90138. /**
  90139. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90140. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90141. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90142. * @returns true if it intersects
  90143. */
  90144. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90145. /**
  90146. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90147. * A particle is in the frustum if its bounding box intersects the frustum
  90148. * @param frustumPlanes defines the frustum to test
  90149. * @returns true if the particle is in the frustum planes
  90150. */
  90151. isInFrustum(frustumPlanes: Plane[]): boolean;
  90152. /**
  90153. * get the rotation matrix of the particle
  90154. * @hidden
  90155. */
  90156. getRotationMatrix(m: Matrix): void;
  90157. }
  90158. /**
  90159. * Represents the shape of the model used by one particle of a solid particle system.
  90160. * SPS internal tool, don't use it manually.
  90161. */
  90162. export class ModelShape {
  90163. /**
  90164. * The shape id
  90165. * @hidden
  90166. */
  90167. shapeID: number;
  90168. /**
  90169. * flat array of model positions (internal use)
  90170. * @hidden
  90171. */
  90172. _shape: Vector3[];
  90173. /**
  90174. * flat array of model UVs (internal use)
  90175. * @hidden
  90176. */
  90177. _shapeUV: number[];
  90178. /**
  90179. * length of the shape in the model indices array (internal use)
  90180. * @hidden
  90181. */
  90182. _indicesLength: number;
  90183. /**
  90184. * Custom position function (internal use)
  90185. * @hidden
  90186. */
  90187. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  90188. /**
  90189. * Custom vertex function (internal use)
  90190. * @hidden
  90191. */
  90192. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90193. /**
  90194. * 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.
  90195. * SPS internal tool, don't use it manually.
  90196. * @hidden
  90197. */
  90198. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  90199. }
  90200. /**
  90201. * Represents a Depth Sorted Particle in the solid particle system.
  90202. */
  90203. export class DepthSortedParticle {
  90204. /**
  90205. * Index of the particle in the "indices" array
  90206. */
  90207. ind: number;
  90208. /**
  90209. * Length of the particle shape in the "indices" array
  90210. */
  90211. indicesLength: number;
  90212. /**
  90213. * Squared distance from the particle to the camera
  90214. */
  90215. sqDistance: number;
  90216. }
  90217. }
  90218. declare module BABYLON {
  90219. /**
  90220. * @hidden
  90221. */
  90222. export class _MeshCollisionData {
  90223. _checkCollisions: boolean;
  90224. _collisionMask: number;
  90225. _collisionGroup: number;
  90226. _collider: Nullable<Collider>;
  90227. _oldPositionForCollisions: Vector3;
  90228. _diffPositionForCollisions: Vector3;
  90229. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  90230. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  90231. }
  90232. }
  90233. declare module BABYLON {
  90234. /** @hidden */
  90235. class _FacetDataStorage {
  90236. facetPositions: Vector3[];
  90237. facetNormals: Vector3[];
  90238. facetPartitioning: number[][];
  90239. facetNb: number;
  90240. partitioningSubdivisions: number;
  90241. partitioningBBoxRatio: number;
  90242. facetDataEnabled: boolean;
  90243. facetParameters: any;
  90244. bbSize: Vector3;
  90245. subDiv: {
  90246. max: number;
  90247. X: number;
  90248. Y: number;
  90249. Z: number;
  90250. };
  90251. facetDepthSort: boolean;
  90252. facetDepthSortEnabled: boolean;
  90253. depthSortedIndices: IndicesArray;
  90254. depthSortedFacets: {
  90255. ind: number;
  90256. sqDistance: number;
  90257. }[];
  90258. facetDepthSortFunction: (f1: {
  90259. ind: number;
  90260. sqDistance: number;
  90261. }, f2: {
  90262. ind: number;
  90263. sqDistance: number;
  90264. }) => number;
  90265. facetDepthSortFrom: Vector3;
  90266. facetDepthSortOrigin: Vector3;
  90267. invertedMatrix: Matrix;
  90268. }
  90269. /**
  90270. * @hidden
  90271. **/
  90272. class _InternalAbstractMeshDataInfo {
  90273. _hasVertexAlpha: boolean;
  90274. _useVertexColors: boolean;
  90275. _numBoneInfluencers: number;
  90276. _applyFog: boolean;
  90277. _receiveShadows: boolean;
  90278. _facetData: _FacetDataStorage;
  90279. _visibility: number;
  90280. _skeleton: Nullable<Skeleton>;
  90281. _layerMask: number;
  90282. _computeBonesUsingShaders: boolean;
  90283. _isActive: boolean;
  90284. _onlyForInstances: boolean;
  90285. _isActiveIntermediate: boolean;
  90286. _onlyForInstancesIntermediate: boolean;
  90287. }
  90288. /**
  90289. * Class used to store all common mesh properties
  90290. */
  90291. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  90292. /** No occlusion */
  90293. static OCCLUSION_TYPE_NONE: number;
  90294. /** Occlusion set to optimisitic */
  90295. static OCCLUSION_TYPE_OPTIMISTIC: number;
  90296. /** Occlusion set to strict */
  90297. static OCCLUSION_TYPE_STRICT: number;
  90298. /** Use an accurante occlusion algorithm */
  90299. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  90300. /** Use a conservative occlusion algorithm */
  90301. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  90302. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  90303. * Test order :
  90304. * Is the bounding sphere outside the frustum ?
  90305. * If not, are the bounding box vertices outside the frustum ?
  90306. * It not, then the cullable object is in the frustum.
  90307. */
  90308. static readonly CULLINGSTRATEGY_STANDARD: number;
  90309. /** Culling strategy : Bounding Sphere Only.
  90310. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  90311. * It's also less accurate than the standard because some not visible objects can still be selected.
  90312. * Test : is the bounding sphere outside the frustum ?
  90313. * If not, then the cullable object is in the frustum.
  90314. */
  90315. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  90316. /** Culling strategy : Optimistic Inclusion.
  90317. * This in an inclusion test first, then the standard exclusion test.
  90318. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  90319. * 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.
  90320. * Anyway, it's as accurate as the standard strategy.
  90321. * Test :
  90322. * Is the cullable object bounding sphere center in the frustum ?
  90323. * If not, apply the default culling strategy.
  90324. */
  90325. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  90326. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  90327. * This in an inclusion test first, then the bounding sphere only exclusion test.
  90328. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  90329. * 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.
  90330. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  90331. * Test :
  90332. * Is the cullable object bounding sphere center in the frustum ?
  90333. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  90334. */
  90335. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  90336. /**
  90337. * No billboard
  90338. */
  90339. static readonly BILLBOARDMODE_NONE: number;
  90340. /** Billboard on X axis */
  90341. static readonly BILLBOARDMODE_X: number;
  90342. /** Billboard on Y axis */
  90343. static readonly BILLBOARDMODE_Y: number;
  90344. /** Billboard on Z axis */
  90345. static readonly BILLBOARDMODE_Z: number;
  90346. /** Billboard on all axes */
  90347. static readonly BILLBOARDMODE_ALL: number;
  90348. /** Billboard on using position instead of orientation */
  90349. static readonly BILLBOARDMODE_USE_POSITION: number;
  90350. /** @hidden */
  90351. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  90352. /**
  90353. * The culling strategy to use to check whether the mesh must be rendered or not.
  90354. * This value can be changed at any time and will be used on the next render mesh selection.
  90355. * The possible values are :
  90356. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90357. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90358. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90359. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90360. * Please read each static variable documentation to get details about the culling process.
  90361. * */
  90362. cullingStrategy: number;
  90363. /**
  90364. * Gets the number of facets in the mesh
  90365. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90366. */
  90367. readonly facetNb: number;
  90368. /**
  90369. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  90370. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90371. */
  90372. partitioningSubdivisions: number;
  90373. /**
  90374. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  90375. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  90376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90377. */
  90378. partitioningBBoxRatio: number;
  90379. /**
  90380. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  90381. * Works only for updatable meshes.
  90382. * Doesn't work with multi-materials
  90383. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90384. */
  90385. mustDepthSortFacets: boolean;
  90386. /**
  90387. * The location (Vector3) where the facet depth sort must be computed from.
  90388. * By default, the active camera position.
  90389. * Used only when facet depth sort is enabled
  90390. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90391. */
  90392. facetDepthSortFrom: Vector3;
  90393. /**
  90394. * gets a boolean indicating if facetData is enabled
  90395. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90396. */
  90397. readonly isFacetDataEnabled: boolean;
  90398. /** @hidden */
  90399. _updateNonUniformScalingState(value: boolean): boolean;
  90400. /**
  90401. * An event triggered when this mesh collides with another one
  90402. */
  90403. onCollideObservable: Observable<AbstractMesh>;
  90404. /** Set a function to call when this mesh collides with another one */
  90405. onCollide: () => void;
  90406. /**
  90407. * An event triggered when the collision's position changes
  90408. */
  90409. onCollisionPositionChangeObservable: Observable<Vector3>;
  90410. /** Set a function to call when the collision's position changes */
  90411. onCollisionPositionChange: () => void;
  90412. /**
  90413. * An event triggered when material is changed
  90414. */
  90415. onMaterialChangedObservable: Observable<AbstractMesh>;
  90416. /**
  90417. * Gets or sets the orientation for POV movement & rotation
  90418. */
  90419. definedFacingForward: boolean;
  90420. /** @hidden */
  90421. _occlusionQuery: Nullable<WebGLQuery>;
  90422. /** @hidden */
  90423. _renderingGroup: Nullable<RenderingGroup>;
  90424. /**
  90425. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90426. */
  90427. /**
  90428. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90429. */
  90430. visibility: number;
  90431. /** Gets or sets the alpha index used to sort transparent meshes
  90432. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90433. */
  90434. alphaIndex: number;
  90435. /**
  90436. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90437. */
  90438. isVisible: boolean;
  90439. /**
  90440. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90441. */
  90442. isPickable: boolean;
  90443. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90444. showSubMeshesBoundingBox: boolean;
  90445. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90446. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90447. */
  90448. isBlocker: boolean;
  90449. /**
  90450. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90451. */
  90452. enablePointerMoveEvents: boolean;
  90453. /**
  90454. * Specifies the rendering group id for this mesh (0 by default)
  90455. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90456. */
  90457. renderingGroupId: number;
  90458. private _material;
  90459. /** Gets or sets current material */
  90460. material: Nullable<Material>;
  90461. /**
  90462. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90463. * @see http://doc.babylonjs.com/babylon101/shadows
  90464. */
  90465. receiveShadows: boolean;
  90466. /** Defines color to use when rendering outline */
  90467. outlineColor: Color3;
  90468. /** Define width to use when rendering outline */
  90469. outlineWidth: number;
  90470. /** Defines color to use when rendering overlay */
  90471. overlayColor: Color3;
  90472. /** Defines alpha to use when rendering overlay */
  90473. overlayAlpha: number;
  90474. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90475. hasVertexAlpha: boolean;
  90476. /** 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) */
  90477. useVertexColors: boolean;
  90478. /**
  90479. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90480. */
  90481. computeBonesUsingShaders: boolean;
  90482. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90483. numBoneInfluencers: number;
  90484. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90485. applyFog: boolean;
  90486. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90487. useOctreeForRenderingSelection: boolean;
  90488. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90489. useOctreeForPicking: boolean;
  90490. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90491. useOctreeForCollisions: boolean;
  90492. /**
  90493. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90494. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90495. */
  90496. layerMask: number;
  90497. /**
  90498. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90499. */
  90500. alwaysSelectAsActiveMesh: boolean;
  90501. /**
  90502. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90503. */
  90504. doNotSyncBoundingInfo: boolean;
  90505. /**
  90506. * Gets or sets the current action manager
  90507. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90508. */
  90509. actionManager: Nullable<AbstractActionManager>;
  90510. private _meshCollisionData;
  90511. /**
  90512. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90513. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90514. */
  90515. ellipsoid: Vector3;
  90516. /**
  90517. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90518. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90519. */
  90520. ellipsoidOffset: Vector3;
  90521. /**
  90522. * Gets or sets a collision mask used to mask collisions (default is -1).
  90523. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90524. */
  90525. collisionMask: number;
  90526. /**
  90527. * Gets or sets the current collision group mask (-1 by default).
  90528. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90529. */
  90530. collisionGroup: number;
  90531. /**
  90532. * Defines edge width used when edgesRenderer is enabled
  90533. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90534. */
  90535. edgesWidth: number;
  90536. /**
  90537. * Defines edge color used when edgesRenderer is enabled
  90538. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90539. */
  90540. edgesColor: Color4;
  90541. /** @hidden */
  90542. _edgesRenderer: Nullable<IEdgesRenderer>;
  90543. /** @hidden */
  90544. _masterMesh: Nullable<AbstractMesh>;
  90545. /** @hidden */
  90546. _boundingInfo: Nullable<BoundingInfo>;
  90547. /** @hidden */
  90548. _renderId: number;
  90549. /**
  90550. * Gets or sets the list of subMeshes
  90551. * @see http://doc.babylonjs.com/how_to/multi_materials
  90552. */
  90553. subMeshes: SubMesh[];
  90554. /** @hidden */
  90555. _intersectionsInProgress: AbstractMesh[];
  90556. /** @hidden */
  90557. _unIndexed: boolean;
  90558. /** @hidden */
  90559. _lightSources: Light[];
  90560. /** Gets the list of lights affecting that mesh */
  90561. readonly lightSources: Light[];
  90562. /** @hidden */
  90563. readonly _positions: Nullable<Vector3[]>;
  90564. /** @hidden */
  90565. _waitingData: {
  90566. lods: Nullable<any>;
  90567. actions: Nullable<any>;
  90568. freezeWorldMatrix: Nullable<boolean>;
  90569. };
  90570. /** @hidden */
  90571. _bonesTransformMatrices: Nullable<Float32Array>;
  90572. /** @hidden */
  90573. _transformMatrixTexture: Nullable<RawTexture>;
  90574. /**
  90575. * Gets or sets a skeleton to apply skining transformations
  90576. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90577. */
  90578. skeleton: Nullable<Skeleton>;
  90579. /**
  90580. * An event triggered when the mesh is rebuilt.
  90581. */
  90582. onRebuildObservable: Observable<AbstractMesh>;
  90583. /**
  90584. * Creates a new AbstractMesh
  90585. * @param name defines the name of the mesh
  90586. * @param scene defines the hosting scene
  90587. */
  90588. constructor(name: string, scene?: Nullable<Scene>);
  90589. /**
  90590. * Returns the string "AbstractMesh"
  90591. * @returns "AbstractMesh"
  90592. */
  90593. getClassName(): string;
  90594. /**
  90595. * Gets a string representation of the current mesh
  90596. * @param fullDetails defines a boolean indicating if full details must be included
  90597. * @returns a string representation of the current mesh
  90598. */
  90599. toString(fullDetails?: boolean): string;
  90600. /**
  90601. * @hidden
  90602. */
  90603. protected _getEffectiveParent(): Nullable<Node>;
  90604. /** @hidden */
  90605. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90606. /** @hidden */
  90607. _rebuild(): void;
  90608. /** @hidden */
  90609. _resyncLightSources(): void;
  90610. /** @hidden */
  90611. _resyncLighSource(light: Light): void;
  90612. /** @hidden */
  90613. _unBindEffect(): void;
  90614. /** @hidden */
  90615. _removeLightSource(light: Light): void;
  90616. private _markSubMeshesAsDirty;
  90617. /** @hidden */
  90618. _markSubMeshesAsLightDirty(): void;
  90619. /** @hidden */
  90620. _markSubMeshesAsAttributesDirty(): void;
  90621. /** @hidden */
  90622. _markSubMeshesAsMiscDirty(): void;
  90623. /**
  90624. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90625. */
  90626. scaling: Vector3;
  90627. /**
  90628. * Returns true if the mesh is blocked. Implemented by child classes
  90629. */
  90630. readonly isBlocked: boolean;
  90631. /**
  90632. * Returns the mesh itself by default. Implemented by child classes
  90633. * @param camera defines the camera to use to pick the right LOD level
  90634. * @returns the currentAbstractMesh
  90635. */
  90636. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90637. /**
  90638. * Returns 0 by default. Implemented by child classes
  90639. * @returns an integer
  90640. */
  90641. getTotalVertices(): number;
  90642. /**
  90643. * Returns a positive integer : the total number of indices in this mesh geometry.
  90644. * @returns the numner of indices or zero if the mesh has no geometry.
  90645. */
  90646. getTotalIndices(): number;
  90647. /**
  90648. * Returns null by default. Implemented by child classes
  90649. * @returns null
  90650. */
  90651. getIndices(): Nullable<IndicesArray>;
  90652. /**
  90653. * Returns the array of the requested vertex data kind. Implemented by child classes
  90654. * @param kind defines the vertex data kind to use
  90655. * @returns null
  90656. */
  90657. getVerticesData(kind: string): Nullable<FloatArray>;
  90658. /**
  90659. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90660. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90661. * Note that a new underlying VertexBuffer object is created each call.
  90662. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90663. * @param kind defines vertex data kind:
  90664. * * VertexBuffer.PositionKind
  90665. * * VertexBuffer.UVKind
  90666. * * VertexBuffer.UV2Kind
  90667. * * VertexBuffer.UV3Kind
  90668. * * VertexBuffer.UV4Kind
  90669. * * VertexBuffer.UV5Kind
  90670. * * VertexBuffer.UV6Kind
  90671. * * VertexBuffer.ColorKind
  90672. * * VertexBuffer.MatricesIndicesKind
  90673. * * VertexBuffer.MatricesIndicesExtraKind
  90674. * * VertexBuffer.MatricesWeightsKind
  90675. * * VertexBuffer.MatricesWeightsExtraKind
  90676. * @param data defines the data source
  90677. * @param updatable defines if the data must be flagged as updatable (or static)
  90678. * @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
  90679. * @returns the current mesh
  90680. */
  90681. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90682. /**
  90683. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90684. * If the mesh has no geometry, it is simply returned as it is.
  90685. * @param kind defines vertex data kind:
  90686. * * VertexBuffer.PositionKind
  90687. * * VertexBuffer.UVKind
  90688. * * VertexBuffer.UV2Kind
  90689. * * VertexBuffer.UV3Kind
  90690. * * VertexBuffer.UV4Kind
  90691. * * VertexBuffer.UV5Kind
  90692. * * VertexBuffer.UV6Kind
  90693. * * VertexBuffer.ColorKind
  90694. * * VertexBuffer.MatricesIndicesKind
  90695. * * VertexBuffer.MatricesIndicesExtraKind
  90696. * * VertexBuffer.MatricesWeightsKind
  90697. * * VertexBuffer.MatricesWeightsExtraKind
  90698. * @param data defines the data source
  90699. * @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
  90700. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90701. * @returns the current mesh
  90702. */
  90703. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90704. /**
  90705. * Sets the mesh indices,
  90706. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90707. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90708. * @param totalVertices Defines the total number of vertices
  90709. * @returns the current mesh
  90710. */
  90711. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90712. /**
  90713. * Gets a boolean indicating if specific vertex data is present
  90714. * @param kind defines the vertex data kind to use
  90715. * @returns true is data kind is present
  90716. */
  90717. isVerticesDataPresent(kind: string): boolean;
  90718. /**
  90719. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90720. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90721. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90722. * @returns a BoundingInfo
  90723. */
  90724. getBoundingInfo(): BoundingInfo;
  90725. /**
  90726. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90727. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90728. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90729. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90730. * @returns the current mesh
  90731. */
  90732. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90733. /**
  90734. * Overwrite the current bounding info
  90735. * @param boundingInfo defines the new bounding info
  90736. * @returns the current mesh
  90737. */
  90738. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90739. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90740. readonly useBones: boolean;
  90741. /** @hidden */
  90742. _preActivate(): void;
  90743. /** @hidden */
  90744. _preActivateForIntermediateRendering(renderId: number): void;
  90745. /** @hidden */
  90746. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90747. /** @hidden */
  90748. _postActivate(): void;
  90749. /** @hidden */
  90750. _freeze(): void;
  90751. /** @hidden */
  90752. _unFreeze(): void;
  90753. /**
  90754. * Gets the current world matrix
  90755. * @returns a Matrix
  90756. */
  90757. getWorldMatrix(): Matrix;
  90758. /** @hidden */
  90759. _getWorldMatrixDeterminant(): number;
  90760. /**
  90761. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90762. */
  90763. readonly isAnInstance: boolean;
  90764. /**
  90765. * Gets a boolean indicating if this mesh has instances
  90766. */
  90767. readonly hasInstances: boolean;
  90768. /**
  90769. * Perform relative position change from the point of view of behind the front of the mesh.
  90770. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90771. * Supports definition of mesh facing forward or backward
  90772. * @param amountRight defines the distance on the right axis
  90773. * @param amountUp defines the distance on the up axis
  90774. * @param amountForward defines the distance on the forward axis
  90775. * @returns the current mesh
  90776. */
  90777. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90778. /**
  90779. * Calculate relative position change from the point of view of behind the front of the mesh.
  90780. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90781. * Supports definition of mesh facing forward or backward
  90782. * @param amountRight defines the distance on the right axis
  90783. * @param amountUp defines the distance on the up axis
  90784. * @param amountForward defines the distance on the forward axis
  90785. * @returns the new displacement vector
  90786. */
  90787. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90788. /**
  90789. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90790. * Supports definition of mesh facing forward or backward
  90791. * @param flipBack defines the flip
  90792. * @param twirlClockwise defines the twirl
  90793. * @param tiltRight defines the tilt
  90794. * @returns the current mesh
  90795. */
  90796. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90797. /**
  90798. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90799. * Supports definition of mesh facing forward or backward.
  90800. * @param flipBack defines the flip
  90801. * @param twirlClockwise defines the twirl
  90802. * @param tiltRight defines the tilt
  90803. * @returns the new rotation vector
  90804. */
  90805. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90806. /**
  90807. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90808. * This means the mesh underlying bounding box and sphere are recomputed.
  90809. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90810. * @returns the current mesh
  90811. */
  90812. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90813. /** @hidden */
  90814. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90815. /** @hidden */
  90816. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90817. /** @hidden */
  90818. _updateBoundingInfo(): AbstractMesh;
  90819. /** @hidden */
  90820. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90821. /** @hidden */
  90822. protected _afterComputeWorldMatrix(): void;
  90823. /** @hidden */
  90824. readonly _effectiveMesh: AbstractMesh;
  90825. /**
  90826. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90827. * A mesh is in the frustum if its bounding box intersects the frustum
  90828. * @param frustumPlanes defines the frustum to test
  90829. * @returns true if the mesh is in the frustum planes
  90830. */
  90831. isInFrustum(frustumPlanes: Plane[]): boolean;
  90832. /**
  90833. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90834. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90835. * @param frustumPlanes defines the frustum to test
  90836. * @returns true if the mesh is completely in the frustum planes
  90837. */
  90838. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90839. /**
  90840. * True if the mesh intersects another mesh or a SolidParticle object
  90841. * @param mesh defines a target mesh or SolidParticle to test
  90842. * @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)
  90843. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90844. * @returns true if there is an intersection
  90845. */
  90846. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90847. /**
  90848. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90849. * @param point defines the point to test
  90850. * @returns true if there is an intersection
  90851. */
  90852. intersectsPoint(point: Vector3): boolean;
  90853. /**
  90854. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90855. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90856. */
  90857. checkCollisions: boolean;
  90858. /**
  90859. * Gets Collider object used to compute collisions (not physics)
  90860. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90861. */
  90862. readonly collider: Nullable<Collider>;
  90863. /**
  90864. * Move the mesh using collision engine
  90865. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90866. * @param displacement defines the requested displacement vector
  90867. * @returns the current mesh
  90868. */
  90869. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90870. private _onCollisionPositionChange;
  90871. /** @hidden */
  90872. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90873. /** @hidden */
  90874. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90875. /** @hidden */
  90876. _checkCollision(collider: Collider): AbstractMesh;
  90877. /** @hidden */
  90878. _generatePointsArray(): boolean;
  90879. /**
  90880. * Checks if the passed Ray intersects with the mesh
  90881. * @param ray defines the ray to use
  90882. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90883. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90884. * @returns the picking info
  90885. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90886. */
  90887. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90888. /**
  90889. * Clones the current mesh
  90890. * @param name defines the mesh name
  90891. * @param newParent defines the new mesh parent
  90892. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90893. * @returns the new mesh
  90894. */
  90895. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90896. /**
  90897. * Disposes all the submeshes of the current meshnp
  90898. * @returns the current mesh
  90899. */
  90900. releaseSubMeshes(): AbstractMesh;
  90901. /**
  90902. * Releases resources associated with this abstract mesh.
  90903. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90904. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90905. */
  90906. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90907. /**
  90908. * Adds the passed mesh as a child to the current mesh
  90909. * @param mesh defines the child mesh
  90910. * @returns the current mesh
  90911. */
  90912. addChild(mesh: AbstractMesh): AbstractMesh;
  90913. /**
  90914. * Removes the passed mesh from the current mesh children list
  90915. * @param mesh defines the child mesh
  90916. * @returns the current mesh
  90917. */
  90918. removeChild(mesh: AbstractMesh): AbstractMesh;
  90919. /** @hidden */
  90920. private _initFacetData;
  90921. /**
  90922. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90923. * This method can be called within the render loop.
  90924. * 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
  90925. * @returns the current mesh
  90926. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90927. */
  90928. updateFacetData(): AbstractMesh;
  90929. /**
  90930. * Returns the facetLocalNormals array.
  90931. * The normals are expressed in the mesh local spac
  90932. * @returns an array of Vector3
  90933. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90934. */
  90935. getFacetLocalNormals(): Vector3[];
  90936. /**
  90937. * Returns the facetLocalPositions array.
  90938. * The facet positions are expressed in the mesh local space
  90939. * @returns an array of Vector3
  90940. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90941. */
  90942. getFacetLocalPositions(): Vector3[];
  90943. /**
  90944. * Returns the facetLocalPartioning array
  90945. * @returns an array of array of numbers
  90946. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90947. */
  90948. getFacetLocalPartitioning(): number[][];
  90949. /**
  90950. * Returns the i-th facet position in the world system.
  90951. * This method allocates a new Vector3 per call
  90952. * @param i defines the facet index
  90953. * @returns a new Vector3
  90954. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90955. */
  90956. getFacetPosition(i: number): Vector3;
  90957. /**
  90958. * Sets the reference Vector3 with the i-th facet position in the world system
  90959. * @param i defines the facet index
  90960. * @param ref defines the target vector
  90961. * @returns the current mesh
  90962. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90963. */
  90964. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90965. /**
  90966. * Returns the i-th facet normal in the world system.
  90967. * This method allocates a new Vector3 per call
  90968. * @param i defines the facet index
  90969. * @returns a new Vector3
  90970. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90971. */
  90972. getFacetNormal(i: number): Vector3;
  90973. /**
  90974. * Sets the reference Vector3 with the i-th facet normal in the world system
  90975. * @param i defines the facet index
  90976. * @param ref defines the target vector
  90977. * @returns the current mesh
  90978. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90979. */
  90980. getFacetNormalToRef(i: number, ref: Vector3): this;
  90981. /**
  90982. * 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)
  90983. * @param x defines x coordinate
  90984. * @param y defines y coordinate
  90985. * @param z defines z coordinate
  90986. * @returns the array of facet indexes
  90987. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90988. */
  90989. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90990. /**
  90991. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90992. * @param projected sets as the (x,y,z) world projection on the facet
  90993. * @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
  90994. * @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
  90995. * @param x defines x coordinate
  90996. * @param y defines y coordinate
  90997. * @param z defines z coordinate
  90998. * @returns the face index if found (or null instead)
  90999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91000. */
  91001. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91002. /**
  91003. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91004. * @param projected sets as the (x,y,z) local projection on the facet
  91005. * @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
  91006. * @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
  91007. * @param x defines x coordinate
  91008. * @param y defines y coordinate
  91009. * @param z defines z coordinate
  91010. * @returns the face index if found (or null instead)
  91011. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91012. */
  91013. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91014. /**
  91015. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91016. * @returns the parameters
  91017. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91018. */
  91019. getFacetDataParameters(): any;
  91020. /**
  91021. * Disables the feature FacetData and frees the related memory
  91022. * @returns the current mesh
  91023. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91024. */
  91025. disableFacetData(): AbstractMesh;
  91026. /**
  91027. * Updates the AbstractMesh indices array
  91028. * @param indices defines the data source
  91029. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91030. * @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)
  91031. * @returns the current mesh
  91032. */
  91033. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91034. /**
  91035. * Creates new normals data for the mesh
  91036. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91037. * @returns the current mesh
  91038. */
  91039. createNormals(updatable: boolean): AbstractMesh;
  91040. /**
  91041. * Align the mesh with a normal
  91042. * @param normal defines the normal to use
  91043. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91044. * @returns the current mesh
  91045. */
  91046. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91047. /** @hidden */
  91048. _checkOcclusionQuery(): boolean;
  91049. /**
  91050. * Disables the mesh edge rendering mode
  91051. * @returns the currentAbstractMesh
  91052. */
  91053. disableEdgesRendering(): AbstractMesh;
  91054. /**
  91055. * Enables the edge rendering mode on the mesh.
  91056. * This mode makes the mesh edges visible
  91057. * @param epsilon defines the maximal distance between two angles to detect a face
  91058. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91059. * @returns the currentAbstractMesh
  91060. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91061. */
  91062. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91063. }
  91064. }
  91065. declare module BABYLON {
  91066. /**
  91067. * Interface used to define ActionEvent
  91068. */
  91069. export interface IActionEvent {
  91070. /** The mesh or sprite that triggered the action */
  91071. source: any;
  91072. /** The X mouse cursor position at the time of the event */
  91073. pointerX: number;
  91074. /** The Y mouse cursor position at the time of the event */
  91075. pointerY: number;
  91076. /** The mesh that is currently pointed at (can be null) */
  91077. meshUnderPointer: Nullable<AbstractMesh>;
  91078. /** the original (browser) event that triggered the ActionEvent */
  91079. sourceEvent?: any;
  91080. /** additional data for the event */
  91081. additionalData?: any;
  91082. }
  91083. /**
  91084. * ActionEvent is the event being sent when an action is triggered.
  91085. */
  91086. export class ActionEvent implements IActionEvent {
  91087. /** The mesh or sprite that triggered the action */
  91088. source: any;
  91089. /** The X mouse cursor position at the time of the event */
  91090. pointerX: number;
  91091. /** The Y mouse cursor position at the time of the event */
  91092. pointerY: number;
  91093. /** The mesh that is currently pointed at (can be null) */
  91094. meshUnderPointer: Nullable<AbstractMesh>;
  91095. /** the original (browser) event that triggered the ActionEvent */
  91096. sourceEvent?: any;
  91097. /** additional data for the event */
  91098. additionalData?: any;
  91099. /**
  91100. * Creates a new ActionEvent
  91101. * @param source The mesh or sprite that triggered the action
  91102. * @param pointerX The X mouse cursor position at the time of the event
  91103. * @param pointerY The Y mouse cursor position at the time of the event
  91104. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91105. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91106. * @param additionalData additional data for the event
  91107. */
  91108. constructor(
  91109. /** The mesh or sprite that triggered the action */
  91110. source: any,
  91111. /** The X mouse cursor position at the time of the event */
  91112. pointerX: number,
  91113. /** The Y mouse cursor position at the time of the event */
  91114. pointerY: number,
  91115. /** The mesh that is currently pointed at (can be null) */
  91116. meshUnderPointer: Nullable<AbstractMesh>,
  91117. /** the original (browser) event that triggered the ActionEvent */
  91118. sourceEvent?: any,
  91119. /** additional data for the event */
  91120. additionalData?: any);
  91121. /**
  91122. * Helper function to auto-create an ActionEvent from a source mesh.
  91123. * @param source The source mesh that triggered the event
  91124. * @param evt The original (browser) event
  91125. * @param additionalData additional data for the event
  91126. * @returns the new ActionEvent
  91127. */
  91128. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91129. /**
  91130. * Helper function to auto-create an ActionEvent from a source sprite
  91131. * @param source The source sprite that triggered the event
  91132. * @param scene Scene associated with the sprite
  91133. * @param evt The original (browser) event
  91134. * @param additionalData additional data for the event
  91135. * @returns the new ActionEvent
  91136. */
  91137. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91138. /**
  91139. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91140. * @param scene the scene where the event occurred
  91141. * @param evt The original (browser) event
  91142. * @returns the new ActionEvent
  91143. */
  91144. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91145. /**
  91146. * Helper function to auto-create an ActionEvent from a primitive
  91147. * @param prim defines the target primitive
  91148. * @param pointerPos defines the pointer position
  91149. * @param evt The original (browser) event
  91150. * @param additionalData additional data for the event
  91151. * @returns the new ActionEvent
  91152. */
  91153. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91154. }
  91155. }
  91156. declare module BABYLON {
  91157. /**
  91158. * Abstract class used to decouple action Manager from scene and meshes.
  91159. * Do not instantiate.
  91160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91161. */
  91162. export abstract class AbstractActionManager implements IDisposable {
  91163. /** Gets the list of active triggers */
  91164. static Triggers: {
  91165. [key: string]: number;
  91166. };
  91167. /** Gets the cursor to use when hovering items */
  91168. hoverCursor: string;
  91169. /** Gets the list of actions */
  91170. actions: IAction[];
  91171. /**
  91172. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  91173. */
  91174. isRecursive: boolean;
  91175. /**
  91176. * Releases all associated resources
  91177. */
  91178. abstract dispose(): void;
  91179. /**
  91180. * Does this action manager has pointer triggers
  91181. */
  91182. abstract readonly hasPointerTriggers: boolean;
  91183. /**
  91184. * Does this action manager has pick triggers
  91185. */
  91186. abstract readonly hasPickTriggers: boolean;
  91187. /**
  91188. * Process a specific trigger
  91189. * @param trigger defines the trigger to process
  91190. * @param evt defines the event details to be processed
  91191. */
  91192. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91193. /**
  91194. * Does this action manager handles actions of any of the given triggers
  91195. * @param triggers defines the triggers to be tested
  91196. * @return a boolean indicating whether one (or more) of the triggers is handled
  91197. */
  91198. abstract hasSpecificTriggers(triggers: number[]): boolean;
  91199. /**
  91200. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  91201. * speed.
  91202. * @param triggerA defines the trigger to be tested
  91203. * @param triggerB defines the trigger to be tested
  91204. * @return a boolean indicating whether one (or more) of the triggers is handled
  91205. */
  91206. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  91207. /**
  91208. * Does this action manager handles actions of a given trigger
  91209. * @param trigger defines the trigger to be tested
  91210. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  91211. * @return whether the trigger is handled
  91212. */
  91213. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  91214. /**
  91215. * Serialize this manager to a JSON object
  91216. * @param name defines the property name to store this manager
  91217. * @returns a JSON representation of this manager
  91218. */
  91219. abstract serialize(name: string): any;
  91220. /**
  91221. * Registers an action to this action manager
  91222. * @param action defines the action to be registered
  91223. * @return the action amended (prepared) after registration
  91224. */
  91225. abstract registerAction(action: IAction): Nullable<IAction>;
  91226. /**
  91227. * Unregisters an action to this action manager
  91228. * @param action defines the action to be unregistered
  91229. * @return a boolean indicating whether the action has been unregistered
  91230. */
  91231. abstract unregisterAction(action: IAction): Boolean;
  91232. /**
  91233. * Does exist one action manager with at least one trigger
  91234. **/
  91235. static readonly HasTriggers: boolean;
  91236. /**
  91237. * Does exist one action manager with at least one pick trigger
  91238. **/
  91239. static readonly HasPickTriggers: boolean;
  91240. /**
  91241. * Does exist one action manager that handles actions of a given trigger
  91242. * @param trigger defines the trigger to be tested
  91243. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  91244. **/
  91245. static HasSpecificTrigger(trigger: number): boolean;
  91246. }
  91247. }
  91248. declare module BABYLON {
  91249. /**
  91250. * Defines how a node can be built from a string name.
  91251. */
  91252. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  91253. /**
  91254. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  91255. */
  91256. export class Node implements IBehaviorAware<Node> {
  91257. /** @hidden */
  91258. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  91259. private static _NodeConstructors;
  91260. /**
  91261. * Add a new node constructor
  91262. * @param type defines the type name of the node to construct
  91263. * @param constructorFunc defines the constructor function
  91264. */
  91265. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  91266. /**
  91267. * Returns a node constructor based on type name
  91268. * @param type defines the type name
  91269. * @param name defines the new node name
  91270. * @param scene defines the hosting scene
  91271. * @param options defines optional options to transmit to constructors
  91272. * @returns the new constructor or null
  91273. */
  91274. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  91275. /**
  91276. * Gets or sets the name of the node
  91277. */
  91278. name: string;
  91279. /**
  91280. * Gets or sets the id of the node
  91281. */
  91282. id: string;
  91283. /**
  91284. * Gets or sets the unique id of the node
  91285. */
  91286. uniqueId: number;
  91287. /**
  91288. * Gets or sets a string used to store user defined state for the node
  91289. */
  91290. state: string;
  91291. /**
  91292. * Gets or sets an object used to store user defined information for the node
  91293. */
  91294. metadata: any;
  91295. /**
  91296. * For internal use only. Please do not use.
  91297. */
  91298. reservedDataStore: any;
  91299. /**
  91300. * List of inspectable custom properties (used by the Inspector)
  91301. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  91302. */
  91303. inspectableCustomProperties: IInspectable[];
  91304. /**
  91305. * Gets or sets a boolean used to define if the node must be serialized
  91306. */
  91307. doNotSerialize: boolean;
  91308. /** @hidden */
  91309. _isDisposed: boolean;
  91310. /**
  91311. * Gets a list of Animations associated with the node
  91312. */
  91313. animations: Animation[];
  91314. protected _ranges: {
  91315. [name: string]: Nullable<AnimationRange>;
  91316. };
  91317. /**
  91318. * Callback raised when the node is ready to be used
  91319. */
  91320. onReady: Nullable<(node: Node) => void>;
  91321. private _isEnabled;
  91322. private _isParentEnabled;
  91323. private _isReady;
  91324. /** @hidden */
  91325. _currentRenderId: number;
  91326. private _parentUpdateId;
  91327. /** @hidden */
  91328. _childUpdateId: number;
  91329. /** @hidden */
  91330. _waitingParentId: Nullable<string>;
  91331. /** @hidden */
  91332. _scene: Scene;
  91333. /** @hidden */
  91334. _cache: any;
  91335. private _parentNode;
  91336. private _children;
  91337. /** @hidden */
  91338. _worldMatrix: Matrix;
  91339. /** @hidden */
  91340. _worldMatrixDeterminant: number;
  91341. /** @hidden */
  91342. _worldMatrixDeterminantIsDirty: boolean;
  91343. /** @hidden */
  91344. private _sceneRootNodesIndex;
  91345. /**
  91346. * Gets a boolean indicating if the node has been disposed
  91347. * @returns true if the node was disposed
  91348. */
  91349. isDisposed(): boolean;
  91350. /**
  91351. * Gets or sets the parent of the node (without keeping the current position in the scene)
  91352. * @see https://doc.babylonjs.com/how_to/parenting
  91353. */
  91354. parent: Nullable<Node>;
  91355. private addToSceneRootNodes;
  91356. private removeFromSceneRootNodes;
  91357. private _animationPropertiesOverride;
  91358. /**
  91359. * Gets or sets the animation properties override
  91360. */
  91361. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  91362. /**
  91363. * Gets a string idenfifying the name of the class
  91364. * @returns "Node" string
  91365. */
  91366. getClassName(): string;
  91367. /** @hidden */
  91368. readonly _isNode: boolean;
  91369. /**
  91370. * An event triggered when the mesh is disposed
  91371. */
  91372. onDisposeObservable: Observable<Node>;
  91373. private _onDisposeObserver;
  91374. /**
  91375. * Sets a callback that will be raised when the node will be disposed
  91376. */
  91377. onDispose: () => void;
  91378. /**
  91379. * Creates a new Node
  91380. * @param name the name and id to be given to this node
  91381. * @param scene the scene this node will be added to
  91382. * @param addToRootNodes the node will be added to scene.rootNodes
  91383. */
  91384. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  91385. /**
  91386. * Gets the scene of the node
  91387. * @returns a scene
  91388. */
  91389. getScene(): Scene;
  91390. /**
  91391. * Gets the engine of the node
  91392. * @returns a Engine
  91393. */
  91394. getEngine(): Engine;
  91395. private _behaviors;
  91396. /**
  91397. * Attach a behavior to the node
  91398. * @see http://doc.babylonjs.com/features/behaviour
  91399. * @param behavior defines the behavior to attach
  91400. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91401. * @returns the current Node
  91402. */
  91403. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91404. /**
  91405. * Remove an attached behavior
  91406. * @see http://doc.babylonjs.com/features/behaviour
  91407. * @param behavior defines the behavior to attach
  91408. * @returns the current Node
  91409. */
  91410. removeBehavior(behavior: Behavior<Node>): Node;
  91411. /**
  91412. * Gets the list of attached behaviors
  91413. * @see http://doc.babylonjs.com/features/behaviour
  91414. */
  91415. readonly behaviors: Behavior<Node>[];
  91416. /**
  91417. * Gets an attached behavior by name
  91418. * @param name defines the name of the behavior to look for
  91419. * @see http://doc.babylonjs.com/features/behaviour
  91420. * @returns null if behavior was not found else the requested behavior
  91421. */
  91422. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91423. /**
  91424. * Returns the latest update of the World matrix
  91425. * @returns a Matrix
  91426. */
  91427. getWorldMatrix(): Matrix;
  91428. /** @hidden */
  91429. _getWorldMatrixDeterminant(): number;
  91430. /**
  91431. * Returns directly the latest state of the mesh World matrix.
  91432. * A Matrix is returned.
  91433. */
  91434. readonly worldMatrixFromCache: Matrix;
  91435. /** @hidden */
  91436. _initCache(): void;
  91437. /** @hidden */
  91438. updateCache(force?: boolean): void;
  91439. /** @hidden */
  91440. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91441. /** @hidden */
  91442. _updateCache(ignoreParentClass?: boolean): void;
  91443. /** @hidden */
  91444. _isSynchronized(): boolean;
  91445. /** @hidden */
  91446. _markSyncedWithParent(): void;
  91447. /** @hidden */
  91448. isSynchronizedWithParent(): boolean;
  91449. /** @hidden */
  91450. isSynchronized(): boolean;
  91451. /**
  91452. * Is this node ready to be used/rendered
  91453. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91454. * @return true if the node is ready
  91455. */
  91456. isReady(completeCheck?: boolean): boolean;
  91457. /**
  91458. * Is this node enabled?
  91459. * 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
  91460. * @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
  91461. * @return whether this node (and its parent) is enabled
  91462. */
  91463. isEnabled(checkAncestors?: boolean): boolean;
  91464. /** @hidden */
  91465. protected _syncParentEnabledState(): void;
  91466. /**
  91467. * Set the enabled state of this node
  91468. * @param value defines the new enabled state
  91469. */
  91470. setEnabled(value: boolean): void;
  91471. /**
  91472. * Is this node a descendant of the given node?
  91473. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91474. * @param ancestor defines the parent node to inspect
  91475. * @returns a boolean indicating if this node is a descendant of the given node
  91476. */
  91477. isDescendantOf(ancestor: Node): boolean;
  91478. /** @hidden */
  91479. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91480. /**
  91481. * Will return all nodes that have this node as ascendant
  91482. * @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
  91483. * @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
  91484. * @return all children nodes of all types
  91485. */
  91486. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91487. /**
  91488. * Get all child-meshes of this node
  91489. * @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)
  91490. * @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
  91491. * @returns an array of AbstractMesh
  91492. */
  91493. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91494. /**
  91495. * Get all direct children of this node
  91496. * @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
  91497. * @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)
  91498. * @returns an array of Node
  91499. */
  91500. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91501. /** @hidden */
  91502. _setReady(state: boolean): void;
  91503. /**
  91504. * Get an animation by name
  91505. * @param name defines the name of the animation to look for
  91506. * @returns null if not found else the requested animation
  91507. */
  91508. getAnimationByName(name: string): Nullable<Animation>;
  91509. /**
  91510. * Creates an animation range for this node
  91511. * @param name defines the name of the range
  91512. * @param from defines the starting key
  91513. * @param to defines the end key
  91514. */
  91515. createAnimationRange(name: string, from: number, to: number): void;
  91516. /**
  91517. * Delete a specific animation range
  91518. * @param name defines the name of the range to delete
  91519. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91520. */
  91521. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91522. /**
  91523. * Get an animation range by name
  91524. * @param name defines the name of the animation range to look for
  91525. * @returns null if not found else the requested animation range
  91526. */
  91527. getAnimationRange(name: string): Nullable<AnimationRange>;
  91528. /**
  91529. * Gets the list of all animation ranges defined on this node
  91530. * @returns an array
  91531. */
  91532. getAnimationRanges(): Nullable<AnimationRange>[];
  91533. /**
  91534. * Will start the animation sequence
  91535. * @param name defines the range frames for animation sequence
  91536. * @param loop defines if the animation should loop (false by default)
  91537. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91538. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91539. * @returns the object created for this animation. If range does not exist, it will return null
  91540. */
  91541. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91542. /**
  91543. * Serialize animation ranges into a JSON compatible object
  91544. * @returns serialization object
  91545. */
  91546. serializeAnimationRanges(): any;
  91547. /**
  91548. * Computes the world matrix of the node
  91549. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91550. * @returns the world matrix
  91551. */
  91552. computeWorldMatrix(force?: boolean): Matrix;
  91553. /**
  91554. * Releases resources associated with this node.
  91555. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91556. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91557. */
  91558. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91559. /**
  91560. * Parse animation range data from a serialization object and store them into a given node
  91561. * @param node defines where to store the animation ranges
  91562. * @param parsedNode defines the serialization object to read data from
  91563. * @param scene defines the hosting scene
  91564. */
  91565. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91566. /**
  91567. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91568. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91569. * @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
  91570. * @returns the new bounding vectors
  91571. */
  91572. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91573. min: Vector3;
  91574. max: Vector3;
  91575. };
  91576. }
  91577. }
  91578. declare module BABYLON {
  91579. /**
  91580. * @hidden
  91581. */
  91582. export class _IAnimationState {
  91583. key: number;
  91584. repeatCount: number;
  91585. workValue?: any;
  91586. loopMode?: number;
  91587. offsetValue?: any;
  91588. highLimitValue?: any;
  91589. }
  91590. /**
  91591. * Class used to store any kind of animation
  91592. */
  91593. export class Animation {
  91594. /**Name of the animation */
  91595. name: string;
  91596. /**Property to animate */
  91597. targetProperty: string;
  91598. /**The frames per second of the animation */
  91599. framePerSecond: number;
  91600. /**The data type of the animation */
  91601. dataType: number;
  91602. /**The loop mode of the animation */
  91603. loopMode?: number | undefined;
  91604. /**Specifies if blending should be enabled */
  91605. enableBlending?: boolean | undefined;
  91606. /**
  91607. * Use matrix interpolation instead of using direct key value when animating matrices
  91608. */
  91609. static AllowMatricesInterpolation: boolean;
  91610. /**
  91611. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91612. */
  91613. static AllowMatrixDecomposeForInterpolation: boolean;
  91614. /**
  91615. * Stores the key frames of the animation
  91616. */
  91617. private _keys;
  91618. /**
  91619. * Stores the easing function of the animation
  91620. */
  91621. private _easingFunction;
  91622. /**
  91623. * @hidden Internal use only
  91624. */
  91625. _runtimeAnimations: RuntimeAnimation[];
  91626. /**
  91627. * The set of event that will be linked to this animation
  91628. */
  91629. private _events;
  91630. /**
  91631. * Stores an array of target property paths
  91632. */
  91633. targetPropertyPath: string[];
  91634. /**
  91635. * Stores the blending speed of the animation
  91636. */
  91637. blendingSpeed: number;
  91638. /**
  91639. * Stores the animation ranges for the animation
  91640. */
  91641. private _ranges;
  91642. /**
  91643. * @hidden Internal use
  91644. */
  91645. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91646. /**
  91647. * Sets up an animation
  91648. * @param property The property to animate
  91649. * @param animationType The animation type to apply
  91650. * @param framePerSecond The frames per second of the animation
  91651. * @param easingFunction The easing function used in the animation
  91652. * @returns The created animation
  91653. */
  91654. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91655. /**
  91656. * Create and start an animation on a node
  91657. * @param name defines the name of the global animation that will be run on all nodes
  91658. * @param node defines the root node where the animation will take place
  91659. * @param targetProperty defines property to animate
  91660. * @param framePerSecond defines the number of frame per second yo use
  91661. * @param totalFrame defines the number of frames in total
  91662. * @param from defines the initial value
  91663. * @param to defines the final value
  91664. * @param loopMode defines which loop mode you want to use (off by default)
  91665. * @param easingFunction defines the easing function to use (linear by default)
  91666. * @param onAnimationEnd defines the callback to call when animation end
  91667. * @returns the animatable created for this animation
  91668. */
  91669. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91670. /**
  91671. * Create and start an animation on a node and its descendants
  91672. * @param name defines the name of the global animation that will be run on all nodes
  91673. * @param node defines the root node where the animation will take place
  91674. * @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
  91675. * @param targetProperty defines property to animate
  91676. * @param framePerSecond defines the number of frame per second to use
  91677. * @param totalFrame defines the number of frames in total
  91678. * @param from defines the initial value
  91679. * @param to defines the final value
  91680. * @param loopMode defines which loop mode you want to use (off by default)
  91681. * @param easingFunction defines the easing function to use (linear by default)
  91682. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91683. * @returns the list of animatables created for all nodes
  91684. * @example https://www.babylonjs-playground.com/#MH0VLI
  91685. */
  91686. 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[]>;
  91687. /**
  91688. * Creates a new animation, merges it with the existing animations and starts it
  91689. * @param name Name of the animation
  91690. * @param node Node which contains the scene that begins the animations
  91691. * @param targetProperty Specifies which property to animate
  91692. * @param framePerSecond The frames per second of the animation
  91693. * @param totalFrame The total number of frames
  91694. * @param from The frame at the beginning of the animation
  91695. * @param to The frame at the end of the animation
  91696. * @param loopMode Specifies the loop mode of the animation
  91697. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91698. * @param onAnimationEnd Callback to run once the animation is complete
  91699. * @returns Nullable animation
  91700. */
  91701. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91702. /**
  91703. * Transition property of an host to the target Value
  91704. * @param property The property to transition
  91705. * @param targetValue The target Value of the property
  91706. * @param host The object where the property to animate belongs
  91707. * @param scene Scene used to run the animation
  91708. * @param frameRate Framerate (in frame/s) to use
  91709. * @param transition The transition type we want to use
  91710. * @param duration The duration of the animation, in milliseconds
  91711. * @param onAnimationEnd Callback trigger at the end of the animation
  91712. * @returns Nullable animation
  91713. */
  91714. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91715. /**
  91716. * Return the array of runtime animations currently using this animation
  91717. */
  91718. readonly runtimeAnimations: RuntimeAnimation[];
  91719. /**
  91720. * Specifies if any of the runtime animations are currently running
  91721. */
  91722. readonly hasRunningRuntimeAnimations: boolean;
  91723. /**
  91724. * Initializes the animation
  91725. * @param name Name of the animation
  91726. * @param targetProperty Property to animate
  91727. * @param framePerSecond The frames per second of the animation
  91728. * @param dataType The data type of the animation
  91729. * @param loopMode The loop mode of the animation
  91730. * @param enableBlending Specifies if blending should be enabled
  91731. */
  91732. constructor(
  91733. /**Name of the animation */
  91734. name: string,
  91735. /**Property to animate */
  91736. targetProperty: string,
  91737. /**The frames per second of the animation */
  91738. framePerSecond: number,
  91739. /**The data type of the animation */
  91740. dataType: number,
  91741. /**The loop mode of the animation */
  91742. loopMode?: number | undefined,
  91743. /**Specifies if blending should be enabled */
  91744. enableBlending?: boolean | undefined);
  91745. /**
  91746. * Converts the animation to a string
  91747. * @param fullDetails support for multiple levels of logging within scene loading
  91748. * @returns String form of the animation
  91749. */
  91750. toString(fullDetails?: boolean): string;
  91751. /**
  91752. * Add an event to this animation
  91753. * @param event Event to add
  91754. */
  91755. addEvent(event: AnimationEvent): void;
  91756. /**
  91757. * Remove all events found at the given frame
  91758. * @param frame The frame to remove events from
  91759. */
  91760. removeEvents(frame: number): void;
  91761. /**
  91762. * Retrieves all the events from the animation
  91763. * @returns Events from the animation
  91764. */
  91765. getEvents(): AnimationEvent[];
  91766. /**
  91767. * Creates an animation range
  91768. * @param name Name of the animation range
  91769. * @param from Starting frame of the animation range
  91770. * @param to Ending frame of the animation
  91771. */
  91772. createRange(name: string, from: number, to: number): void;
  91773. /**
  91774. * Deletes an animation range by name
  91775. * @param name Name of the animation range to delete
  91776. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91777. */
  91778. deleteRange(name: string, deleteFrames?: boolean): void;
  91779. /**
  91780. * Gets the animation range by name, or null if not defined
  91781. * @param name Name of the animation range
  91782. * @returns Nullable animation range
  91783. */
  91784. getRange(name: string): Nullable<AnimationRange>;
  91785. /**
  91786. * Gets the key frames from the animation
  91787. * @returns The key frames of the animation
  91788. */
  91789. getKeys(): Array<IAnimationKey>;
  91790. /**
  91791. * Gets the highest frame rate of the animation
  91792. * @returns Highest frame rate of the animation
  91793. */
  91794. getHighestFrame(): number;
  91795. /**
  91796. * Gets the easing function of the animation
  91797. * @returns Easing function of the animation
  91798. */
  91799. getEasingFunction(): IEasingFunction;
  91800. /**
  91801. * Sets the easing function of the animation
  91802. * @param easingFunction A custom mathematical formula for animation
  91803. */
  91804. setEasingFunction(easingFunction: EasingFunction): void;
  91805. /**
  91806. * Interpolates a scalar linearly
  91807. * @param startValue Start value of the animation curve
  91808. * @param endValue End value of the animation curve
  91809. * @param gradient Scalar amount to interpolate
  91810. * @returns Interpolated scalar value
  91811. */
  91812. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91813. /**
  91814. * Interpolates a scalar cubically
  91815. * @param startValue Start value of the animation curve
  91816. * @param outTangent End tangent of the animation
  91817. * @param endValue End value of the animation curve
  91818. * @param inTangent Start tangent of the animation curve
  91819. * @param gradient Scalar amount to interpolate
  91820. * @returns Interpolated scalar value
  91821. */
  91822. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91823. /**
  91824. * Interpolates a quaternion using a spherical linear interpolation
  91825. * @param startValue Start value of the animation curve
  91826. * @param endValue End value of the animation curve
  91827. * @param gradient Scalar amount to interpolate
  91828. * @returns Interpolated quaternion value
  91829. */
  91830. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91831. /**
  91832. * Interpolates a quaternion cubically
  91833. * @param startValue Start value of the animation curve
  91834. * @param outTangent End tangent of the animation curve
  91835. * @param endValue End value of the animation curve
  91836. * @param inTangent Start tangent of the animation curve
  91837. * @param gradient Scalar amount to interpolate
  91838. * @returns Interpolated quaternion value
  91839. */
  91840. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91841. /**
  91842. * Interpolates a Vector3 linearl
  91843. * @param startValue Start value of the animation curve
  91844. * @param endValue End value of the animation curve
  91845. * @param gradient Scalar amount to interpolate
  91846. * @returns Interpolated scalar value
  91847. */
  91848. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91849. /**
  91850. * Interpolates a Vector3 cubically
  91851. * @param startValue Start value of the animation curve
  91852. * @param outTangent End tangent of the animation
  91853. * @param endValue End value of the animation curve
  91854. * @param inTangent Start tangent of the animation curve
  91855. * @param gradient Scalar amount to interpolate
  91856. * @returns InterpolatedVector3 value
  91857. */
  91858. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91859. /**
  91860. * Interpolates a Vector2 linearly
  91861. * @param startValue Start value of the animation curve
  91862. * @param endValue End value of the animation curve
  91863. * @param gradient Scalar amount to interpolate
  91864. * @returns Interpolated Vector2 value
  91865. */
  91866. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91867. /**
  91868. * Interpolates a Vector2 cubically
  91869. * @param startValue Start value of the animation curve
  91870. * @param outTangent End tangent of the animation
  91871. * @param endValue End value of the animation curve
  91872. * @param inTangent Start tangent of the animation curve
  91873. * @param gradient Scalar amount to interpolate
  91874. * @returns Interpolated Vector2 value
  91875. */
  91876. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91877. /**
  91878. * Interpolates a size linearly
  91879. * @param startValue Start value of the animation curve
  91880. * @param endValue End value of the animation curve
  91881. * @param gradient Scalar amount to interpolate
  91882. * @returns Interpolated Size value
  91883. */
  91884. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91885. /**
  91886. * Interpolates a Color3 linearly
  91887. * @param startValue Start value of the animation curve
  91888. * @param endValue End value of the animation curve
  91889. * @param gradient Scalar amount to interpolate
  91890. * @returns Interpolated Color3 value
  91891. */
  91892. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91893. /**
  91894. * @hidden Internal use only
  91895. */
  91896. _getKeyValue(value: any): any;
  91897. /**
  91898. * @hidden Internal use only
  91899. */
  91900. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91901. /**
  91902. * Defines the function to use to interpolate matrices
  91903. * @param startValue defines the start matrix
  91904. * @param endValue defines the end matrix
  91905. * @param gradient defines the gradient between both matrices
  91906. * @param result defines an optional target matrix where to store the interpolation
  91907. * @returns the interpolated matrix
  91908. */
  91909. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91910. /**
  91911. * Makes a copy of the animation
  91912. * @returns Cloned animation
  91913. */
  91914. clone(): Animation;
  91915. /**
  91916. * Sets the key frames of the animation
  91917. * @param values The animation key frames to set
  91918. */
  91919. setKeys(values: Array<IAnimationKey>): void;
  91920. /**
  91921. * Serializes the animation to an object
  91922. * @returns Serialized object
  91923. */
  91924. serialize(): any;
  91925. /**
  91926. * Float animation type
  91927. */
  91928. private static _ANIMATIONTYPE_FLOAT;
  91929. /**
  91930. * Vector3 animation type
  91931. */
  91932. private static _ANIMATIONTYPE_VECTOR3;
  91933. /**
  91934. * Quaternion animation type
  91935. */
  91936. private static _ANIMATIONTYPE_QUATERNION;
  91937. /**
  91938. * Matrix animation type
  91939. */
  91940. private static _ANIMATIONTYPE_MATRIX;
  91941. /**
  91942. * Color3 animation type
  91943. */
  91944. private static _ANIMATIONTYPE_COLOR3;
  91945. /**
  91946. * Vector2 animation type
  91947. */
  91948. private static _ANIMATIONTYPE_VECTOR2;
  91949. /**
  91950. * Size animation type
  91951. */
  91952. private static _ANIMATIONTYPE_SIZE;
  91953. /**
  91954. * Relative Loop Mode
  91955. */
  91956. private static _ANIMATIONLOOPMODE_RELATIVE;
  91957. /**
  91958. * Cycle Loop Mode
  91959. */
  91960. private static _ANIMATIONLOOPMODE_CYCLE;
  91961. /**
  91962. * Constant Loop Mode
  91963. */
  91964. private static _ANIMATIONLOOPMODE_CONSTANT;
  91965. /**
  91966. * Get the float animation type
  91967. */
  91968. static readonly ANIMATIONTYPE_FLOAT: number;
  91969. /**
  91970. * Get the Vector3 animation type
  91971. */
  91972. static readonly ANIMATIONTYPE_VECTOR3: number;
  91973. /**
  91974. * Get the Vector2 animation type
  91975. */
  91976. static readonly ANIMATIONTYPE_VECTOR2: number;
  91977. /**
  91978. * Get the Size animation type
  91979. */
  91980. static readonly ANIMATIONTYPE_SIZE: number;
  91981. /**
  91982. * Get the Quaternion animation type
  91983. */
  91984. static readonly ANIMATIONTYPE_QUATERNION: number;
  91985. /**
  91986. * Get the Matrix animation type
  91987. */
  91988. static readonly ANIMATIONTYPE_MATRIX: number;
  91989. /**
  91990. * Get the Color3 animation type
  91991. */
  91992. static readonly ANIMATIONTYPE_COLOR3: number;
  91993. /**
  91994. * Get the Relative Loop Mode
  91995. */
  91996. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91997. /**
  91998. * Get the Cycle Loop Mode
  91999. */
  92000. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92001. /**
  92002. * Get the Constant Loop Mode
  92003. */
  92004. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92005. /** @hidden */
  92006. static _UniversalLerp(left: any, right: any, amount: number): any;
  92007. /**
  92008. * Parses an animation object and creates an animation
  92009. * @param parsedAnimation Parsed animation object
  92010. * @returns Animation object
  92011. */
  92012. static Parse(parsedAnimation: any): Animation;
  92013. /**
  92014. * Appends the serialized animations from the source animations
  92015. * @param source Source containing the animations
  92016. * @param destination Target to store the animations
  92017. */
  92018. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92019. }
  92020. }
  92021. declare module BABYLON {
  92022. /**
  92023. * Interface containing an array of animations
  92024. */
  92025. export interface IAnimatable {
  92026. /**
  92027. * Array of animations
  92028. */
  92029. animations: Nullable<Array<Animation>>;
  92030. }
  92031. }
  92032. declare module BABYLON {
  92033. /**
  92034. * This represents all the required information to add a fresnel effect on a material:
  92035. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92036. */
  92037. export class FresnelParameters {
  92038. private _isEnabled;
  92039. /**
  92040. * Define if the fresnel effect is enable or not.
  92041. */
  92042. isEnabled: boolean;
  92043. /**
  92044. * Define the color used on edges (grazing angle)
  92045. */
  92046. leftColor: Color3;
  92047. /**
  92048. * Define the color used on center
  92049. */
  92050. rightColor: Color3;
  92051. /**
  92052. * Define bias applied to computed fresnel term
  92053. */
  92054. bias: number;
  92055. /**
  92056. * Defined the power exponent applied to fresnel term
  92057. */
  92058. power: number;
  92059. /**
  92060. * Clones the current fresnel and its valuues
  92061. * @returns a clone fresnel configuration
  92062. */
  92063. clone(): FresnelParameters;
  92064. /**
  92065. * Serializes the current fresnel parameters to a JSON representation.
  92066. * @return the JSON serialization
  92067. */
  92068. serialize(): any;
  92069. /**
  92070. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92071. * @param parsedFresnelParameters Define the JSON representation
  92072. * @returns the parsed parameters
  92073. */
  92074. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92075. }
  92076. }
  92077. declare module BABYLON {
  92078. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92079. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92080. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92081. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92082. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92083. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92084. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92085. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92086. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92087. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92088. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92089. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92090. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92091. /**
  92092. * Decorator used to define property that can be serialized as reference to a camera
  92093. * @param sourceName defines the name of the property to decorate
  92094. */
  92095. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92096. /**
  92097. * Class used to help serialization objects
  92098. */
  92099. export class SerializationHelper {
  92100. /** @hidden */
  92101. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92102. /** @hidden */
  92103. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92104. /** @hidden */
  92105. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92106. /** @hidden */
  92107. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92108. /**
  92109. * Appends the serialized animations from the source animations
  92110. * @param source Source containing the animations
  92111. * @param destination Target to store the animations
  92112. */
  92113. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92114. /**
  92115. * Static function used to serialized a specific entity
  92116. * @param entity defines the entity to serialize
  92117. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92118. * @returns a JSON compatible object representing the serialization of the entity
  92119. */
  92120. static Serialize<T>(entity: T, serializationObject?: any): any;
  92121. /**
  92122. * Creates a new entity from a serialization data object
  92123. * @param creationFunction defines a function used to instanciated the new entity
  92124. * @param source defines the source serialization data
  92125. * @param scene defines the hosting scene
  92126. * @param rootUrl defines the root url for resources
  92127. * @returns a new entity
  92128. */
  92129. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92130. /**
  92131. * Clones an object
  92132. * @param creationFunction defines the function used to instanciate the new object
  92133. * @param source defines the source object
  92134. * @returns the cloned object
  92135. */
  92136. static Clone<T>(creationFunction: () => T, source: T): T;
  92137. /**
  92138. * Instanciates a new object based on a source one (some data will be shared between both object)
  92139. * @param creationFunction defines the function used to instanciate the new object
  92140. * @param source defines the source object
  92141. * @returns the new object
  92142. */
  92143. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92144. }
  92145. }
  92146. declare module BABYLON {
  92147. /**
  92148. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92149. */
  92150. export interface CubeMapInfo {
  92151. /**
  92152. * The pixel array for the front face.
  92153. * This is stored in format, left to right, up to down format.
  92154. */
  92155. front: Nullable<ArrayBufferView>;
  92156. /**
  92157. * The pixel array for the back face.
  92158. * This is stored in format, left to right, up to down format.
  92159. */
  92160. back: Nullable<ArrayBufferView>;
  92161. /**
  92162. * The pixel array for the left face.
  92163. * This is stored in format, left to right, up to down format.
  92164. */
  92165. left: Nullable<ArrayBufferView>;
  92166. /**
  92167. * The pixel array for the right face.
  92168. * This is stored in format, left to right, up to down format.
  92169. */
  92170. right: Nullable<ArrayBufferView>;
  92171. /**
  92172. * The pixel array for the up face.
  92173. * This is stored in format, left to right, up to down format.
  92174. */
  92175. up: Nullable<ArrayBufferView>;
  92176. /**
  92177. * The pixel array for the down face.
  92178. * This is stored in format, left to right, up to down format.
  92179. */
  92180. down: Nullable<ArrayBufferView>;
  92181. /**
  92182. * The size of the cubemap stored.
  92183. *
  92184. * Each faces will be size * size pixels.
  92185. */
  92186. size: number;
  92187. /**
  92188. * The format of the texture.
  92189. *
  92190. * RGBA, RGB.
  92191. */
  92192. format: number;
  92193. /**
  92194. * The type of the texture data.
  92195. *
  92196. * UNSIGNED_INT, FLOAT.
  92197. */
  92198. type: number;
  92199. /**
  92200. * Specifies whether the texture is in gamma space.
  92201. */
  92202. gammaSpace: boolean;
  92203. }
  92204. /**
  92205. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  92206. */
  92207. export class PanoramaToCubeMapTools {
  92208. private static FACE_FRONT;
  92209. private static FACE_BACK;
  92210. private static FACE_RIGHT;
  92211. private static FACE_LEFT;
  92212. private static FACE_DOWN;
  92213. private static FACE_UP;
  92214. /**
  92215. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  92216. *
  92217. * @param float32Array The source data.
  92218. * @param inputWidth The width of the input panorama.
  92219. * @param inputHeight The height of the input panorama.
  92220. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  92221. * @return The cubemap data
  92222. */
  92223. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  92224. private static CreateCubemapTexture;
  92225. private static CalcProjectionSpherical;
  92226. }
  92227. }
  92228. declare module BABYLON {
  92229. /**
  92230. * Helper class dealing with the extraction of spherical polynomial dataArray
  92231. * from a cube map.
  92232. */
  92233. export class CubeMapToSphericalPolynomialTools {
  92234. private static FileFaces;
  92235. /**
  92236. * Converts a texture to the according Spherical Polynomial data.
  92237. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92238. *
  92239. * @param texture The texture to extract the information from.
  92240. * @return The Spherical Polynomial data.
  92241. */
  92242. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  92243. /**
  92244. * Converts a cubemap to the according Spherical Polynomial data.
  92245. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92246. *
  92247. * @param cubeInfo The Cube map to extract the information from.
  92248. * @return The Spherical Polynomial data.
  92249. */
  92250. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  92251. }
  92252. }
  92253. declare module BABYLON {
  92254. /**
  92255. * Class used to manipulate GUIDs
  92256. */
  92257. export class GUID {
  92258. /**
  92259. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  92260. * Be aware Math.random() could cause collisions, but:
  92261. * "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"
  92262. * @returns a pseudo random id
  92263. */
  92264. static RandomId(): string;
  92265. }
  92266. }
  92267. declare module BABYLON {
  92268. /**
  92269. * Base class of all the textures in babylon.
  92270. * It groups all the common properties the materials, post process, lights... might need
  92271. * in order to make a correct use of the texture.
  92272. */
  92273. export class BaseTexture implements IAnimatable {
  92274. /**
  92275. * Default anisotropic filtering level for the application.
  92276. * It is set to 4 as a good tradeoff between perf and quality.
  92277. */
  92278. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  92279. /**
  92280. * Gets or sets the unique id of the texture
  92281. */
  92282. uniqueId: number;
  92283. /**
  92284. * Define the name of the texture.
  92285. */
  92286. name: string;
  92287. /**
  92288. * Gets or sets an object used to store user defined information.
  92289. */
  92290. metadata: any;
  92291. /**
  92292. * For internal use only. Please do not use.
  92293. */
  92294. reservedDataStore: any;
  92295. private _hasAlpha;
  92296. /**
  92297. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  92298. */
  92299. hasAlpha: boolean;
  92300. /**
  92301. * Defines if the alpha value should be determined via the rgb values.
  92302. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  92303. */
  92304. getAlphaFromRGB: boolean;
  92305. /**
  92306. * Intensity or strength of the texture.
  92307. * It is commonly used by materials to fine tune the intensity of the texture
  92308. */
  92309. level: number;
  92310. /**
  92311. * Define the UV chanel to use starting from 0 and defaulting to 0.
  92312. * This is part of the texture as textures usually maps to one uv set.
  92313. */
  92314. coordinatesIndex: number;
  92315. private _coordinatesMode;
  92316. /**
  92317. * How a texture is mapped.
  92318. *
  92319. * | Value | Type | Description |
  92320. * | ----- | ----------------------------------- | ----------- |
  92321. * | 0 | EXPLICIT_MODE | |
  92322. * | 1 | SPHERICAL_MODE | |
  92323. * | 2 | PLANAR_MODE | |
  92324. * | 3 | CUBIC_MODE | |
  92325. * | 4 | PROJECTION_MODE | |
  92326. * | 5 | SKYBOX_MODE | |
  92327. * | 6 | INVCUBIC_MODE | |
  92328. * | 7 | EQUIRECTANGULAR_MODE | |
  92329. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  92330. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  92331. */
  92332. coordinatesMode: number;
  92333. /**
  92334. * | Value | Type | Description |
  92335. * | ----- | ------------------ | ----------- |
  92336. * | 0 | CLAMP_ADDRESSMODE | |
  92337. * | 1 | WRAP_ADDRESSMODE | |
  92338. * | 2 | MIRROR_ADDRESSMODE | |
  92339. */
  92340. wrapU: number;
  92341. /**
  92342. * | Value | Type | Description |
  92343. * | ----- | ------------------ | ----------- |
  92344. * | 0 | CLAMP_ADDRESSMODE | |
  92345. * | 1 | WRAP_ADDRESSMODE | |
  92346. * | 2 | MIRROR_ADDRESSMODE | |
  92347. */
  92348. wrapV: number;
  92349. /**
  92350. * | Value | Type | Description |
  92351. * | ----- | ------------------ | ----------- |
  92352. * | 0 | CLAMP_ADDRESSMODE | |
  92353. * | 1 | WRAP_ADDRESSMODE | |
  92354. * | 2 | MIRROR_ADDRESSMODE | |
  92355. */
  92356. wrapR: number;
  92357. /**
  92358. * With compliant hardware and browser (supporting anisotropic filtering)
  92359. * this defines the level of anisotropic filtering in the texture.
  92360. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  92361. */
  92362. anisotropicFilteringLevel: number;
  92363. /**
  92364. * Define if the texture is a cube texture or if false a 2d texture.
  92365. */
  92366. isCube: boolean;
  92367. /**
  92368. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  92369. */
  92370. is3D: boolean;
  92371. /**
  92372. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  92373. * HDR texture are usually stored in linear space.
  92374. * This only impacts the PBR and Background materials
  92375. */
  92376. gammaSpace: boolean;
  92377. /**
  92378. * Gets whether or not the texture contains RGBD data.
  92379. */
  92380. readonly isRGBD: boolean;
  92381. /**
  92382. * Is Z inverted in the texture (useful in a cube texture).
  92383. */
  92384. invertZ: boolean;
  92385. /**
  92386. * Are mip maps generated for this texture or not.
  92387. */
  92388. readonly noMipmap: boolean;
  92389. /**
  92390. * @hidden
  92391. */
  92392. lodLevelInAlpha: boolean;
  92393. /**
  92394. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92395. */
  92396. lodGenerationOffset: number;
  92397. /**
  92398. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92399. */
  92400. lodGenerationScale: number;
  92401. /**
  92402. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92403. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92404. * average roughness values.
  92405. */
  92406. linearSpecularLOD: boolean;
  92407. /**
  92408. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92409. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92410. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92411. */
  92412. irradianceTexture: Nullable<BaseTexture>;
  92413. /**
  92414. * Define if the texture is a render target.
  92415. */
  92416. isRenderTarget: boolean;
  92417. /**
  92418. * Define the unique id of the texture in the scene.
  92419. */
  92420. readonly uid: string;
  92421. /**
  92422. * Return a string representation of the texture.
  92423. * @returns the texture as a string
  92424. */
  92425. toString(): string;
  92426. /**
  92427. * Get the class name of the texture.
  92428. * @returns "BaseTexture"
  92429. */
  92430. getClassName(): string;
  92431. /**
  92432. * Define the list of animation attached to the texture.
  92433. */
  92434. animations: Animation[];
  92435. /**
  92436. * An event triggered when the texture is disposed.
  92437. */
  92438. onDisposeObservable: Observable<BaseTexture>;
  92439. private _onDisposeObserver;
  92440. /**
  92441. * Callback triggered when the texture has been disposed.
  92442. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92443. */
  92444. onDispose: () => void;
  92445. /**
  92446. * Define the current state of the loading sequence when in delayed load mode.
  92447. */
  92448. delayLoadState: number;
  92449. private _scene;
  92450. /** @hidden */
  92451. _texture: Nullable<InternalTexture>;
  92452. private _uid;
  92453. /**
  92454. * Define if the texture is preventinga material to render or not.
  92455. * If not and the texture is not ready, the engine will use a default black texture instead.
  92456. */
  92457. readonly isBlocking: boolean;
  92458. /**
  92459. * Instantiates a new BaseTexture.
  92460. * Base class of all the textures in babylon.
  92461. * It groups all the common properties the materials, post process, lights... might need
  92462. * in order to make a correct use of the texture.
  92463. * @param scene Define the scene the texture blongs to
  92464. */
  92465. constructor(scene: Nullable<Scene>);
  92466. /**
  92467. * Get the scene the texture belongs to.
  92468. * @returns the scene or null if undefined
  92469. */
  92470. getScene(): Nullable<Scene>;
  92471. /**
  92472. * Get the texture transform matrix used to offset tile the texture for istance.
  92473. * @returns the transformation matrix
  92474. */
  92475. getTextureMatrix(): Matrix;
  92476. /**
  92477. * Get the texture reflection matrix used to rotate/transform the reflection.
  92478. * @returns the reflection matrix
  92479. */
  92480. getReflectionTextureMatrix(): Matrix;
  92481. /**
  92482. * Get the underlying lower level texture from Babylon.
  92483. * @returns the insternal texture
  92484. */
  92485. getInternalTexture(): Nullable<InternalTexture>;
  92486. /**
  92487. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92488. * @returns true if ready or not blocking
  92489. */
  92490. isReadyOrNotBlocking(): boolean;
  92491. /**
  92492. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92493. * @returns true if fully ready
  92494. */
  92495. isReady(): boolean;
  92496. private _cachedSize;
  92497. /**
  92498. * Get the size of the texture.
  92499. * @returns the texture size.
  92500. */
  92501. getSize(): ISize;
  92502. /**
  92503. * Get the base size of the texture.
  92504. * It can be different from the size if the texture has been resized for POT for instance
  92505. * @returns the base size
  92506. */
  92507. getBaseSize(): ISize;
  92508. /**
  92509. * Update the sampling mode of the texture.
  92510. * Default is Trilinear mode.
  92511. *
  92512. * | Value | Type | Description |
  92513. * | ----- | ------------------ | ----------- |
  92514. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92515. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92516. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92517. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92518. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92519. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92520. * | 7 | NEAREST_LINEAR | |
  92521. * | 8 | NEAREST_NEAREST | |
  92522. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92523. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92524. * | 11 | LINEAR_LINEAR | |
  92525. * | 12 | LINEAR_NEAREST | |
  92526. *
  92527. * > _mag_: magnification filter (close to the viewer)
  92528. * > _min_: minification filter (far from the viewer)
  92529. * > _mip_: filter used between mip map levels
  92530. *@param samplingMode Define the new sampling mode of the texture
  92531. */
  92532. updateSamplingMode(samplingMode: number): void;
  92533. /**
  92534. * Scales the texture if is `canRescale()`
  92535. * @param ratio the resize factor we want to use to rescale
  92536. */
  92537. scale(ratio: number): void;
  92538. /**
  92539. * Get if the texture can rescale.
  92540. */
  92541. readonly canRescale: boolean;
  92542. /** @hidden */
  92543. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92544. /** @hidden */
  92545. _rebuild(): void;
  92546. /**
  92547. * Triggers the load sequence in delayed load mode.
  92548. */
  92549. delayLoad(): void;
  92550. /**
  92551. * Clones the texture.
  92552. * @returns the cloned texture
  92553. */
  92554. clone(): Nullable<BaseTexture>;
  92555. /**
  92556. * Get the texture underlying type (INT, FLOAT...)
  92557. */
  92558. readonly textureType: number;
  92559. /**
  92560. * Get the texture underlying format (RGB, RGBA...)
  92561. */
  92562. readonly textureFormat: number;
  92563. /**
  92564. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92565. * This will returns an RGBA array buffer containing either in values (0-255) or
  92566. * float values (0-1) depending of the underlying buffer type.
  92567. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92568. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92569. * @param buffer defines a user defined buffer to fill with data (can be null)
  92570. * @returns The Array buffer containing the pixels data.
  92571. */
  92572. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92573. /**
  92574. * Release and destroy the underlying lower level texture aka internalTexture.
  92575. */
  92576. releaseInternalTexture(): void;
  92577. /**
  92578. * Get the polynomial representation of the texture data.
  92579. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92580. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92581. */
  92582. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92583. /** @hidden */
  92584. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92585. /** @hidden */
  92586. readonly _lodTextureMid: Nullable<BaseTexture>;
  92587. /** @hidden */
  92588. readonly _lodTextureLow: Nullable<BaseTexture>;
  92589. /**
  92590. * Dispose the texture and release its associated resources.
  92591. */
  92592. dispose(): void;
  92593. /**
  92594. * Serialize the texture into a JSON representation that can be parsed later on.
  92595. * @returns the JSON representation of the texture
  92596. */
  92597. serialize(): any;
  92598. /**
  92599. * Helper function to be called back once a list of texture contains only ready textures.
  92600. * @param textures Define the list of textures to wait for
  92601. * @param callback Define the callback triggered once the entire list will be ready
  92602. */
  92603. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92604. }
  92605. }
  92606. declare module BABYLON {
  92607. /**
  92608. * Class used to store data associated with WebGL texture data for the engine
  92609. * This class should not be used directly
  92610. */
  92611. export class InternalTexture {
  92612. /** @hidden */
  92613. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92614. /**
  92615. * The source of the texture data is unknown
  92616. */
  92617. static DATASOURCE_UNKNOWN: number;
  92618. /**
  92619. * Texture data comes from an URL
  92620. */
  92621. static DATASOURCE_URL: number;
  92622. /**
  92623. * Texture data is only used for temporary storage
  92624. */
  92625. static DATASOURCE_TEMP: number;
  92626. /**
  92627. * Texture data comes from raw data (ArrayBuffer)
  92628. */
  92629. static DATASOURCE_RAW: number;
  92630. /**
  92631. * Texture content is dynamic (video or dynamic texture)
  92632. */
  92633. static DATASOURCE_DYNAMIC: number;
  92634. /**
  92635. * Texture content is generated by rendering to it
  92636. */
  92637. static DATASOURCE_RENDERTARGET: number;
  92638. /**
  92639. * Texture content is part of a multi render target process
  92640. */
  92641. static DATASOURCE_MULTIRENDERTARGET: number;
  92642. /**
  92643. * Texture data comes from a cube data file
  92644. */
  92645. static DATASOURCE_CUBE: number;
  92646. /**
  92647. * Texture data comes from a raw cube data
  92648. */
  92649. static DATASOURCE_CUBERAW: number;
  92650. /**
  92651. * Texture data come from a prefiltered cube data file
  92652. */
  92653. static DATASOURCE_CUBEPREFILTERED: number;
  92654. /**
  92655. * Texture content is raw 3D data
  92656. */
  92657. static DATASOURCE_RAW3D: number;
  92658. /**
  92659. * Texture content is a depth texture
  92660. */
  92661. static DATASOURCE_DEPTHTEXTURE: number;
  92662. /**
  92663. * Texture data comes from a raw cube data encoded with RGBD
  92664. */
  92665. static DATASOURCE_CUBERAW_RGBD: number;
  92666. /**
  92667. * Defines if the texture is ready
  92668. */
  92669. isReady: boolean;
  92670. /**
  92671. * Defines if the texture is a cube texture
  92672. */
  92673. isCube: boolean;
  92674. /**
  92675. * Defines if the texture contains 3D data
  92676. */
  92677. is3D: boolean;
  92678. /**
  92679. * Defines if the texture contains multiview data
  92680. */
  92681. isMultiview: boolean;
  92682. /**
  92683. * Gets the URL used to load this texture
  92684. */
  92685. url: string;
  92686. /**
  92687. * Gets the sampling mode of the texture
  92688. */
  92689. samplingMode: number;
  92690. /**
  92691. * Gets a boolean indicating if the texture needs mipmaps generation
  92692. */
  92693. generateMipMaps: boolean;
  92694. /**
  92695. * Gets the number of samples used by the texture (WebGL2+ only)
  92696. */
  92697. samples: number;
  92698. /**
  92699. * Gets the type of the texture (int, float...)
  92700. */
  92701. type: number;
  92702. /**
  92703. * Gets the format of the texture (RGB, RGBA...)
  92704. */
  92705. format: number;
  92706. /**
  92707. * Observable called when the texture is loaded
  92708. */
  92709. onLoadedObservable: Observable<InternalTexture>;
  92710. /**
  92711. * Gets the width of the texture
  92712. */
  92713. width: number;
  92714. /**
  92715. * Gets the height of the texture
  92716. */
  92717. height: number;
  92718. /**
  92719. * Gets the depth of the texture
  92720. */
  92721. depth: number;
  92722. /**
  92723. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92724. */
  92725. baseWidth: number;
  92726. /**
  92727. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92728. */
  92729. baseHeight: number;
  92730. /**
  92731. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92732. */
  92733. baseDepth: number;
  92734. /**
  92735. * Gets a boolean indicating if the texture is inverted on Y axis
  92736. */
  92737. invertY: boolean;
  92738. /** @hidden */
  92739. _invertVScale: boolean;
  92740. /** @hidden */
  92741. _associatedChannel: number;
  92742. /** @hidden */
  92743. _dataSource: number;
  92744. /** @hidden */
  92745. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92746. /** @hidden */
  92747. _bufferView: Nullable<ArrayBufferView>;
  92748. /** @hidden */
  92749. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92750. /** @hidden */
  92751. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92752. /** @hidden */
  92753. _size: number;
  92754. /** @hidden */
  92755. _extension: string;
  92756. /** @hidden */
  92757. _files: Nullable<string[]>;
  92758. /** @hidden */
  92759. _workingCanvas: Nullable<HTMLCanvasElement>;
  92760. /** @hidden */
  92761. _workingContext: Nullable<CanvasRenderingContext2D>;
  92762. /** @hidden */
  92763. _framebuffer: Nullable<WebGLFramebuffer>;
  92764. /** @hidden */
  92765. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92766. /** @hidden */
  92767. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92768. /** @hidden */
  92769. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92770. /** @hidden */
  92771. _attachments: Nullable<number[]>;
  92772. /** @hidden */
  92773. _cachedCoordinatesMode: Nullable<number>;
  92774. /** @hidden */
  92775. _cachedWrapU: Nullable<number>;
  92776. /** @hidden */
  92777. _cachedWrapV: Nullable<number>;
  92778. /** @hidden */
  92779. _cachedWrapR: Nullable<number>;
  92780. /** @hidden */
  92781. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92782. /** @hidden */
  92783. _isDisabled: boolean;
  92784. /** @hidden */
  92785. _compression: Nullable<string>;
  92786. /** @hidden */
  92787. _generateStencilBuffer: boolean;
  92788. /** @hidden */
  92789. _generateDepthBuffer: boolean;
  92790. /** @hidden */
  92791. _comparisonFunction: number;
  92792. /** @hidden */
  92793. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92794. /** @hidden */
  92795. _lodGenerationScale: number;
  92796. /** @hidden */
  92797. _lodGenerationOffset: number;
  92798. /** @hidden */
  92799. _colorTextureArray: Nullable<WebGLTexture>;
  92800. /** @hidden */
  92801. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92802. /** @hidden */
  92803. _lodTextureHigh: Nullable<BaseTexture>;
  92804. /** @hidden */
  92805. _lodTextureMid: Nullable<BaseTexture>;
  92806. /** @hidden */
  92807. _lodTextureLow: Nullable<BaseTexture>;
  92808. /** @hidden */
  92809. _isRGBD: boolean;
  92810. /** @hidden */
  92811. _linearSpecularLOD: boolean;
  92812. /** @hidden */
  92813. _irradianceTexture: Nullable<BaseTexture>;
  92814. /** @hidden */
  92815. _webGLTexture: Nullable<WebGLTexture>;
  92816. /** @hidden */
  92817. _references: number;
  92818. private _engine;
  92819. /**
  92820. * Gets the Engine the texture belongs to.
  92821. * @returns The babylon engine
  92822. */
  92823. getEngine(): Engine;
  92824. /**
  92825. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92826. */
  92827. readonly dataSource: number;
  92828. /**
  92829. * Creates a new InternalTexture
  92830. * @param engine defines the engine to use
  92831. * @param dataSource defines the type of data that will be used
  92832. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92833. */
  92834. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92835. /**
  92836. * Increments the number of references (ie. the number of Texture that point to it)
  92837. */
  92838. incrementReferences(): void;
  92839. /**
  92840. * Change the size of the texture (not the size of the content)
  92841. * @param width defines the new width
  92842. * @param height defines the new height
  92843. * @param depth defines the new depth (1 by default)
  92844. */
  92845. updateSize(width: int, height: int, depth?: int): void;
  92846. /** @hidden */
  92847. _rebuild(): void;
  92848. /** @hidden */
  92849. _swapAndDie(target: InternalTexture): void;
  92850. /**
  92851. * Dispose the current allocated resources
  92852. */
  92853. dispose(): void;
  92854. }
  92855. }
  92856. declare module BABYLON {
  92857. /**
  92858. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92859. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92860. */
  92861. export class EffectFallbacks {
  92862. private _defines;
  92863. private _currentRank;
  92864. private _maxRank;
  92865. private _mesh;
  92866. /**
  92867. * Removes the fallback from the bound mesh.
  92868. */
  92869. unBindMesh(): void;
  92870. /**
  92871. * Adds a fallback on the specified property.
  92872. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92873. * @param define The name of the define in the shader
  92874. */
  92875. addFallback(rank: number, define: string): void;
  92876. /**
  92877. * Sets the mesh to use CPU skinning when needing to fallback.
  92878. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92879. * @param mesh The mesh to use the fallbacks.
  92880. */
  92881. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92882. /**
  92883. * Checks to see if more fallbacks are still availible.
  92884. */
  92885. readonly hasMoreFallbacks: boolean;
  92886. /**
  92887. * Removes the defines that should be removed when falling back.
  92888. * @param currentDefines defines the current define statements for the shader.
  92889. * @param effect defines the current effect we try to compile
  92890. * @returns The resulting defines with defines of the current rank removed.
  92891. */
  92892. reduce(currentDefines: string, effect: Effect): string;
  92893. }
  92894. /**
  92895. * Options to be used when creating an effect.
  92896. */
  92897. export class EffectCreationOptions {
  92898. /**
  92899. * Atrributes that will be used in the shader.
  92900. */
  92901. attributes: string[];
  92902. /**
  92903. * Uniform varible names that will be set in the shader.
  92904. */
  92905. uniformsNames: string[];
  92906. /**
  92907. * Uniform buffer varible names that will be set in the shader.
  92908. */
  92909. uniformBuffersNames: string[];
  92910. /**
  92911. * Sampler texture variable names that will be set in the shader.
  92912. */
  92913. samplers: string[];
  92914. /**
  92915. * Define statements that will be set in the shader.
  92916. */
  92917. defines: any;
  92918. /**
  92919. * Possible fallbacks for this effect to improve performance when needed.
  92920. */
  92921. fallbacks: Nullable<EffectFallbacks>;
  92922. /**
  92923. * Callback that will be called when the shader is compiled.
  92924. */
  92925. onCompiled: Nullable<(effect: Effect) => void>;
  92926. /**
  92927. * Callback that will be called if an error occurs during shader compilation.
  92928. */
  92929. onError: Nullable<(effect: Effect, errors: string) => void>;
  92930. /**
  92931. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92932. */
  92933. indexParameters: any;
  92934. /**
  92935. * Max number of lights that can be used in the shader.
  92936. */
  92937. maxSimultaneousLights: number;
  92938. /**
  92939. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92940. */
  92941. transformFeedbackVaryings: Nullable<string[]>;
  92942. }
  92943. /**
  92944. * Effect containing vertex and fragment shader that can be executed on an object.
  92945. */
  92946. export class Effect implements IDisposable {
  92947. /**
  92948. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92949. */
  92950. static ShadersRepository: string;
  92951. /**
  92952. * Name of the effect.
  92953. */
  92954. name: any;
  92955. /**
  92956. * String container all the define statements that should be set on the shader.
  92957. */
  92958. defines: string;
  92959. /**
  92960. * Callback that will be called when the shader is compiled.
  92961. */
  92962. onCompiled: Nullable<(effect: Effect) => void>;
  92963. /**
  92964. * Callback that will be called if an error occurs during shader compilation.
  92965. */
  92966. onError: Nullable<(effect: Effect, errors: string) => void>;
  92967. /**
  92968. * Callback that will be called when effect is bound.
  92969. */
  92970. onBind: Nullable<(effect: Effect) => void>;
  92971. /**
  92972. * Unique ID of the effect.
  92973. */
  92974. uniqueId: number;
  92975. /**
  92976. * Observable that will be called when the shader is compiled.
  92977. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92978. */
  92979. onCompileObservable: Observable<Effect>;
  92980. /**
  92981. * Observable that will be called if an error occurs during shader compilation.
  92982. */
  92983. onErrorObservable: Observable<Effect>;
  92984. /** @hidden */
  92985. _onBindObservable: Nullable<Observable<Effect>>;
  92986. /**
  92987. * Observable that will be called when effect is bound.
  92988. */
  92989. readonly onBindObservable: Observable<Effect>;
  92990. /** @hidden */
  92991. _bonesComputationForcedToCPU: boolean;
  92992. private static _uniqueIdSeed;
  92993. private _engine;
  92994. private _uniformBuffersNames;
  92995. private _uniformsNames;
  92996. private _samplerList;
  92997. private _samplers;
  92998. private _isReady;
  92999. private _compilationError;
  93000. private _attributesNames;
  93001. private _attributes;
  93002. private _uniforms;
  93003. /**
  93004. * Key for the effect.
  93005. * @hidden
  93006. */
  93007. _key: string;
  93008. private _indexParameters;
  93009. private _fallbacks;
  93010. private _vertexSourceCode;
  93011. private _fragmentSourceCode;
  93012. private _vertexSourceCodeOverride;
  93013. private _fragmentSourceCodeOverride;
  93014. private _transformFeedbackVaryings;
  93015. /**
  93016. * Compiled shader to webGL program.
  93017. * @hidden
  93018. */
  93019. _pipelineContext: Nullable<IPipelineContext>;
  93020. private _valueCache;
  93021. private static _baseCache;
  93022. /**
  93023. * Instantiates an effect.
  93024. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93025. * @param baseName Name of the effect.
  93026. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93027. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93028. * @param samplers List of sampler variables that will be passed to the shader.
  93029. * @param engine Engine to be used to render the effect
  93030. * @param defines Define statements to be added to the shader.
  93031. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93032. * @param onCompiled Callback that will be called when the shader is compiled.
  93033. * @param onError Callback that will be called if an error occurs during shader compilation.
  93034. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93035. */
  93036. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  93037. private _useFinalCode;
  93038. /**
  93039. * Unique key for this effect
  93040. */
  93041. readonly key: string;
  93042. /**
  93043. * If the effect has been compiled and prepared.
  93044. * @returns if the effect is compiled and prepared.
  93045. */
  93046. isReady(): boolean;
  93047. private _isReadyInternal;
  93048. /**
  93049. * The engine the effect was initialized with.
  93050. * @returns the engine.
  93051. */
  93052. getEngine(): Engine;
  93053. /**
  93054. * The pipeline context for this effect
  93055. * @returns the associated pipeline context
  93056. */
  93057. getPipelineContext(): Nullable<IPipelineContext>;
  93058. /**
  93059. * The set of names of attribute variables for the shader.
  93060. * @returns An array of attribute names.
  93061. */
  93062. getAttributesNames(): string[];
  93063. /**
  93064. * Returns the attribute at the given index.
  93065. * @param index The index of the attribute.
  93066. * @returns The location of the attribute.
  93067. */
  93068. getAttributeLocation(index: number): number;
  93069. /**
  93070. * Returns the attribute based on the name of the variable.
  93071. * @param name of the attribute to look up.
  93072. * @returns the attribute location.
  93073. */
  93074. getAttributeLocationByName(name: string): number;
  93075. /**
  93076. * The number of attributes.
  93077. * @returns the numnber of attributes.
  93078. */
  93079. getAttributesCount(): number;
  93080. /**
  93081. * Gets the index of a uniform variable.
  93082. * @param uniformName of the uniform to look up.
  93083. * @returns the index.
  93084. */
  93085. getUniformIndex(uniformName: string): number;
  93086. /**
  93087. * Returns the attribute based on the name of the variable.
  93088. * @param uniformName of the uniform to look up.
  93089. * @returns the location of the uniform.
  93090. */
  93091. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93092. /**
  93093. * Returns an array of sampler variable names
  93094. * @returns The array of sampler variable neames.
  93095. */
  93096. getSamplers(): string[];
  93097. /**
  93098. * The error from the last compilation.
  93099. * @returns the error string.
  93100. */
  93101. getCompilationError(): string;
  93102. /**
  93103. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93104. * @param func The callback to be used.
  93105. */
  93106. executeWhenCompiled(func: (effect: Effect) => void): void;
  93107. private _checkIsReady;
  93108. /** @hidden */
  93109. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93110. /** @hidden */
  93111. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93112. /** @hidden */
  93113. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93114. /**
  93115. * Recompiles the webGL program
  93116. * @param vertexSourceCode The source code for the vertex shader.
  93117. * @param fragmentSourceCode The source code for the fragment shader.
  93118. * @param onCompiled Callback called when completed.
  93119. * @param onError Callback called on error.
  93120. * @hidden
  93121. */
  93122. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93123. /**
  93124. * Prepares the effect
  93125. * @hidden
  93126. */
  93127. _prepareEffect(): void;
  93128. private _processCompilationErrors;
  93129. /**
  93130. * Checks if the effect is supported. (Must be called after compilation)
  93131. */
  93132. readonly isSupported: boolean;
  93133. /**
  93134. * Binds a texture to the engine to be used as output of the shader.
  93135. * @param channel Name of the output variable.
  93136. * @param texture Texture to bind.
  93137. * @hidden
  93138. */
  93139. _bindTexture(channel: string, texture: InternalTexture): void;
  93140. /**
  93141. * Sets a texture on the engine to be used in the shader.
  93142. * @param channel Name of the sampler variable.
  93143. * @param texture Texture to set.
  93144. */
  93145. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93146. /**
  93147. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93148. * @param channel Name of the sampler variable.
  93149. * @param texture Texture to set.
  93150. */
  93151. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93152. /**
  93153. * Sets an array of textures on the engine to be used in the shader.
  93154. * @param channel Name of the variable.
  93155. * @param textures Textures to set.
  93156. */
  93157. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93158. /**
  93159. * 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)
  93160. * @param channel Name of the sampler variable.
  93161. * @param postProcess Post process to get the input texture from.
  93162. */
  93163. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  93164. /**
  93165. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  93166. * 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)
  93167. * @param channel Name of the sampler variable.
  93168. * @param postProcess Post process to get the output texture from.
  93169. */
  93170. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  93171. /** @hidden */
  93172. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  93173. /** @hidden */
  93174. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  93175. /** @hidden */
  93176. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  93177. /** @hidden */
  93178. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  93179. /**
  93180. * Binds a buffer to a uniform.
  93181. * @param buffer Buffer to bind.
  93182. * @param name Name of the uniform variable to bind to.
  93183. */
  93184. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93185. /**
  93186. * Binds block to a uniform.
  93187. * @param blockName Name of the block to bind.
  93188. * @param index Index to bind.
  93189. */
  93190. bindUniformBlock(blockName: string, index: number): void;
  93191. /**
  93192. * Sets an interger value on a uniform variable.
  93193. * @param uniformName Name of the variable.
  93194. * @param value Value to be set.
  93195. * @returns this effect.
  93196. */
  93197. setInt(uniformName: string, value: number): Effect;
  93198. /**
  93199. * Sets an int array on a uniform variable.
  93200. * @param uniformName Name of the variable.
  93201. * @param array array to be set.
  93202. * @returns this effect.
  93203. */
  93204. setIntArray(uniformName: string, array: Int32Array): Effect;
  93205. /**
  93206. * 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)
  93207. * @param uniformName Name of the variable.
  93208. * @param array array to be set.
  93209. * @returns this effect.
  93210. */
  93211. setIntArray2(uniformName: string, array: Int32Array): Effect;
  93212. /**
  93213. * 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)
  93214. * @param uniformName Name of the variable.
  93215. * @param array array to be set.
  93216. * @returns this effect.
  93217. */
  93218. setIntArray3(uniformName: string, array: Int32Array): Effect;
  93219. /**
  93220. * 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)
  93221. * @param uniformName Name of the variable.
  93222. * @param array array to be set.
  93223. * @returns this effect.
  93224. */
  93225. setIntArray4(uniformName: string, array: Int32Array): Effect;
  93226. /**
  93227. * Sets an float array on a uniform variable.
  93228. * @param uniformName Name of the variable.
  93229. * @param array array to be set.
  93230. * @returns this effect.
  93231. */
  93232. setFloatArray(uniformName: string, array: Float32Array): Effect;
  93233. /**
  93234. * 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)
  93235. * @param uniformName Name of the variable.
  93236. * @param array array to be set.
  93237. * @returns this effect.
  93238. */
  93239. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  93240. /**
  93241. * 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)
  93242. * @param uniformName Name of the variable.
  93243. * @param array array to be set.
  93244. * @returns this effect.
  93245. */
  93246. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  93247. /**
  93248. * 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)
  93249. * @param uniformName Name of the variable.
  93250. * @param array array to be set.
  93251. * @returns this effect.
  93252. */
  93253. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  93254. /**
  93255. * Sets an array on a uniform variable.
  93256. * @param uniformName Name of the variable.
  93257. * @param array array to be set.
  93258. * @returns this effect.
  93259. */
  93260. setArray(uniformName: string, array: number[]): Effect;
  93261. /**
  93262. * 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)
  93263. * @param uniformName Name of the variable.
  93264. * @param array array to be set.
  93265. * @returns this effect.
  93266. */
  93267. setArray2(uniformName: string, array: number[]): Effect;
  93268. /**
  93269. * 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)
  93270. * @param uniformName Name of the variable.
  93271. * @param array array to be set.
  93272. * @returns this effect.
  93273. */
  93274. setArray3(uniformName: string, array: number[]): Effect;
  93275. /**
  93276. * 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)
  93277. * @param uniformName Name of the variable.
  93278. * @param array array to be set.
  93279. * @returns this effect.
  93280. */
  93281. setArray4(uniformName: string, array: number[]): Effect;
  93282. /**
  93283. * Sets matrices on a uniform variable.
  93284. * @param uniformName Name of the variable.
  93285. * @param matrices matrices to be set.
  93286. * @returns this effect.
  93287. */
  93288. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  93289. /**
  93290. * Sets matrix on a uniform variable.
  93291. * @param uniformName Name of the variable.
  93292. * @param matrix matrix to be set.
  93293. * @returns this effect.
  93294. */
  93295. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  93296. /**
  93297. * 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)
  93298. * @param uniformName Name of the variable.
  93299. * @param matrix matrix to be set.
  93300. * @returns this effect.
  93301. */
  93302. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  93303. /**
  93304. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  93305. * @param uniformName Name of the variable.
  93306. * @param matrix matrix to be set.
  93307. * @returns this effect.
  93308. */
  93309. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  93310. /**
  93311. * Sets a float on a uniform variable.
  93312. * @param uniformName Name of the variable.
  93313. * @param value value to be set.
  93314. * @returns this effect.
  93315. */
  93316. setFloat(uniformName: string, value: number): Effect;
  93317. /**
  93318. * Sets a boolean on a uniform variable.
  93319. * @param uniformName Name of the variable.
  93320. * @param bool value to be set.
  93321. * @returns this effect.
  93322. */
  93323. setBool(uniformName: string, bool: boolean): Effect;
  93324. /**
  93325. * Sets a Vector2 on a uniform variable.
  93326. * @param uniformName Name of the variable.
  93327. * @param vector2 vector2 to be set.
  93328. * @returns this effect.
  93329. */
  93330. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  93331. /**
  93332. * Sets a float2 on a uniform variable.
  93333. * @param uniformName Name of the variable.
  93334. * @param x First float in float2.
  93335. * @param y Second float in float2.
  93336. * @returns this effect.
  93337. */
  93338. setFloat2(uniformName: string, x: number, y: number): Effect;
  93339. /**
  93340. * Sets a Vector3 on a uniform variable.
  93341. * @param uniformName Name of the variable.
  93342. * @param vector3 Value to be set.
  93343. * @returns this effect.
  93344. */
  93345. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  93346. /**
  93347. * Sets a float3 on a uniform variable.
  93348. * @param uniformName Name of the variable.
  93349. * @param x First float in float3.
  93350. * @param y Second float in float3.
  93351. * @param z Third float in float3.
  93352. * @returns this effect.
  93353. */
  93354. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  93355. /**
  93356. * Sets a Vector4 on a uniform variable.
  93357. * @param uniformName Name of the variable.
  93358. * @param vector4 Value to be set.
  93359. * @returns this effect.
  93360. */
  93361. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  93362. /**
  93363. * Sets a float4 on a uniform variable.
  93364. * @param uniformName Name of the variable.
  93365. * @param x First float in float4.
  93366. * @param y Second float in float4.
  93367. * @param z Third float in float4.
  93368. * @param w Fourth float in float4.
  93369. * @returns this effect.
  93370. */
  93371. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  93372. /**
  93373. * Sets a Color3 on a uniform variable.
  93374. * @param uniformName Name of the variable.
  93375. * @param color3 Value to be set.
  93376. * @returns this effect.
  93377. */
  93378. setColor3(uniformName: string, color3: IColor3Like): Effect;
  93379. /**
  93380. * Sets a Color4 on a uniform variable.
  93381. * @param uniformName Name of the variable.
  93382. * @param color3 Value to be set.
  93383. * @param alpha Alpha value to be set.
  93384. * @returns this effect.
  93385. */
  93386. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  93387. /**
  93388. * Sets a Color4 on a uniform variable
  93389. * @param uniformName defines the name of the variable
  93390. * @param color4 defines the value to be set
  93391. * @returns this effect.
  93392. */
  93393. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93394. /** Release all associated resources */
  93395. dispose(): void;
  93396. /**
  93397. * This function will add a new shader to the shader store
  93398. * @param name the name of the shader
  93399. * @param pixelShader optional pixel shader content
  93400. * @param vertexShader optional vertex shader content
  93401. */
  93402. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93403. /**
  93404. * Store of each shader (The can be looked up using effect.key)
  93405. */
  93406. static ShadersStore: {
  93407. [key: string]: string;
  93408. };
  93409. /**
  93410. * Store of each included file for a shader (The can be looked up using effect.key)
  93411. */
  93412. static IncludesShadersStore: {
  93413. [key: string]: string;
  93414. };
  93415. /**
  93416. * Resets the cache of effects.
  93417. */
  93418. static ResetCache(): void;
  93419. }
  93420. }
  93421. declare module BABYLON {
  93422. /**
  93423. * Uniform buffer objects.
  93424. *
  93425. * Handles blocks of uniform on the GPU.
  93426. *
  93427. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93428. *
  93429. * For more information, please refer to :
  93430. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93431. */
  93432. export class UniformBuffer {
  93433. private _engine;
  93434. private _buffer;
  93435. private _data;
  93436. private _bufferData;
  93437. private _dynamic?;
  93438. private _uniformLocations;
  93439. private _uniformSizes;
  93440. private _uniformLocationPointer;
  93441. private _needSync;
  93442. private _noUBO;
  93443. private _currentEffect;
  93444. private static _MAX_UNIFORM_SIZE;
  93445. private static _tempBuffer;
  93446. /**
  93447. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93448. * This is dynamic to allow compat with webgl 1 and 2.
  93449. * You will need to pass the name of the uniform as well as the value.
  93450. */
  93451. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93452. /**
  93453. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93454. * This is dynamic to allow compat with webgl 1 and 2.
  93455. * You will need to pass the name of the uniform as well as the value.
  93456. */
  93457. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93458. /**
  93459. * Lambda to Update a single float in a uniform buffer.
  93460. * This is dynamic to allow compat with webgl 1 and 2.
  93461. * You will need to pass the name of the uniform as well as the value.
  93462. */
  93463. updateFloat: (name: string, x: number) => void;
  93464. /**
  93465. * Lambda to Update a vec2 of float in a uniform buffer.
  93466. * This is dynamic to allow compat with webgl 1 and 2.
  93467. * You will need to pass the name of the uniform as well as the value.
  93468. */
  93469. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93470. /**
  93471. * Lambda to Update a vec3 of float in a uniform buffer.
  93472. * This is dynamic to allow compat with webgl 1 and 2.
  93473. * You will need to pass the name of the uniform as well as the value.
  93474. */
  93475. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93476. /**
  93477. * Lambda to Update a vec4 of float in a uniform buffer.
  93478. * This is dynamic to allow compat with webgl 1 and 2.
  93479. * You will need to pass the name of the uniform as well as the value.
  93480. */
  93481. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93482. /**
  93483. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93484. * This is dynamic to allow compat with webgl 1 and 2.
  93485. * You will need to pass the name of the uniform as well as the value.
  93486. */
  93487. updateMatrix: (name: string, mat: Matrix) => void;
  93488. /**
  93489. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93490. * This is dynamic to allow compat with webgl 1 and 2.
  93491. * You will need to pass the name of the uniform as well as the value.
  93492. */
  93493. updateVector3: (name: string, vector: Vector3) => void;
  93494. /**
  93495. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93496. * This is dynamic to allow compat with webgl 1 and 2.
  93497. * You will need to pass the name of the uniform as well as the value.
  93498. */
  93499. updateVector4: (name: string, vector: Vector4) => void;
  93500. /**
  93501. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93502. * This is dynamic to allow compat with webgl 1 and 2.
  93503. * You will need to pass the name of the uniform as well as the value.
  93504. */
  93505. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93506. /**
  93507. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93508. * This is dynamic to allow compat with webgl 1 and 2.
  93509. * You will need to pass the name of the uniform as well as the value.
  93510. */
  93511. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93512. /**
  93513. * Instantiates a new Uniform buffer objects.
  93514. *
  93515. * Handles blocks of uniform on the GPU.
  93516. *
  93517. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93518. *
  93519. * For more information, please refer to :
  93520. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93521. * @param engine Define the engine the buffer is associated with
  93522. * @param data Define the data contained in the buffer
  93523. * @param dynamic Define if the buffer is updatable
  93524. */
  93525. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93526. /**
  93527. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93528. * or just falling back on setUniformXXX calls.
  93529. */
  93530. readonly useUbo: boolean;
  93531. /**
  93532. * Indicates if the WebGL underlying uniform buffer is in sync
  93533. * with the javascript cache data.
  93534. */
  93535. readonly isSync: boolean;
  93536. /**
  93537. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93538. * Also, a dynamic UniformBuffer will disable cache verification and always
  93539. * update the underlying WebGL uniform buffer to the GPU.
  93540. * @returns if Dynamic, otherwise false
  93541. */
  93542. isDynamic(): boolean;
  93543. /**
  93544. * The data cache on JS side.
  93545. * @returns the underlying data as a float array
  93546. */
  93547. getData(): Float32Array;
  93548. /**
  93549. * The underlying WebGL Uniform buffer.
  93550. * @returns the webgl buffer
  93551. */
  93552. getBuffer(): Nullable<DataBuffer>;
  93553. /**
  93554. * std140 layout specifies how to align data within an UBO structure.
  93555. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93556. * for specs.
  93557. */
  93558. private _fillAlignment;
  93559. /**
  93560. * Adds an uniform in the buffer.
  93561. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93562. * for the layout to be correct !
  93563. * @param name Name of the uniform, as used in the uniform block in the shader.
  93564. * @param size Data size, or data directly.
  93565. */
  93566. addUniform(name: string, size: number | number[]): void;
  93567. /**
  93568. * Adds a Matrix 4x4 to the uniform buffer.
  93569. * @param name Name of the uniform, as used in the uniform block in the shader.
  93570. * @param mat A 4x4 matrix.
  93571. */
  93572. addMatrix(name: string, mat: Matrix): void;
  93573. /**
  93574. * Adds a vec2 to the uniform buffer.
  93575. * @param name Name of the uniform, as used in the uniform block in the shader.
  93576. * @param x Define the x component value of the vec2
  93577. * @param y Define the y component value of the vec2
  93578. */
  93579. addFloat2(name: string, x: number, y: number): void;
  93580. /**
  93581. * Adds a vec3 to the uniform buffer.
  93582. * @param name Name of the uniform, as used in the uniform block in the shader.
  93583. * @param x Define the x component value of the vec3
  93584. * @param y Define the y component value of the vec3
  93585. * @param z Define the z component value of the vec3
  93586. */
  93587. addFloat3(name: string, x: number, y: number, z: number): void;
  93588. /**
  93589. * Adds a vec3 to the uniform buffer.
  93590. * @param name Name of the uniform, as used in the uniform block in the shader.
  93591. * @param color Define the vec3 from a Color
  93592. */
  93593. addColor3(name: string, color: Color3): void;
  93594. /**
  93595. * Adds a vec4 to the uniform buffer.
  93596. * @param name Name of the uniform, as used in the uniform block in the shader.
  93597. * @param color Define the rgb components from a Color
  93598. * @param alpha Define the a component of the vec4
  93599. */
  93600. addColor4(name: string, color: Color3, alpha: number): void;
  93601. /**
  93602. * Adds a vec3 to the uniform buffer.
  93603. * @param name Name of the uniform, as used in the uniform block in the shader.
  93604. * @param vector Define the vec3 components from a Vector
  93605. */
  93606. addVector3(name: string, vector: Vector3): void;
  93607. /**
  93608. * Adds a Matrix 3x3 to the uniform buffer.
  93609. * @param name Name of the uniform, as used in the uniform block in the shader.
  93610. */
  93611. addMatrix3x3(name: string): void;
  93612. /**
  93613. * Adds a Matrix 2x2 to the uniform buffer.
  93614. * @param name Name of the uniform, as used in the uniform block in the shader.
  93615. */
  93616. addMatrix2x2(name: string): void;
  93617. /**
  93618. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93619. */
  93620. create(): void;
  93621. /** @hidden */
  93622. _rebuild(): void;
  93623. /**
  93624. * Updates the WebGL Uniform Buffer on the GPU.
  93625. * If the `dynamic` flag is set to true, no cache comparison is done.
  93626. * Otherwise, the buffer will be updated only if the cache differs.
  93627. */
  93628. update(): void;
  93629. /**
  93630. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93631. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93632. * @param data Define the flattened data
  93633. * @param size Define the size of the data.
  93634. */
  93635. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93636. private _valueCache;
  93637. private _cacheMatrix;
  93638. private _updateMatrix3x3ForUniform;
  93639. private _updateMatrix3x3ForEffect;
  93640. private _updateMatrix2x2ForEffect;
  93641. private _updateMatrix2x2ForUniform;
  93642. private _updateFloatForEffect;
  93643. private _updateFloatForUniform;
  93644. private _updateFloat2ForEffect;
  93645. private _updateFloat2ForUniform;
  93646. private _updateFloat3ForEffect;
  93647. private _updateFloat3ForUniform;
  93648. private _updateFloat4ForEffect;
  93649. private _updateFloat4ForUniform;
  93650. private _updateMatrixForEffect;
  93651. private _updateMatrixForUniform;
  93652. private _updateVector3ForEffect;
  93653. private _updateVector3ForUniform;
  93654. private _updateVector4ForEffect;
  93655. private _updateVector4ForUniform;
  93656. private _updateColor3ForEffect;
  93657. private _updateColor3ForUniform;
  93658. private _updateColor4ForEffect;
  93659. private _updateColor4ForUniform;
  93660. /**
  93661. * Sets a sampler uniform on the effect.
  93662. * @param name Define the name of the sampler.
  93663. * @param texture Define the texture to set in the sampler
  93664. */
  93665. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93666. /**
  93667. * Directly updates the value of the uniform in the cache AND on the GPU.
  93668. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93669. * @param data Define the flattened data
  93670. */
  93671. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93672. /**
  93673. * Binds this uniform buffer to an effect.
  93674. * @param effect Define the effect to bind the buffer to
  93675. * @param name Name of the uniform block in the shader.
  93676. */
  93677. bindToEffect(effect: Effect, name: string): void;
  93678. /**
  93679. * Disposes the uniform buffer.
  93680. */
  93681. dispose(): void;
  93682. }
  93683. }
  93684. declare module BABYLON {
  93685. /**
  93686. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93687. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93688. */
  93689. export class Analyser {
  93690. /**
  93691. * Gets or sets the smoothing
  93692. * @ignorenaming
  93693. */
  93694. SMOOTHING: number;
  93695. /**
  93696. * Gets or sets the FFT table size
  93697. * @ignorenaming
  93698. */
  93699. FFT_SIZE: number;
  93700. /**
  93701. * Gets or sets the bar graph amplitude
  93702. * @ignorenaming
  93703. */
  93704. BARGRAPHAMPLITUDE: number;
  93705. /**
  93706. * Gets or sets the position of the debug canvas
  93707. * @ignorenaming
  93708. */
  93709. DEBUGCANVASPOS: {
  93710. x: number;
  93711. y: number;
  93712. };
  93713. /**
  93714. * Gets or sets the debug canvas size
  93715. * @ignorenaming
  93716. */
  93717. DEBUGCANVASSIZE: {
  93718. width: number;
  93719. height: number;
  93720. };
  93721. private _byteFreqs;
  93722. private _byteTime;
  93723. private _floatFreqs;
  93724. private _webAudioAnalyser;
  93725. private _debugCanvas;
  93726. private _debugCanvasContext;
  93727. private _scene;
  93728. private _registerFunc;
  93729. private _audioEngine;
  93730. /**
  93731. * Creates a new analyser
  93732. * @param scene defines hosting scene
  93733. */
  93734. constructor(scene: Scene);
  93735. /**
  93736. * Get the number of data values you will have to play with for the visualization
  93737. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93738. * @returns a number
  93739. */
  93740. getFrequencyBinCount(): number;
  93741. /**
  93742. * Gets the current frequency data as a byte array
  93743. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93744. * @returns a Uint8Array
  93745. */
  93746. getByteFrequencyData(): Uint8Array;
  93747. /**
  93748. * Gets the current waveform as a byte array
  93749. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93750. * @returns a Uint8Array
  93751. */
  93752. getByteTimeDomainData(): Uint8Array;
  93753. /**
  93754. * Gets the current frequency data as a float array
  93755. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93756. * @returns a Float32Array
  93757. */
  93758. getFloatFrequencyData(): Float32Array;
  93759. /**
  93760. * Renders the debug canvas
  93761. */
  93762. drawDebugCanvas(): void;
  93763. /**
  93764. * Stops rendering the debug canvas and removes it
  93765. */
  93766. stopDebugCanvas(): void;
  93767. /**
  93768. * Connects two audio nodes
  93769. * @param inputAudioNode defines first node to connect
  93770. * @param outputAudioNode defines second node to connect
  93771. */
  93772. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93773. /**
  93774. * Releases all associated resources
  93775. */
  93776. dispose(): void;
  93777. }
  93778. }
  93779. declare module BABYLON {
  93780. /**
  93781. * This represents an audio engine and it is responsible
  93782. * to play, synchronize and analyse sounds throughout the application.
  93783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93784. */
  93785. export interface IAudioEngine extends IDisposable {
  93786. /**
  93787. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93788. */
  93789. readonly canUseWebAudio: boolean;
  93790. /**
  93791. * Gets the current AudioContext if available.
  93792. */
  93793. readonly audioContext: Nullable<AudioContext>;
  93794. /**
  93795. * The master gain node defines the global audio volume of your audio engine.
  93796. */
  93797. readonly masterGain: GainNode;
  93798. /**
  93799. * Gets whether or not mp3 are supported by your browser.
  93800. */
  93801. readonly isMP3supported: boolean;
  93802. /**
  93803. * Gets whether or not ogg are supported by your browser.
  93804. */
  93805. readonly isOGGsupported: boolean;
  93806. /**
  93807. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93808. * @ignoreNaming
  93809. */
  93810. WarnedWebAudioUnsupported: boolean;
  93811. /**
  93812. * Defines if the audio engine relies on a custom unlocked button.
  93813. * In this case, the embedded button will not be displayed.
  93814. */
  93815. useCustomUnlockedButton: boolean;
  93816. /**
  93817. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93818. */
  93819. readonly unlocked: boolean;
  93820. /**
  93821. * Event raised when audio has been unlocked on the browser.
  93822. */
  93823. onAudioUnlockedObservable: Observable<AudioEngine>;
  93824. /**
  93825. * Event raised when audio has been locked on the browser.
  93826. */
  93827. onAudioLockedObservable: Observable<AudioEngine>;
  93828. /**
  93829. * Flags the audio engine in Locked state.
  93830. * This happens due to new browser policies preventing audio to autoplay.
  93831. */
  93832. lock(): void;
  93833. /**
  93834. * Unlocks the audio engine once a user action has been done on the dom.
  93835. * This is helpful to resume play once browser policies have been satisfied.
  93836. */
  93837. unlock(): void;
  93838. }
  93839. /**
  93840. * This represents the default audio engine used in babylon.
  93841. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93843. */
  93844. export class AudioEngine implements IAudioEngine {
  93845. private _audioContext;
  93846. private _audioContextInitialized;
  93847. private _muteButton;
  93848. private _hostElement;
  93849. /**
  93850. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93851. */
  93852. canUseWebAudio: boolean;
  93853. /**
  93854. * The master gain node defines the global audio volume of your audio engine.
  93855. */
  93856. masterGain: GainNode;
  93857. /**
  93858. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93859. * @ignoreNaming
  93860. */
  93861. WarnedWebAudioUnsupported: boolean;
  93862. /**
  93863. * Gets whether or not mp3 are supported by your browser.
  93864. */
  93865. isMP3supported: boolean;
  93866. /**
  93867. * Gets whether or not ogg are supported by your browser.
  93868. */
  93869. isOGGsupported: boolean;
  93870. /**
  93871. * Gets whether audio has been unlocked on the device.
  93872. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93873. * a user interaction has happened.
  93874. */
  93875. unlocked: boolean;
  93876. /**
  93877. * Defines if the audio engine relies on a custom unlocked button.
  93878. * In this case, the embedded button will not be displayed.
  93879. */
  93880. useCustomUnlockedButton: boolean;
  93881. /**
  93882. * Event raised when audio has been unlocked on the browser.
  93883. */
  93884. onAudioUnlockedObservable: Observable<AudioEngine>;
  93885. /**
  93886. * Event raised when audio has been locked on the browser.
  93887. */
  93888. onAudioLockedObservable: Observable<AudioEngine>;
  93889. /**
  93890. * Gets the current AudioContext if available.
  93891. */
  93892. readonly audioContext: Nullable<AudioContext>;
  93893. private _connectedAnalyser;
  93894. /**
  93895. * Instantiates a new audio engine.
  93896. *
  93897. * There should be only one per page as some browsers restrict the number
  93898. * of audio contexts you can create.
  93899. * @param hostElement defines the host element where to display the mute icon if necessary
  93900. */
  93901. constructor(hostElement?: Nullable<HTMLElement>);
  93902. /**
  93903. * Flags the audio engine in Locked state.
  93904. * This happens due to new browser policies preventing audio to autoplay.
  93905. */
  93906. lock(): void;
  93907. /**
  93908. * Unlocks the audio engine once a user action has been done on the dom.
  93909. * This is helpful to resume play once browser policies have been satisfied.
  93910. */
  93911. unlock(): void;
  93912. private _resumeAudioContext;
  93913. private _initializeAudioContext;
  93914. private _tryToRun;
  93915. private _triggerRunningState;
  93916. private _triggerSuspendedState;
  93917. private _displayMuteButton;
  93918. private _moveButtonToTopLeft;
  93919. private _onResize;
  93920. private _hideMuteButton;
  93921. /**
  93922. * Destroy and release the resources associated with the audio ccontext.
  93923. */
  93924. dispose(): void;
  93925. /**
  93926. * Gets the global volume sets on the master gain.
  93927. * @returns the global volume if set or -1 otherwise
  93928. */
  93929. getGlobalVolume(): number;
  93930. /**
  93931. * Sets the global volume of your experience (sets on the master gain).
  93932. * @param newVolume Defines the new global volume of the application
  93933. */
  93934. setGlobalVolume(newVolume: number): void;
  93935. /**
  93936. * Connect the audio engine to an audio analyser allowing some amazing
  93937. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93939. * @param analyser The analyser to connect to the engine
  93940. */
  93941. connectToAnalyser(analyser: Analyser): void;
  93942. }
  93943. }
  93944. declare module BABYLON {
  93945. /**
  93946. * Interface used to present a loading screen while loading a scene
  93947. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93948. */
  93949. export interface ILoadingScreen {
  93950. /**
  93951. * Function called to display the loading screen
  93952. */
  93953. displayLoadingUI: () => void;
  93954. /**
  93955. * Function called to hide the loading screen
  93956. */
  93957. hideLoadingUI: () => void;
  93958. /**
  93959. * Gets or sets the color to use for the background
  93960. */
  93961. loadingUIBackgroundColor: string;
  93962. /**
  93963. * Gets or sets the text to display while loading
  93964. */
  93965. loadingUIText: string;
  93966. }
  93967. /**
  93968. * Class used for the default loading screen
  93969. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93970. */
  93971. export class DefaultLoadingScreen implements ILoadingScreen {
  93972. private _renderingCanvas;
  93973. private _loadingText;
  93974. private _loadingDivBackgroundColor;
  93975. private _loadingDiv;
  93976. private _loadingTextDiv;
  93977. /** Gets or sets the logo url to use for the default loading screen */
  93978. static DefaultLogoUrl: string;
  93979. /** Gets or sets the spinner url to use for the default loading screen */
  93980. static DefaultSpinnerUrl: string;
  93981. /**
  93982. * Creates a new default loading screen
  93983. * @param _renderingCanvas defines the canvas used to render the scene
  93984. * @param _loadingText defines the default text to display
  93985. * @param _loadingDivBackgroundColor defines the default background color
  93986. */
  93987. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93988. /**
  93989. * Function called to display the loading screen
  93990. */
  93991. displayLoadingUI(): void;
  93992. /**
  93993. * Function called to hide the loading screen
  93994. */
  93995. hideLoadingUI(): void;
  93996. /**
  93997. * Gets or sets the text to display while loading
  93998. */
  93999. loadingUIText: string;
  94000. /**
  94001. * Gets or sets the color to use for the background
  94002. */
  94003. loadingUIBackgroundColor: string;
  94004. private _resizeLoadingUI;
  94005. }
  94006. }
  94007. declare module BABYLON {
  94008. /** @hidden */
  94009. export class WebGLPipelineContext implements IPipelineContext {
  94010. engine: Engine;
  94011. program: Nullable<WebGLProgram>;
  94012. context?: WebGLRenderingContext;
  94013. vertexShader?: WebGLShader;
  94014. fragmentShader?: WebGLShader;
  94015. isParallelCompiled: boolean;
  94016. onCompiled?: () => void;
  94017. transformFeedback?: WebGLTransformFeedback | null;
  94018. readonly isAsync: boolean;
  94019. readonly isReady: boolean;
  94020. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94021. }
  94022. }
  94023. declare module BABYLON {
  94024. /** @hidden */
  94025. export class WebGLDataBuffer extends DataBuffer {
  94026. private _buffer;
  94027. constructor(resource: WebGLBuffer);
  94028. readonly underlyingResource: any;
  94029. }
  94030. }
  94031. declare module BABYLON {
  94032. /** @hidden */
  94033. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94034. attributeProcessor(attribute: string): string;
  94035. varyingProcessor(varying: string, isFragment: boolean): string;
  94036. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94037. }
  94038. }
  94039. declare module BABYLON {
  94040. /**
  94041. * This class is used to track a performance counter which is number based.
  94042. * The user has access to many properties which give statistics of different nature.
  94043. *
  94044. * The implementer can track two kinds of Performance Counter: time and count.
  94045. * 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.
  94046. * 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.
  94047. */
  94048. export class PerfCounter {
  94049. /**
  94050. * Gets or sets a global boolean to turn on and off all the counters
  94051. */
  94052. static Enabled: boolean;
  94053. /**
  94054. * Returns the smallest value ever
  94055. */
  94056. readonly min: number;
  94057. /**
  94058. * Returns the biggest value ever
  94059. */
  94060. readonly max: number;
  94061. /**
  94062. * Returns the average value since the performance counter is running
  94063. */
  94064. readonly average: number;
  94065. /**
  94066. * Returns the average value of the last second the counter was monitored
  94067. */
  94068. readonly lastSecAverage: number;
  94069. /**
  94070. * Returns the current value
  94071. */
  94072. readonly current: number;
  94073. /**
  94074. * Gets the accumulated total
  94075. */
  94076. readonly total: number;
  94077. /**
  94078. * Gets the total value count
  94079. */
  94080. readonly count: number;
  94081. /**
  94082. * Creates a new counter
  94083. */
  94084. constructor();
  94085. /**
  94086. * Call this method to start monitoring a new frame.
  94087. * 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.
  94088. */
  94089. fetchNewFrame(): void;
  94090. /**
  94091. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94092. * @param newCount the count value to add to the monitored count
  94093. * @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.
  94094. */
  94095. addCount(newCount: number, fetchResult: boolean): void;
  94096. /**
  94097. * Start monitoring this performance counter
  94098. */
  94099. beginMonitoring(): void;
  94100. /**
  94101. * Compute the time lapsed since the previous beginMonitoring() call.
  94102. * @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
  94103. */
  94104. endMonitoring(newFrame?: boolean): void;
  94105. private _fetchResult;
  94106. private _startMonitoringTime;
  94107. private _min;
  94108. private _max;
  94109. private _average;
  94110. private _current;
  94111. private _totalValueCount;
  94112. private _totalAccumulated;
  94113. private _lastSecAverage;
  94114. private _lastSecAccumulated;
  94115. private _lastSecTime;
  94116. private _lastSecValueCount;
  94117. }
  94118. }
  94119. declare module BABYLON {
  94120. /**
  94121. * Interface for any object that can request an animation frame
  94122. */
  94123. export interface ICustomAnimationFrameRequester {
  94124. /**
  94125. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94126. */
  94127. renderFunction?: Function;
  94128. /**
  94129. * Called to request the next frame to render to
  94130. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94131. */
  94132. requestAnimationFrame: Function;
  94133. /**
  94134. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94135. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94136. */
  94137. requestID?: number;
  94138. }
  94139. }
  94140. declare module BABYLON {
  94141. /**
  94142. * Settings for finer control over video usage
  94143. */
  94144. export interface VideoTextureSettings {
  94145. /**
  94146. * Applies `autoplay` to video, if specified
  94147. */
  94148. autoPlay?: boolean;
  94149. /**
  94150. * Applies `loop` to video, if specified
  94151. */
  94152. loop?: boolean;
  94153. /**
  94154. * Automatically updates internal texture from video at every frame in the render loop
  94155. */
  94156. autoUpdateTexture: boolean;
  94157. /**
  94158. * Image src displayed during the video loading or until the user interacts with the video.
  94159. */
  94160. poster?: string;
  94161. }
  94162. /**
  94163. * If you want to display a video in your scene, this is the special texture for that.
  94164. * This special texture works similar to other textures, with the exception of a few parameters.
  94165. * @see https://doc.babylonjs.com/how_to/video_texture
  94166. */
  94167. export class VideoTexture extends Texture {
  94168. /**
  94169. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  94170. */
  94171. readonly autoUpdateTexture: boolean;
  94172. /**
  94173. * The video instance used by the texture internally
  94174. */
  94175. readonly video: HTMLVideoElement;
  94176. private _onUserActionRequestedObservable;
  94177. /**
  94178. * Event triggerd when a dom action is required by the user to play the video.
  94179. * This happens due to recent changes in browser policies preventing video to auto start.
  94180. */
  94181. readonly onUserActionRequestedObservable: Observable<Texture>;
  94182. private _generateMipMaps;
  94183. private _engine;
  94184. private _stillImageCaptured;
  94185. private _displayingPosterTexture;
  94186. private _settings;
  94187. private _createInternalTextureOnEvent;
  94188. /**
  94189. * Creates a video texture.
  94190. * If you want to display a video in your scene, this is the special texture for that.
  94191. * This special texture works similar to other textures, with the exception of a few parameters.
  94192. * @see https://doc.babylonjs.com/how_to/video_texture
  94193. * @param name optional name, will detect from video source, if not defined
  94194. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94195. * @param scene is obviously the current scene.
  94196. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  94197. * @param invertY is false by default but can be used to invert video on Y axis
  94198. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  94199. * @param settings allows finer control over video usage
  94200. */
  94201. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  94202. private _getName;
  94203. private _getVideo;
  94204. private _createInternalTexture;
  94205. private reset;
  94206. /**
  94207. * @hidden Internal method to initiate `update`.
  94208. */
  94209. _rebuild(): void;
  94210. /**
  94211. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  94212. */
  94213. update(): void;
  94214. /**
  94215. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  94216. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  94217. */
  94218. updateTexture(isVisible: boolean): void;
  94219. protected _updateInternalTexture: () => void;
  94220. /**
  94221. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  94222. * @param url New url.
  94223. */
  94224. updateURL(url: string): void;
  94225. /**
  94226. * Dispose the texture and release its associated resources.
  94227. */
  94228. dispose(): void;
  94229. /**
  94230. * Creates a video texture straight from a stream.
  94231. * @param scene Define the scene the texture should be created in
  94232. * @param stream Define the stream the texture should be created from
  94233. * @returns The created video texture as a promise
  94234. */
  94235. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  94236. /**
  94237. * Creates a video texture straight from your WebCam video feed.
  94238. * @param scene Define the scene the texture should be created in
  94239. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94240. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94241. * @returns The created video texture as a promise
  94242. */
  94243. static CreateFromWebCamAsync(scene: Scene, constraints: {
  94244. minWidth: number;
  94245. maxWidth: number;
  94246. minHeight: number;
  94247. maxHeight: number;
  94248. deviceId: string;
  94249. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  94250. /**
  94251. * Creates a video texture straight from your WebCam video feed.
  94252. * @param scene Define the scene the texture should be created in
  94253. * @param onReady Define a callback to triggered once the texture will be ready
  94254. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94255. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94256. */
  94257. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  94258. minWidth: number;
  94259. maxWidth: number;
  94260. minHeight: number;
  94261. maxHeight: number;
  94262. deviceId: string;
  94263. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  94264. }
  94265. }
  94266. declare module BABYLON {
  94267. /**
  94268. * Defines the interface used by objects containing a viewport (like a camera)
  94269. */
  94270. interface IViewportOwnerLike {
  94271. /**
  94272. * Gets or sets the viewport
  94273. */
  94274. viewport: IViewportLike;
  94275. }
  94276. /**
  94277. * Interface for attribute information associated with buffer instanciation
  94278. */
  94279. export class InstancingAttributeInfo {
  94280. /**
  94281. * Index/offset of the attribute in the vertex shader
  94282. */
  94283. index: number;
  94284. /**
  94285. * size of the attribute, 1, 2, 3 or 4
  94286. */
  94287. attributeSize: number;
  94288. /**
  94289. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  94290. * default is FLOAT
  94291. */
  94292. attribyteType: number;
  94293. /**
  94294. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  94295. */
  94296. normalized: boolean;
  94297. /**
  94298. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  94299. */
  94300. offset: number;
  94301. /**
  94302. * Name of the GLSL attribute, for debugging purpose only
  94303. */
  94304. attributeName: string;
  94305. }
  94306. /**
  94307. * Define options used to create a depth texture
  94308. */
  94309. export class DepthTextureCreationOptions {
  94310. /** Specifies whether or not a stencil should be allocated in the texture */
  94311. generateStencil?: boolean;
  94312. /** Specifies whether or not bilinear filtering is enable on the texture */
  94313. bilinearFiltering?: boolean;
  94314. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  94315. comparisonFunction?: number;
  94316. /** Specifies if the created texture is a cube texture */
  94317. isCube?: boolean;
  94318. }
  94319. /**
  94320. * Class used to describe the capabilities of the engine relatively to the current browser
  94321. */
  94322. export class EngineCapabilities {
  94323. /** Maximum textures units per fragment shader */
  94324. maxTexturesImageUnits: number;
  94325. /** Maximum texture units per vertex shader */
  94326. maxVertexTextureImageUnits: number;
  94327. /** Maximum textures units in the entire pipeline */
  94328. maxCombinedTexturesImageUnits: number;
  94329. /** Maximum texture size */
  94330. maxTextureSize: number;
  94331. /** Maximum cube texture size */
  94332. maxCubemapTextureSize: number;
  94333. /** Maximum render texture size */
  94334. maxRenderTextureSize: number;
  94335. /** Maximum number of vertex attributes */
  94336. maxVertexAttribs: number;
  94337. /** Maximum number of varyings */
  94338. maxVaryingVectors: number;
  94339. /** Maximum number of uniforms per vertex shader */
  94340. maxVertexUniformVectors: number;
  94341. /** Maximum number of uniforms per fragment shader */
  94342. maxFragmentUniformVectors: number;
  94343. /** Defines if standard derivates (dx/dy) are supported */
  94344. standardDerivatives: boolean;
  94345. /** Defines if s3tc texture compression is supported */
  94346. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  94347. /** Defines if pvrtc texture compression is supported */
  94348. pvrtc: any;
  94349. /** Defines if etc1 texture compression is supported */
  94350. etc1: any;
  94351. /** Defines if etc2 texture compression is supported */
  94352. etc2: any;
  94353. /** Defines if astc texture compression is supported */
  94354. astc: any;
  94355. /** Defines if float textures are supported */
  94356. textureFloat: boolean;
  94357. /** Defines if vertex array objects are supported */
  94358. vertexArrayObject: boolean;
  94359. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  94360. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  94361. /** Gets the maximum level of anisotropy supported */
  94362. maxAnisotropy: number;
  94363. /** Defines if instancing is supported */
  94364. instancedArrays: boolean;
  94365. /** Defines if 32 bits indices are supported */
  94366. uintIndices: boolean;
  94367. /** Defines if high precision shaders are supported */
  94368. highPrecisionShaderSupported: boolean;
  94369. /** Defines if depth reading in the fragment shader is supported */
  94370. fragmentDepthSupported: boolean;
  94371. /** Defines if float texture linear filtering is supported*/
  94372. textureFloatLinearFiltering: boolean;
  94373. /** Defines if rendering to float textures is supported */
  94374. textureFloatRender: boolean;
  94375. /** Defines if half float textures are supported*/
  94376. textureHalfFloat: boolean;
  94377. /** Defines if half float texture linear filtering is supported*/
  94378. textureHalfFloatLinearFiltering: boolean;
  94379. /** Defines if rendering to half float textures is supported */
  94380. textureHalfFloatRender: boolean;
  94381. /** Defines if textureLOD shader command is supported */
  94382. textureLOD: boolean;
  94383. /** Defines if draw buffers extension is supported */
  94384. drawBuffersExtension: boolean;
  94385. /** Defines if depth textures are supported */
  94386. depthTextureExtension: boolean;
  94387. /** Defines if float color buffer are supported */
  94388. colorBufferFloat: boolean;
  94389. /** Gets disjoint timer query extension (null if not supported) */
  94390. timerQuery: EXT_disjoint_timer_query;
  94391. /** Defines if timestamp can be used with timer query */
  94392. canUseTimestampForTimerQuery: boolean;
  94393. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94394. multiview: any;
  94395. /** Function used to let the system compiles shaders in background */
  94396. parallelShaderCompile: {
  94397. COMPLETION_STATUS_KHR: number;
  94398. };
  94399. /** Max number of texture samples for MSAA */
  94400. maxMSAASamples: number;
  94401. }
  94402. /** Interface defining initialization parameters for Engine class */
  94403. export interface EngineOptions extends WebGLContextAttributes {
  94404. /**
  94405. * Defines if the engine should no exceed a specified device ratio
  94406. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94407. */
  94408. limitDeviceRatio?: number;
  94409. /**
  94410. * Defines if webvr should be enabled automatically
  94411. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94412. */
  94413. autoEnableWebVR?: boolean;
  94414. /**
  94415. * Defines if webgl2 should be turned off even if supported
  94416. * @see http://doc.babylonjs.com/features/webgl2
  94417. */
  94418. disableWebGL2Support?: boolean;
  94419. /**
  94420. * Defines if webaudio should be initialized as well
  94421. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94422. */
  94423. audioEngine?: boolean;
  94424. /**
  94425. * Defines if animations should run using a deterministic lock step
  94426. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94427. */
  94428. deterministicLockstep?: boolean;
  94429. /** Defines the maximum steps to use with deterministic lock step mode */
  94430. lockstepMaxSteps?: number;
  94431. /**
  94432. * Defines that engine should ignore context lost events
  94433. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94434. */
  94435. doNotHandleContextLost?: boolean;
  94436. /**
  94437. * Defines that engine should ignore modifying touch action attribute and style
  94438. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94439. */
  94440. doNotHandleTouchAction?: boolean;
  94441. /**
  94442. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94443. */
  94444. useHighPrecisionFloats?: boolean;
  94445. }
  94446. /**
  94447. * Defines the interface used by display changed events
  94448. */
  94449. export interface IDisplayChangedEventArgs {
  94450. /** Gets the vrDisplay object (if any) */
  94451. vrDisplay: Nullable<any>;
  94452. /** Gets a boolean indicating if webVR is supported */
  94453. vrSupported: boolean;
  94454. }
  94455. /**
  94456. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94457. */
  94458. export class Engine {
  94459. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94460. static ExceptionList: ({
  94461. key: string;
  94462. capture: string;
  94463. captureConstraint: number;
  94464. targets: string[];
  94465. } | {
  94466. key: string;
  94467. capture: null;
  94468. captureConstraint: null;
  94469. targets: string[];
  94470. })[];
  94471. /** Gets the list of created engines */
  94472. static readonly Instances: Engine[];
  94473. /**
  94474. * Gets the latest created engine
  94475. */
  94476. static readonly LastCreatedEngine: Nullable<Engine>;
  94477. /**
  94478. * Gets the latest created scene
  94479. */
  94480. static readonly LastCreatedScene: Nullable<Scene>;
  94481. /**
  94482. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94483. * @param flag defines which part of the materials must be marked as dirty
  94484. * @param predicate defines a predicate used to filter which materials should be affected
  94485. */
  94486. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94487. /** @hidden */
  94488. static _TextureLoaders: IInternalTextureLoader[];
  94489. /** Defines that alpha blending is disabled */
  94490. static readonly ALPHA_DISABLE: number;
  94491. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94492. static readonly ALPHA_ADD: number;
  94493. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94494. static readonly ALPHA_COMBINE: number;
  94495. /** Defines that alpha blending to DEST - SRC * DEST */
  94496. static readonly ALPHA_SUBTRACT: number;
  94497. /** Defines that alpha blending to SRC * DEST */
  94498. static readonly ALPHA_MULTIPLY: number;
  94499. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94500. static readonly ALPHA_MAXIMIZED: number;
  94501. /** Defines that alpha blending to SRC + DEST */
  94502. static readonly ALPHA_ONEONE: number;
  94503. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94504. static readonly ALPHA_PREMULTIPLIED: number;
  94505. /**
  94506. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94507. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94508. */
  94509. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94510. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94511. static readonly ALPHA_INTERPOLATE: number;
  94512. /**
  94513. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94514. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94515. */
  94516. static readonly ALPHA_SCREENMODE: number;
  94517. /** Defines that the ressource is not delayed*/
  94518. static readonly DELAYLOADSTATE_NONE: number;
  94519. /** Defines that the ressource was successfully delay loaded */
  94520. static readonly DELAYLOADSTATE_LOADED: number;
  94521. /** Defines that the ressource is currently delay loading */
  94522. static readonly DELAYLOADSTATE_LOADING: number;
  94523. /** Defines that the ressource is delayed and has not started loading */
  94524. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94525. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94526. static readonly NEVER: number;
  94527. /** 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 */
  94528. static readonly ALWAYS: number;
  94529. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94530. static readonly LESS: number;
  94531. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94532. static readonly EQUAL: number;
  94533. /** 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 */
  94534. static readonly LEQUAL: number;
  94535. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94536. static readonly GREATER: number;
  94537. /** 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 */
  94538. static readonly GEQUAL: number;
  94539. /** 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 */
  94540. static readonly NOTEQUAL: number;
  94541. /** Passed to stencilOperation to specify that stencil value must be kept */
  94542. static readonly KEEP: number;
  94543. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94544. static readonly REPLACE: number;
  94545. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94546. static readonly INCR: number;
  94547. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94548. static readonly DECR: number;
  94549. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94550. static readonly INVERT: number;
  94551. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94552. static readonly INCR_WRAP: number;
  94553. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94554. static readonly DECR_WRAP: number;
  94555. /** Texture is not repeating outside of 0..1 UVs */
  94556. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94557. /** Texture is repeating outside of 0..1 UVs */
  94558. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94559. /** Texture is repeating and mirrored */
  94560. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94561. /** ALPHA */
  94562. static readonly TEXTUREFORMAT_ALPHA: number;
  94563. /** LUMINANCE */
  94564. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94565. /** LUMINANCE_ALPHA */
  94566. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94567. /** RGB */
  94568. static readonly TEXTUREFORMAT_RGB: number;
  94569. /** RGBA */
  94570. static readonly TEXTUREFORMAT_RGBA: number;
  94571. /** RED */
  94572. static readonly TEXTUREFORMAT_RED: number;
  94573. /** RED (2nd reference) */
  94574. static readonly TEXTUREFORMAT_R: number;
  94575. /** RG */
  94576. static readonly TEXTUREFORMAT_RG: number;
  94577. /** RED_INTEGER */
  94578. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94579. /** RED_INTEGER (2nd reference) */
  94580. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94581. /** RG_INTEGER */
  94582. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94583. /** RGB_INTEGER */
  94584. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94585. /** RGBA_INTEGER */
  94586. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94587. /** UNSIGNED_BYTE */
  94588. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94589. /** UNSIGNED_BYTE (2nd reference) */
  94590. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94591. /** FLOAT */
  94592. static readonly TEXTURETYPE_FLOAT: number;
  94593. /** HALF_FLOAT */
  94594. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94595. /** BYTE */
  94596. static readonly TEXTURETYPE_BYTE: number;
  94597. /** SHORT */
  94598. static readonly TEXTURETYPE_SHORT: number;
  94599. /** UNSIGNED_SHORT */
  94600. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94601. /** INT */
  94602. static readonly TEXTURETYPE_INT: number;
  94603. /** UNSIGNED_INT */
  94604. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94605. /** UNSIGNED_SHORT_4_4_4_4 */
  94606. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94607. /** UNSIGNED_SHORT_5_5_5_1 */
  94608. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94609. /** UNSIGNED_SHORT_5_6_5 */
  94610. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94611. /** UNSIGNED_INT_2_10_10_10_REV */
  94612. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94613. /** UNSIGNED_INT_24_8 */
  94614. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94615. /** UNSIGNED_INT_10F_11F_11F_REV */
  94616. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94617. /** UNSIGNED_INT_5_9_9_9_REV */
  94618. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94619. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94620. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94621. /** nearest is mag = nearest and min = nearest and mip = linear */
  94622. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94623. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94624. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94625. /** Trilinear is mag = linear and min = linear and mip = linear */
  94626. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94627. /** nearest is mag = nearest and min = nearest and mip = linear */
  94628. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94629. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94630. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94631. /** Trilinear is mag = linear and min = linear and mip = linear */
  94632. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94633. /** mag = nearest and min = nearest and mip = nearest */
  94634. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94635. /** mag = nearest and min = linear and mip = nearest */
  94636. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94637. /** mag = nearest and min = linear and mip = linear */
  94638. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94639. /** mag = nearest and min = linear and mip = none */
  94640. static readonly TEXTURE_NEAREST_LINEAR: number;
  94641. /** mag = nearest and min = nearest and mip = none */
  94642. static readonly TEXTURE_NEAREST_NEAREST: number;
  94643. /** mag = linear and min = nearest and mip = nearest */
  94644. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94645. /** mag = linear and min = nearest and mip = linear */
  94646. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94647. /** mag = linear and min = linear and mip = none */
  94648. static readonly TEXTURE_LINEAR_LINEAR: number;
  94649. /** mag = linear and min = nearest and mip = none */
  94650. static readonly TEXTURE_LINEAR_NEAREST: number;
  94651. /** Explicit coordinates mode */
  94652. static readonly TEXTURE_EXPLICIT_MODE: number;
  94653. /** Spherical coordinates mode */
  94654. static readonly TEXTURE_SPHERICAL_MODE: number;
  94655. /** Planar coordinates mode */
  94656. static readonly TEXTURE_PLANAR_MODE: number;
  94657. /** Cubic coordinates mode */
  94658. static readonly TEXTURE_CUBIC_MODE: number;
  94659. /** Projection coordinates mode */
  94660. static readonly TEXTURE_PROJECTION_MODE: number;
  94661. /** Skybox coordinates mode */
  94662. static readonly TEXTURE_SKYBOX_MODE: number;
  94663. /** Inverse Cubic coordinates mode */
  94664. static readonly TEXTURE_INVCUBIC_MODE: number;
  94665. /** Equirectangular coordinates mode */
  94666. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94667. /** Equirectangular Fixed coordinates mode */
  94668. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94669. /** Equirectangular Fixed Mirrored coordinates mode */
  94670. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94671. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94672. static readonly SCALEMODE_FLOOR: number;
  94673. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94674. static readonly SCALEMODE_NEAREST: number;
  94675. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94676. static readonly SCALEMODE_CEILING: number;
  94677. /**
  94678. * Returns the current npm package of the sdk
  94679. */
  94680. static readonly NpmPackage: string;
  94681. /**
  94682. * Returns the current version of the framework
  94683. */
  94684. static readonly Version: string;
  94685. /**
  94686. * Returns a string describing the current engine
  94687. */
  94688. readonly description: string;
  94689. /**
  94690. * Gets or sets the epsilon value used by collision engine
  94691. */
  94692. static CollisionsEpsilon: number;
  94693. /**
  94694. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94695. */
  94696. static ShadersRepository: string;
  94697. /**
  94698. * Method called to create the default loading screen.
  94699. * This can be overriden in your own app.
  94700. * @param canvas The rendering canvas element
  94701. * @returns The loading screen
  94702. */
  94703. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94704. /**
  94705. * Method called to create the default rescale post process on each engine.
  94706. */
  94707. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94708. /** @hidden */
  94709. _shaderProcessor: IShaderProcessor;
  94710. /**
  94711. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94712. */
  94713. forcePOTTextures: boolean;
  94714. /**
  94715. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94716. */
  94717. isFullscreen: boolean;
  94718. /**
  94719. * Gets a boolean indicating if the pointer is currently locked
  94720. */
  94721. isPointerLock: boolean;
  94722. /**
  94723. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94724. */
  94725. cullBackFaces: boolean;
  94726. /**
  94727. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94728. */
  94729. renderEvenInBackground: boolean;
  94730. /**
  94731. * Gets or sets a boolean indicating that cache can be kept between frames
  94732. */
  94733. preventCacheWipeBetweenFrames: boolean;
  94734. /**
  94735. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94736. **/
  94737. enableOfflineSupport: boolean;
  94738. /**
  94739. * 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)
  94740. **/
  94741. disableManifestCheck: boolean;
  94742. /**
  94743. * Gets the list of created scenes
  94744. */
  94745. scenes: Scene[];
  94746. /**
  94747. * Event raised when a new scene is created
  94748. */
  94749. onNewSceneAddedObservable: Observable<Scene>;
  94750. /**
  94751. * Gets the list of created postprocesses
  94752. */
  94753. postProcesses: PostProcess[];
  94754. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94755. validateShaderPrograms: boolean;
  94756. /**
  94757. * Observable event triggered each time the rendering canvas is resized
  94758. */
  94759. onResizeObservable: Observable<Engine>;
  94760. /**
  94761. * Observable event triggered each time the canvas loses focus
  94762. */
  94763. onCanvasBlurObservable: Observable<Engine>;
  94764. /**
  94765. * Observable event triggered each time the canvas gains focus
  94766. */
  94767. onCanvasFocusObservable: Observable<Engine>;
  94768. /**
  94769. * Observable event triggered each time the canvas receives pointerout event
  94770. */
  94771. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94772. /**
  94773. * Observable event triggered before each texture is initialized
  94774. */
  94775. onBeforeTextureInitObservable: Observable<Texture>;
  94776. /**
  94777. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94778. */
  94779. disableUniformBuffers: boolean;
  94780. /** @hidden */
  94781. _uniformBuffers: UniformBuffer[];
  94782. /**
  94783. * Gets a boolean indicating that the engine supports uniform buffers
  94784. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94785. */
  94786. readonly supportsUniformBuffers: boolean;
  94787. /**
  94788. * Observable raised when the engine begins a new frame
  94789. */
  94790. onBeginFrameObservable: Observable<Engine>;
  94791. /**
  94792. * If set, will be used to request the next animation frame for the render loop
  94793. */
  94794. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94795. /**
  94796. * Observable raised when the engine ends the current frame
  94797. */
  94798. onEndFrameObservable: Observable<Engine>;
  94799. /**
  94800. * Observable raised when the engine is about to compile a shader
  94801. */
  94802. onBeforeShaderCompilationObservable: Observable<Engine>;
  94803. /**
  94804. * Observable raised when the engine has jsut compiled a shader
  94805. */
  94806. onAfterShaderCompilationObservable: Observable<Engine>;
  94807. /** @hidden */
  94808. _gl: WebGLRenderingContext;
  94809. private _renderingCanvas;
  94810. private _windowIsBackground;
  94811. private _webGLVersion;
  94812. protected _highPrecisionShadersAllowed: boolean;
  94813. /** @hidden */
  94814. readonly _shouldUseHighPrecisionShader: boolean;
  94815. /**
  94816. * Gets a boolean indicating that only power of 2 textures are supported
  94817. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94818. */
  94819. readonly needPOTTextures: boolean;
  94820. /** @hidden */
  94821. _badOS: boolean;
  94822. /** @hidden */
  94823. _badDesktopOS: boolean;
  94824. /**
  94825. * Gets the audio engine
  94826. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94827. * @ignorenaming
  94828. */
  94829. static audioEngine: IAudioEngine;
  94830. /**
  94831. * Default AudioEngine factory responsible of creating the Audio Engine.
  94832. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94833. */
  94834. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94835. /**
  94836. * Default offline support factory responsible of creating a tool used to store data locally.
  94837. * By default, this will create a Database object if the workload has been embedded.
  94838. */
  94839. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94840. private _onFocus;
  94841. private _onBlur;
  94842. private _onCanvasPointerOut;
  94843. private _onCanvasBlur;
  94844. private _onCanvasFocus;
  94845. private _onFullscreenChange;
  94846. private _onPointerLockChange;
  94847. private _hardwareScalingLevel;
  94848. /** @hidden */
  94849. _caps: EngineCapabilities;
  94850. private _pointerLockRequested;
  94851. private _isStencilEnable;
  94852. private _colorWrite;
  94853. private _loadingScreen;
  94854. /** @hidden */
  94855. _drawCalls: PerfCounter;
  94856. private _glVersion;
  94857. private _glRenderer;
  94858. private _glVendor;
  94859. private _videoTextureSupported;
  94860. private _renderingQueueLaunched;
  94861. private _activeRenderLoops;
  94862. private _deterministicLockstep;
  94863. private _lockstepMaxSteps;
  94864. /**
  94865. * Observable signaled when a context lost event is raised
  94866. */
  94867. onContextLostObservable: Observable<Engine>;
  94868. /**
  94869. * Observable signaled when a context restored event is raised
  94870. */
  94871. onContextRestoredObservable: Observable<Engine>;
  94872. private _onContextLost;
  94873. private _onContextRestored;
  94874. private _contextWasLost;
  94875. /** @hidden */
  94876. _doNotHandleContextLost: boolean;
  94877. /**
  94878. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94879. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94880. */
  94881. doNotHandleContextLost: boolean;
  94882. private _performanceMonitor;
  94883. private _fps;
  94884. private _deltaTime;
  94885. /**
  94886. * Turn this value on if you want to pause FPS computation when in background
  94887. */
  94888. disablePerformanceMonitorInBackground: boolean;
  94889. /**
  94890. * Gets the performance monitor attached to this engine
  94891. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94892. */
  94893. readonly performanceMonitor: PerformanceMonitor;
  94894. /**
  94895. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94896. */
  94897. disableVertexArrayObjects: boolean;
  94898. /** @hidden */
  94899. protected _depthCullingState: _DepthCullingState;
  94900. /** @hidden */
  94901. protected _stencilState: _StencilState;
  94902. /** @hidden */
  94903. protected _alphaState: _AlphaState;
  94904. /** @hidden */
  94905. protected _alphaMode: number;
  94906. /** @hidden */
  94907. _internalTexturesCache: InternalTexture[];
  94908. /** @hidden */
  94909. protected _activeChannel: number;
  94910. private _currentTextureChannel;
  94911. /** @hidden */
  94912. protected _boundTexturesCache: {
  94913. [key: string]: Nullable<InternalTexture>;
  94914. };
  94915. /** @hidden */
  94916. protected _currentEffect: Nullable<Effect>;
  94917. /** @hidden */
  94918. protected _currentProgram: Nullable<WebGLProgram>;
  94919. private _compiledEffects;
  94920. private _vertexAttribArraysEnabled;
  94921. /** @hidden */
  94922. protected _cachedViewport: Nullable<IViewportLike>;
  94923. private _cachedVertexArrayObject;
  94924. /** @hidden */
  94925. protected _cachedVertexBuffers: any;
  94926. /** @hidden */
  94927. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94928. /** @hidden */
  94929. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94930. /** @hidden */
  94931. _currentRenderTarget: Nullable<InternalTexture>;
  94932. private _uintIndicesCurrentlySet;
  94933. private _currentBoundBuffer;
  94934. /** @hidden */
  94935. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94936. private _currentBufferPointers;
  94937. private _currentInstanceLocations;
  94938. private _currentInstanceBuffers;
  94939. private _textureUnits;
  94940. /** @hidden */
  94941. _workingCanvas: Nullable<HTMLCanvasElement>;
  94942. /** @hidden */
  94943. _workingContext: Nullable<CanvasRenderingContext2D>;
  94944. private _rescalePostProcess;
  94945. private _dummyFramebuffer;
  94946. private _externalData;
  94947. /** @hidden */
  94948. _bindedRenderFunction: any;
  94949. private _vaoRecordInProgress;
  94950. private _mustWipeVertexAttributes;
  94951. private _emptyTexture;
  94952. private _emptyCubeTexture;
  94953. private _emptyTexture3D;
  94954. /** @hidden */
  94955. _frameHandler: number;
  94956. private _nextFreeTextureSlots;
  94957. private _maxSimultaneousTextures;
  94958. private _activeRequests;
  94959. private _texturesSupported;
  94960. /** @hidden */
  94961. _textureFormatInUse: Nullable<string>;
  94962. /**
  94963. * Gets the list of texture formats supported
  94964. */
  94965. readonly texturesSupported: Array<string>;
  94966. /**
  94967. * Gets the list of texture formats in use
  94968. */
  94969. readonly textureFormatInUse: Nullable<string>;
  94970. /**
  94971. * Gets the current viewport
  94972. */
  94973. readonly currentViewport: Nullable<IViewportLike>;
  94974. /**
  94975. * Gets the default empty texture
  94976. */
  94977. readonly emptyTexture: InternalTexture;
  94978. /**
  94979. * Gets the default empty 3D texture
  94980. */
  94981. readonly emptyTexture3D: InternalTexture;
  94982. /**
  94983. * Gets the default empty cube texture
  94984. */
  94985. readonly emptyCubeTexture: InternalTexture;
  94986. /**
  94987. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94988. */
  94989. readonly premultipliedAlpha: boolean;
  94990. /**
  94991. * Creates a new engine
  94992. * @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
  94993. * @param antialias defines enable antialiasing (default: false)
  94994. * @param options defines further options to be sent to the getContext() function
  94995. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94996. */
  94997. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94998. /**
  94999. * Initializes a webVR display and starts listening to display change events
  95000. * The onVRDisplayChangedObservable will be notified upon these changes
  95001. * @returns The onVRDisplayChangedObservable
  95002. */
  95003. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95004. /** @hidden */
  95005. _prepareVRComponent(): void;
  95006. /** @hidden */
  95007. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95008. /** @hidden */
  95009. _submitVRFrame(): void;
  95010. /**
  95011. * Call this function to leave webVR mode
  95012. * Will do nothing if webVR is not supported or if there is no webVR device
  95013. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95014. */
  95015. disableVR(): void;
  95016. /**
  95017. * Gets a boolean indicating that the system is in VR mode and is presenting
  95018. * @returns true if VR mode is engaged
  95019. */
  95020. isVRPresenting(): boolean;
  95021. /** @hidden */
  95022. _requestVRFrame(): void;
  95023. private _disableTouchAction;
  95024. private _rebuildInternalTextures;
  95025. private _rebuildEffects;
  95026. /**
  95027. * Gets a boolean indicating if all created effects are ready
  95028. * @returns true if all effects are ready
  95029. */
  95030. areAllEffectsReady(): boolean;
  95031. private _rebuildBuffers;
  95032. private _initGLContext;
  95033. /**
  95034. * Gets version of the current webGL context
  95035. */
  95036. readonly webGLVersion: number;
  95037. /**
  95038. * Gets a string idenfifying the name of the class
  95039. * @returns "Engine" string
  95040. */
  95041. getClassName(): string;
  95042. /**
  95043. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95044. */
  95045. readonly isStencilEnable: boolean;
  95046. /** @hidden */
  95047. _prepareWorkingCanvas(): void;
  95048. /**
  95049. * Reset the texture cache to empty state
  95050. */
  95051. resetTextureCache(): void;
  95052. /**
  95053. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95054. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95055. * @returns true if engine is in deterministic lock step mode
  95056. */
  95057. isDeterministicLockStep(): boolean;
  95058. /**
  95059. * Gets the max steps when engine is running in deterministic lock step
  95060. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95061. * @returns the max steps
  95062. */
  95063. getLockstepMaxSteps(): number;
  95064. /**
  95065. * Gets an object containing information about the current webGL context
  95066. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95067. */
  95068. getGlInfo(): {
  95069. vendor: string;
  95070. renderer: string;
  95071. version: string;
  95072. };
  95073. /**
  95074. * Gets current aspect ratio
  95075. * @param viewportOwner defines the camera to use to get the aspect ratio
  95076. * @param useScreen defines if screen size must be used (or the current render target if any)
  95077. * @returns a number defining the aspect ratio
  95078. */
  95079. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95080. /**
  95081. * Gets current screen aspect ratio
  95082. * @returns a number defining the aspect ratio
  95083. */
  95084. getScreenAspectRatio(): number;
  95085. /**
  95086. * Gets the current render width
  95087. * @param useScreen defines if screen size must be used (or the current render target if any)
  95088. * @returns a number defining the current render width
  95089. */
  95090. getRenderWidth(useScreen?: boolean): number;
  95091. /**
  95092. * Gets the current render height
  95093. * @param useScreen defines if screen size must be used (or the current render target if any)
  95094. * @returns a number defining the current render height
  95095. */
  95096. getRenderHeight(useScreen?: boolean): number;
  95097. /**
  95098. * Gets the HTML canvas attached with the current webGL context
  95099. * @returns a HTML canvas
  95100. */
  95101. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95102. /**
  95103. * Gets host window
  95104. * @returns the host window object
  95105. */
  95106. getHostWindow(): Window;
  95107. /**
  95108. * Gets host document
  95109. * @returns the host document object
  95110. */
  95111. getHostDocument(): Document;
  95112. /**
  95113. * Gets the client rect of the HTML canvas attached with the current webGL context
  95114. * @returns a client rectanglee
  95115. */
  95116. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95117. /**
  95118. * Defines the hardware scaling level.
  95119. * By default the hardware scaling level is computed from the window device ratio.
  95120. * 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.
  95121. * @param level defines the level to use
  95122. */
  95123. setHardwareScalingLevel(level: number): void;
  95124. /**
  95125. * Gets the current hardware scaling level.
  95126. * By default the hardware scaling level is computed from the window device ratio.
  95127. * 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.
  95128. * @returns a number indicating the current hardware scaling level
  95129. */
  95130. getHardwareScalingLevel(): number;
  95131. /**
  95132. * Gets the list of loaded textures
  95133. * @returns an array containing all loaded textures
  95134. */
  95135. getLoadedTexturesCache(): InternalTexture[];
  95136. /**
  95137. * Gets the object containing all engine capabilities
  95138. * @returns the EngineCapabilities object
  95139. */
  95140. getCaps(): EngineCapabilities;
  95141. /**
  95142. * Gets the current depth function
  95143. * @returns a number defining the depth function
  95144. */
  95145. getDepthFunction(): Nullable<number>;
  95146. /**
  95147. * Sets the current depth function
  95148. * @param depthFunc defines the function to use
  95149. */
  95150. setDepthFunction(depthFunc: number): void;
  95151. /**
  95152. * Sets the current depth function to GREATER
  95153. */
  95154. setDepthFunctionToGreater(): void;
  95155. /**
  95156. * Sets the current depth function to GEQUAL
  95157. */
  95158. setDepthFunctionToGreaterOrEqual(): void;
  95159. /**
  95160. * Sets the current depth function to LESS
  95161. */
  95162. setDepthFunctionToLess(): void;
  95163. private _cachedStencilBuffer;
  95164. private _cachedStencilFunction;
  95165. private _cachedStencilMask;
  95166. private _cachedStencilOperationPass;
  95167. private _cachedStencilOperationFail;
  95168. private _cachedStencilOperationDepthFail;
  95169. private _cachedStencilReference;
  95170. /**
  95171. * Caches the the state of the stencil buffer
  95172. */
  95173. cacheStencilState(): void;
  95174. /**
  95175. * Restores the state of the stencil buffer
  95176. */
  95177. restoreStencilState(): void;
  95178. /**
  95179. * Sets the current depth function to LEQUAL
  95180. */
  95181. setDepthFunctionToLessOrEqual(): void;
  95182. /**
  95183. * Gets a boolean indicating if stencil buffer is enabled
  95184. * @returns the current stencil buffer state
  95185. */
  95186. getStencilBuffer(): boolean;
  95187. /**
  95188. * Enable or disable the stencil buffer
  95189. * @param enable defines if the stencil buffer must be enabled or disabled
  95190. */
  95191. setStencilBuffer(enable: boolean): void;
  95192. /**
  95193. * Gets the current stencil mask
  95194. * @returns a number defining the new stencil mask to use
  95195. */
  95196. getStencilMask(): number;
  95197. /**
  95198. * Sets the current stencil mask
  95199. * @param mask defines the new stencil mask to use
  95200. */
  95201. setStencilMask(mask: number): void;
  95202. /**
  95203. * Gets the current stencil function
  95204. * @returns a number defining the stencil function to use
  95205. */
  95206. getStencilFunction(): number;
  95207. /**
  95208. * Gets the current stencil reference value
  95209. * @returns a number defining the stencil reference value to use
  95210. */
  95211. getStencilFunctionReference(): number;
  95212. /**
  95213. * Gets the current stencil mask
  95214. * @returns a number defining the stencil mask to use
  95215. */
  95216. getStencilFunctionMask(): number;
  95217. /**
  95218. * Sets the current stencil function
  95219. * @param stencilFunc defines the new stencil function to use
  95220. */
  95221. setStencilFunction(stencilFunc: number): void;
  95222. /**
  95223. * Sets the current stencil reference
  95224. * @param reference defines the new stencil reference to use
  95225. */
  95226. setStencilFunctionReference(reference: number): void;
  95227. /**
  95228. * Sets the current stencil mask
  95229. * @param mask defines the new stencil mask to use
  95230. */
  95231. setStencilFunctionMask(mask: number): void;
  95232. /**
  95233. * Gets the current stencil operation when stencil fails
  95234. * @returns a number defining stencil operation to use when stencil fails
  95235. */
  95236. getStencilOperationFail(): number;
  95237. /**
  95238. * Gets the current stencil operation when depth fails
  95239. * @returns a number defining stencil operation to use when depth fails
  95240. */
  95241. getStencilOperationDepthFail(): number;
  95242. /**
  95243. * Gets the current stencil operation when stencil passes
  95244. * @returns a number defining stencil operation to use when stencil passes
  95245. */
  95246. getStencilOperationPass(): number;
  95247. /**
  95248. * Sets the stencil operation to use when stencil fails
  95249. * @param operation defines the stencil operation to use when stencil fails
  95250. */
  95251. setStencilOperationFail(operation: number): void;
  95252. /**
  95253. * Sets the stencil operation to use when depth fails
  95254. * @param operation defines the stencil operation to use when depth fails
  95255. */
  95256. setStencilOperationDepthFail(operation: number): void;
  95257. /**
  95258. * Sets the stencil operation to use when stencil passes
  95259. * @param operation defines the stencil operation to use when stencil passes
  95260. */
  95261. setStencilOperationPass(operation: number): void;
  95262. /**
  95263. * Sets a boolean indicating if the dithering state is enabled or disabled
  95264. * @param value defines the dithering state
  95265. */
  95266. setDitheringState(value: boolean): void;
  95267. /**
  95268. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  95269. * @param value defines the rasterizer state
  95270. */
  95271. setRasterizerState(value: boolean): void;
  95272. /**
  95273. * stop executing a render loop function and remove it from the execution array
  95274. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  95275. */
  95276. stopRenderLoop(renderFunction?: () => void): void;
  95277. /** @hidden */
  95278. _renderLoop(): void;
  95279. /**
  95280. * Register and execute a render loop. The engine can have more than one render function
  95281. * @param renderFunction defines the function to continuously execute
  95282. */
  95283. runRenderLoop(renderFunction: () => void): void;
  95284. /**
  95285. * Toggle full screen mode
  95286. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95287. */
  95288. switchFullscreen(requestPointerLock: boolean): void;
  95289. /**
  95290. * Enters full screen mode
  95291. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95292. */
  95293. enterFullscreen(requestPointerLock: boolean): void;
  95294. /**
  95295. * Exits full screen mode
  95296. */
  95297. exitFullscreen(): void;
  95298. /**
  95299. * Enters Pointerlock mode
  95300. */
  95301. enterPointerlock(): void;
  95302. /**
  95303. * Exits Pointerlock mode
  95304. */
  95305. exitPointerlock(): void;
  95306. /**
  95307. * Clear the current render buffer or the current render target (if any is set up)
  95308. * @param color defines the color to use
  95309. * @param backBuffer defines if the back buffer must be cleared
  95310. * @param depth defines if the depth buffer must be cleared
  95311. * @param stencil defines if the stencil buffer must be cleared
  95312. */
  95313. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  95314. /**
  95315. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  95316. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95317. * @param y defines the y-coordinate of the corner of the clear rectangle
  95318. * @param width defines the width of the clear rectangle
  95319. * @param height defines the height of the clear rectangle
  95320. * @param clearColor defines the clear color
  95321. */
  95322. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  95323. /**
  95324. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  95325. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95326. * @param y defines the y-coordinate of the corner of the clear rectangle
  95327. * @param width defines the width of the clear rectangle
  95328. * @param height defines the height of the clear rectangle
  95329. */
  95330. enableScissor(x: number, y: number, width: number, height: number): void;
  95331. /**
  95332. * Disable previously set scissor test rectangle
  95333. */
  95334. disableScissor(): void;
  95335. private _viewportCached;
  95336. /** @hidden */
  95337. _viewport(x: number, y: number, width: number, height: number): void;
  95338. /**
  95339. * Set the WebGL's viewport
  95340. * @param viewport defines the viewport element to be used
  95341. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  95342. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  95343. */
  95344. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  95345. /**
  95346. * Directly set the WebGL Viewport
  95347. * @param x defines the x coordinate of the viewport (in screen space)
  95348. * @param y defines the y coordinate of the viewport (in screen space)
  95349. * @param width defines the width of the viewport (in screen space)
  95350. * @param height defines the height of the viewport (in screen space)
  95351. * @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
  95352. */
  95353. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  95354. /**
  95355. * Begin a new frame
  95356. */
  95357. beginFrame(): void;
  95358. /**
  95359. * Enf the current frame
  95360. */
  95361. endFrame(): void;
  95362. /**
  95363. * Resize the view according to the canvas' size
  95364. */
  95365. resize(): void;
  95366. /**
  95367. * Force a specific size of the canvas
  95368. * @param width defines the new canvas' width
  95369. * @param height defines the new canvas' height
  95370. */
  95371. setSize(width: number, height: number): void;
  95372. /**
  95373. * Binds the frame buffer to the specified texture.
  95374. * @param texture The texture to render to or null for the default canvas
  95375. * @param faceIndex The face of the texture to render to in case of cube texture
  95376. * @param requiredWidth The width of the target to render to
  95377. * @param requiredHeight The height of the target to render to
  95378. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  95379. * @param depthStencilTexture The depth stencil texture to use to render
  95380. * @param lodLevel defines le lod level to bind to the frame buffer
  95381. */
  95382. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  95383. /** @hidden */
  95384. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  95385. /**
  95386. * Unbind the current render target texture from the webGL context
  95387. * @param texture defines the render target texture to unbind
  95388. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  95389. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  95390. */
  95391. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95392. /**
  95393. * Force the mipmap generation for the given render target texture
  95394. * @param texture defines the render target texture to use
  95395. */
  95396. generateMipMapsForCubemap(texture: InternalTexture): void;
  95397. /**
  95398. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95399. */
  95400. flushFramebuffer(): void;
  95401. /**
  95402. * Unbind the current render target and bind the default framebuffer
  95403. */
  95404. restoreDefaultFramebuffer(): void;
  95405. /**
  95406. * Create an uniform buffer
  95407. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95408. * @param elements defines the content of the uniform buffer
  95409. * @returns the webGL uniform buffer
  95410. */
  95411. createUniformBuffer(elements: FloatArray): DataBuffer;
  95412. /**
  95413. * Create a dynamic uniform buffer
  95414. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95415. * @param elements defines the content of the uniform buffer
  95416. * @returns the webGL uniform buffer
  95417. */
  95418. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95419. /**
  95420. * Update an existing uniform buffer
  95421. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95422. * @param uniformBuffer defines the target uniform buffer
  95423. * @param elements defines the content to update
  95424. * @param offset defines the offset in the uniform buffer where update should start
  95425. * @param count defines the size of the data to update
  95426. */
  95427. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95428. private _resetVertexBufferBinding;
  95429. /**
  95430. * Creates a vertex buffer
  95431. * @param data the data for the vertex buffer
  95432. * @returns the new WebGL static buffer
  95433. */
  95434. createVertexBuffer(data: DataArray): DataBuffer;
  95435. /**
  95436. * Creates a dynamic vertex buffer
  95437. * @param data the data for the dynamic vertex buffer
  95438. * @returns the new WebGL dynamic buffer
  95439. */
  95440. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95441. /**
  95442. * Update a dynamic index buffer
  95443. * @param indexBuffer defines the target index buffer
  95444. * @param indices defines the data to update
  95445. * @param offset defines the offset in the target index buffer where update should start
  95446. */
  95447. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95448. /**
  95449. * Updates a dynamic vertex buffer.
  95450. * @param vertexBuffer the vertex buffer to update
  95451. * @param data the data used to update the vertex buffer
  95452. * @param byteOffset the byte offset of the data
  95453. * @param byteLength the byte length of the data
  95454. */
  95455. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95456. private _resetIndexBufferBinding;
  95457. /**
  95458. * Creates a new index buffer
  95459. * @param indices defines the content of the index buffer
  95460. * @param updatable defines if the index buffer must be updatable
  95461. * @returns a new webGL buffer
  95462. */
  95463. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95464. /**
  95465. * Bind a webGL buffer to the webGL context
  95466. * @param buffer defines the buffer to bind
  95467. */
  95468. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95469. /**
  95470. * Bind an uniform buffer to the current webGL context
  95471. * @param buffer defines the buffer to bind
  95472. */
  95473. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95474. /**
  95475. * Bind a buffer to the current webGL context at a given location
  95476. * @param buffer defines the buffer to bind
  95477. * @param location defines the index where to bind the buffer
  95478. */
  95479. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95480. /**
  95481. * Bind a specific block at a given index in a specific shader program
  95482. * @param pipelineContext defines the pipeline context to use
  95483. * @param blockName defines the block name
  95484. * @param index defines the index where to bind the block
  95485. */
  95486. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95487. private bindIndexBuffer;
  95488. private bindBuffer;
  95489. /**
  95490. * update the bound buffer with the given data
  95491. * @param data defines the data to update
  95492. */
  95493. updateArrayBuffer(data: Float32Array): void;
  95494. private _vertexAttribPointer;
  95495. private _bindIndexBufferWithCache;
  95496. private _bindVertexBuffersAttributes;
  95497. /**
  95498. * Records a vertex array object
  95499. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95500. * @param vertexBuffers defines the list of vertex buffers to store
  95501. * @param indexBuffer defines the index buffer to store
  95502. * @param effect defines the effect to store
  95503. * @returns the new vertex array object
  95504. */
  95505. recordVertexArrayObject(vertexBuffers: {
  95506. [key: string]: VertexBuffer;
  95507. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95508. /**
  95509. * Bind a specific vertex array object
  95510. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95511. * @param vertexArrayObject defines the vertex array object to bind
  95512. * @param indexBuffer defines the index buffer to bind
  95513. */
  95514. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95515. /**
  95516. * Bind webGl buffers directly to the webGL context
  95517. * @param vertexBuffer defines the vertex buffer to bind
  95518. * @param indexBuffer defines the index buffer to bind
  95519. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95520. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95521. * @param effect defines the effect associated with the vertex buffer
  95522. */
  95523. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95524. private _unbindVertexArrayObject;
  95525. /**
  95526. * Bind a list of vertex buffers to the webGL context
  95527. * @param vertexBuffers defines the list of vertex buffers to bind
  95528. * @param indexBuffer defines the index buffer to bind
  95529. * @param effect defines the effect associated with the vertex buffers
  95530. */
  95531. bindBuffers(vertexBuffers: {
  95532. [key: string]: Nullable<VertexBuffer>;
  95533. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95534. /**
  95535. * Unbind all instance attributes
  95536. */
  95537. unbindInstanceAttributes(): void;
  95538. /**
  95539. * Release and free the memory of a vertex array object
  95540. * @param vao defines the vertex array object to delete
  95541. */
  95542. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95543. /** @hidden */
  95544. _releaseBuffer(buffer: DataBuffer): boolean;
  95545. /**
  95546. * Creates a webGL buffer to use with instanciation
  95547. * @param capacity defines the size of the buffer
  95548. * @returns the webGL buffer
  95549. */
  95550. createInstancesBuffer(capacity: number): DataBuffer;
  95551. /**
  95552. * Delete a webGL buffer used with instanciation
  95553. * @param buffer defines the webGL buffer to delete
  95554. */
  95555. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95556. /**
  95557. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95558. * @param instancesBuffer defines the webGL buffer to update and bind
  95559. * @param data defines the data to store in the buffer
  95560. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95561. */
  95562. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95563. /**
  95564. * Apply all cached states (depth, culling, stencil and alpha)
  95565. */
  95566. applyStates(): void;
  95567. /**
  95568. * Send a draw order
  95569. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95570. * @param indexStart defines the starting index
  95571. * @param indexCount defines the number of index to draw
  95572. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95573. */
  95574. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95575. /**
  95576. * Draw a list of points
  95577. * @param verticesStart defines the index of first vertex to draw
  95578. * @param verticesCount defines the count of vertices to draw
  95579. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95580. */
  95581. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95582. /**
  95583. * Draw a list of unindexed primitives
  95584. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95585. * @param verticesStart defines the index of first vertex to draw
  95586. * @param verticesCount defines the count of vertices to draw
  95587. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95588. */
  95589. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95590. /**
  95591. * Draw a list of indexed primitives
  95592. * @param fillMode defines the primitive to use
  95593. * @param indexStart defines the starting index
  95594. * @param indexCount defines the number of index to draw
  95595. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95596. */
  95597. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95598. /**
  95599. * Draw a list of unindexed primitives
  95600. * @param fillMode defines the primitive to use
  95601. * @param verticesStart defines the index of first vertex to draw
  95602. * @param verticesCount defines the count of vertices to draw
  95603. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95604. */
  95605. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95606. private _drawMode;
  95607. /** @hidden */
  95608. _releaseEffect(effect: Effect): void;
  95609. /** @hidden */
  95610. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95611. /**
  95612. * Create a new effect (used to store vertex/fragment shaders)
  95613. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95614. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95615. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95616. * @param samplers defines an array of string used to represent textures
  95617. * @param defines defines the string containing the defines to use to compile the shaders
  95618. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95619. * @param onCompiled defines a function to call when the effect creation is successful
  95620. * @param onError defines a function to call when the effect creation has failed
  95621. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95622. * @returns the new Effect
  95623. */
  95624. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  95625. private _compileShader;
  95626. private _compileRawShader;
  95627. /**
  95628. * Directly creates a webGL program
  95629. * @param pipelineContext defines the pipeline context to attach to
  95630. * @param vertexCode defines the vertex shader code to use
  95631. * @param fragmentCode defines the fragment shader code to use
  95632. * @param context defines the webGL context to use (if not set, the current one will be used)
  95633. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95634. * @returns the new webGL program
  95635. */
  95636. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95637. /**
  95638. * Creates a webGL program
  95639. * @param pipelineContext defines the pipeline context to attach to
  95640. * @param vertexCode defines the vertex shader code to use
  95641. * @param fragmentCode defines the fragment shader code to use
  95642. * @param defines defines the string containing the defines to use to compile the shaders
  95643. * @param context defines the webGL context to use (if not set, the current one will be used)
  95644. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95645. * @returns the new webGL program
  95646. */
  95647. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95648. /**
  95649. * Creates a new pipeline context
  95650. * @returns the new pipeline
  95651. */
  95652. createPipelineContext(): WebGLPipelineContext;
  95653. private _createShaderProgram;
  95654. private _finalizePipelineContext;
  95655. /** @hidden */
  95656. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95657. /** @hidden */
  95658. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95659. /** @hidden */
  95660. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95661. /**
  95662. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95663. * @param pipelineContext defines the pipeline context to use
  95664. * @param uniformsNames defines the list of uniform names
  95665. * @returns an array of webGL uniform locations
  95666. */
  95667. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95668. /**
  95669. * Gets the lsit of active attributes for a given webGL program
  95670. * @param pipelineContext defines the pipeline context to use
  95671. * @param attributesNames defines the list of attribute names to get
  95672. * @returns an array of indices indicating the offset of each attribute
  95673. */
  95674. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95675. /**
  95676. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95677. * @param effect defines the effect to activate
  95678. */
  95679. enableEffect(effect: Nullable<Effect>): void;
  95680. /**
  95681. * Set the value of an uniform to an array of int32
  95682. * @param uniform defines the webGL uniform location where to store the value
  95683. * @param array defines the array of int32 to store
  95684. */
  95685. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95686. /**
  95687. * Set the value of an uniform to an array of int32 (stored as vec2)
  95688. * @param uniform defines the webGL uniform location where to store the value
  95689. * @param array defines the array of int32 to store
  95690. */
  95691. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95692. /**
  95693. * Set the value of an uniform to an array of int32 (stored as vec3)
  95694. * @param uniform defines the webGL uniform location where to store the value
  95695. * @param array defines the array of int32 to store
  95696. */
  95697. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95698. /**
  95699. * Set the value of an uniform to an array of int32 (stored as vec4)
  95700. * @param uniform defines the webGL uniform location where to store the value
  95701. * @param array defines the array of int32 to store
  95702. */
  95703. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95704. /**
  95705. * Set the value of an uniform to an array of float32
  95706. * @param uniform defines the webGL uniform location where to store the value
  95707. * @param array defines the array of float32 to store
  95708. */
  95709. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95710. /**
  95711. * Set the value of an uniform to an array of float32 (stored as vec2)
  95712. * @param uniform defines the webGL uniform location where to store the value
  95713. * @param array defines the array of float32 to store
  95714. */
  95715. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95716. /**
  95717. * Set the value of an uniform to an array of float32 (stored as vec3)
  95718. * @param uniform defines the webGL uniform location where to store the value
  95719. * @param array defines the array of float32 to store
  95720. */
  95721. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95722. /**
  95723. * Set the value of an uniform to an array of float32 (stored as vec4)
  95724. * @param uniform defines the webGL uniform location where to store the value
  95725. * @param array defines the array of float32 to store
  95726. */
  95727. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95728. /**
  95729. * Set the value of an uniform to an array of number
  95730. * @param uniform defines the webGL uniform location where to store the value
  95731. * @param array defines the array of number to store
  95732. */
  95733. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95734. /**
  95735. * Set the value of an uniform to an array of number (stored as vec2)
  95736. * @param uniform defines the webGL uniform location where to store the value
  95737. * @param array defines the array of number to store
  95738. */
  95739. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95740. /**
  95741. * Set the value of an uniform to an array of number (stored as vec3)
  95742. * @param uniform defines the webGL uniform location where to store the value
  95743. * @param array defines the array of number to store
  95744. */
  95745. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95746. /**
  95747. * Set the value of an uniform to an array of number (stored as vec4)
  95748. * @param uniform defines the webGL uniform location where to store the value
  95749. * @param array defines the array of number to store
  95750. */
  95751. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95752. /**
  95753. * Set the value of an uniform to an array of float32 (stored as matrices)
  95754. * @param uniform defines the webGL uniform location where to store the value
  95755. * @param matrices defines the array of float32 to store
  95756. */
  95757. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95758. /**
  95759. * Set the value of an uniform to a matrix (3x3)
  95760. * @param uniform defines the webGL uniform location where to store the value
  95761. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95762. */
  95763. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95764. /**
  95765. * Set the value of an uniform to a matrix (2x2)
  95766. * @param uniform defines the webGL uniform location where to store the value
  95767. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95768. */
  95769. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95770. /**
  95771. * Set the value of an uniform to a number (int)
  95772. * @param uniform defines the webGL uniform location where to store the value
  95773. * @param value defines the int number to store
  95774. */
  95775. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95776. /**
  95777. * Set the value of an uniform to a number (float)
  95778. * @param uniform defines the webGL uniform location where to store the value
  95779. * @param value defines the float number to store
  95780. */
  95781. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95782. /**
  95783. * Set the value of an uniform to a vec2
  95784. * @param uniform defines the webGL uniform location where to store the value
  95785. * @param x defines the 1st component of the value
  95786. * @param y defines the 2nd component of the value
  95787. */
  95788. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95789. /**
  95790. * Set the value of an uniform to a vec3
  95791. * @param uniform defines the webGL uniform location where to store the value
  95792. * @param x defines the 1st component of the value
  95793. * @param y defines the 2nd component of the value
  95794. * @param z defines the 3rd component of the value
  95795. */
  95796. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95797. /**
  95798. * Set the value of an uniform to a boolean
  95799. * @param uniform defines the webGL uniform location where to store the value
  95800. * @param bool defines the boolean to store
  95801. */
  95802. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95803. /**
  95804. * Set the value of an uniform to a vec4
  95805. * @param uniform defines the webGL uniform location where to store the value
  95806. * @param x defines the 1st component of the value
  95807. * @param y defines the 2nd component of the value
  95808. * @param z defines the 3rd component of the value
  95809. * @param w defines the 4th component of the value
  95810. */
  95811. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95812. /**
  95813. * Sets a Color4 on a uniform variable
  95814. * @param uniform defines the uniform location
  95815. * @param color4 defines the value to be set
  95816. */
  95817. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95818. /**
  95819. * Set various states to the webGL context
  95820. * @param culling defines backface culling state
  95821. * @param zOffset defines the value to apply to zOffset (0 by default)
  95822. * @param force defines if states must be applied even if cache is up to date
  95823. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95824. */
  95825. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95826. /**
  95827. * Set the z offset to apply to current rendering
  95828. * @param value defines the offset to apply
  95829. */
  95830. setZOffset(value: number): void;
  95831. /**
  95832. * Gets the current value of the zOffset
  95833. * @returns the current zOffset state
  95834. */
  95835. getZOffset(): number;
  95836. /**
  95837. * Enable or disable depth buffering
  95838. * @param enable defines the state to set
  95839. */
  95840. setDepthBuffer(enable: boolean): void;
  95841. /**
  95842. * Gets a boolean indicating if depth writing is enabled
  95843. * @returns the current depth writing state
  95844. */
  95845. getDepthWrite(): boolean;
  95846. /**
  95847. * Enable or disable depth writing
  95848. * @param enable defines the state to set
  95849. */
  95850. setDepthWrite(enable: boolean): void;
  95851. /**
  95852. * Enable or disable color writing
  95853. * @param enable defines the state to set
  95854. */
  95855. setColorWrite(enable: boolean): void;
  95856. /**
  95857. * Gets a boolean indicating if color writing is enabled
  95858. * @returns the current color writing state
  95859. */
  95860. getColorWrite(): boolean;
  95861. /**
  95862. * Sets alpha constants used by some alpha blending modes
  95863. * @param r defines the red component
  95864. * @param g defines the green component
  95865. * @param b defines the blue component
  95866. * @param a defines the alpha component
  95867. */
  95868. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95869. /**
  95870. * Sets the current alpha mode
  95871. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95872. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95873. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95874. */
  95875. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95876. /**
  95877. * Gets the current alpha mode
  95878. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95879. * @returns the current alpha mode
  95880. */
  95881. getAlphaMode(): number;
  95882. /**
  95883. * Clears the list of texture accessible through engine.
  95884. * This can help preventing texture load conflict due to name collision.
  95885. */
  95886. clearInternalTexturesCache(): void;
  95887. /**
  95888. * Force the entire cache to be cleared
  95889. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95890. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95891. */
  95892. wipeCaches(bruteForce?: boolean): void;
  95893. /**
  95894. * Set the compressed texture format to use, based on the formats you have, and the formats
  95895. * supported by the hardware / browser.
  95896. *
  95897. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95898. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95899. * to API arguments needed to compressed textures. This puts the burden on the container
  95900. * generator to house the arcane code for determining these for current & future formats.
  95901. *
  95902. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95903. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95904. *
  95905. * Note: The result of this call is not taken into account when a texture is base64.
  95906. *
  95907. * @param formatsAvailable defines the list of those format families you have created
  95908. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95909. *
  95910. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95911. * @returns The extension selected.
  95912. */
  95913. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95914. /** @hidden */
  95915. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95916. min: number;
  95917. mag: number;
  95918. };
  95919. /** @hidden */
  95920. _createTexture(): WebGLTexture;
  95921. /**
  95922. * Usually called from Texture.ts.
  95923. * Passed information to create a WebGLTexture
  95924. * @param urlArg defines a value which contains one of the following:
  95925. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95926. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95927. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95928. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95929. * @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)
  95930. * @param scene needed for loading to the correct scene
  95931. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95932. * @param onLoad optional callback to be called upon successful completion
  95933. * @param onError optional callback to be called upon failure
  95934. * @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
  95935. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95936. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95937. * @param forcedExtension defines the extension to use to pick the right loader
  95938. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95939. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95940. */
  95941. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95942. /**
  95943. * @hidden
  95944. * Rescales a texture
  95945. * @param source input texutre
  95946. * @param destination destination texture
  95947. * @param scene scene to use to render the resize
  95948. * @param internalFormat format to use when resizing
  95949. * @param onComplete callback to be called when resize has completed
  95950. */
  95951. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95952. private _unpackFlipYCached;
  95953. /**
  95954. * In case you are sharing the context with other applications, it might
  95955. * be interested to not cache the unpack flip y state to ensure a consistent
  95956. * value would be set.
  95957. */
  95958. enableUnpackFlipYCached: boolean;
  95959. /** @hidden */
  95960. _unpackFlipY(value: boolean): void;
  95961. /** @hidden */
  95962. _getUnpackAlignement(): number;
  95963. /**
  95964. * Creates a dynamic texture
  95965. * @param width defines the width of the texture
  95966. * @param height defines the height of the texture
  95967. * @param generateMipMaps defines if the engine should generate the mip levels
  95968. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95969. * @returns the dynamic texture inside an InternalTexture
  95970. */
  95971. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95972. /**
  95973. * Update the sampling mode of a given texture
  95974. * @param samplingMode defines the required sampling mode
  95975. * @param texture defines the texture to update
  95976. */
  95977. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95978. /**
  95979. * Update the content of a dynamic texture
  95980. * @param texture defines the texture to update
  95981. * @param canvas defines the canvas containing the source
  95982. * @param invertY defines if data must be stored with Y axis inverted
  95983. * @param premulAlpha defines if alpha is stored as premultiplied
  95984. * @param format defines the format of the data
  95985. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95986. */
  95987. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95988. /**
  95989. * Update a video texture
  95990. * @param texture defines the texture to update
  95991. * @param video defines the video element to use
  95992. * @param invertY defines if data must be stored with Y axis inverted
  95993. */
  95994. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95995. /**
  95996. * Updates a depth texture Comparison Mode and Function.
  95997. * If the comparison Function is equal to 0, the mode will be set to none.
  95998. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95999. * @param texture The texture to set the comparison function for
  96000. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96001. */
  96002. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96003. /** @hidden */
  96004. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96005. width: number;
  96006. height: number;
  96007. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96008. /**
  96009. * Creates a depth stencil texture.
  96010. * This is only available in WebGL 2 or with the depth texture extension available.
  96011. * @param size The size of face edge in the texture.
  96012. * @param options The options defining the texture.
  96013. * @returns The texture
  96014. */
  96015. createDepthStencilTexture(size: number | {
  96016. width: number;
  96017. height: number;
  96018. }, options: DepthTextureCreationOptions): InternalTexture;
  96019. /**
  96020. * Creates a depth stencil texture.
  96021. * This is only available in WebGL 2 or with the depth texture extension available.
  96022. * @param size The size of face edge in the texture.
  96023. * @param options The options defining the texture.
  96024. * @returns The texture
  96025. */
  96026. private _createDepthStencilTexture;
  96027. /**
  96028. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96029. * @param renderTarget The render target to set the frame buffer for
  96030. */
  96031. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96032. /**
  96033. * Creates a new render target texture
  96034. * @param size defines the size of the texture
  96035. * @param options defines the options used to create the texture
  96036. * @returns a new render target texture stored in an InternalTexture
  96037. */
  96038. createRenderTargetTexture(size: number | {
  96039. width: number;
  96040. height: number;
  96041. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96042. /** @hidden */
  96043. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96044. /**
  96045. * Updates the sample count of a render target texture
  96046. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96047. * @param texture defines the texture to update
  96048. * @param samples defines the sample count to set
  96049. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96050. */
  96051. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96052. /** @hidden */
  96053. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96054. /** @hidden */
  96055. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96056. /** @hidden */
  96057. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96058. /** @hidden */
  96059. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96060. /**
  96061. * @hidden
  96062. */
  96063. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96064. private _prepareWebGLTextureContinuation;
  96065. private _prepareWebGLTexture;
  96066. /** @hidden */
  96067. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96068. /** @hidden */
  96069. _releaseFramebufferObjects(texture: InternalTexture): void;
  96070. /** @hidden */
  96071. _releaseTexture(texture: InternalTexture): void;
  96072. private setProgram;
  96073. private _boundUniforms;
  96074. /**
  96075. * Binds an effect to the webGL context
  96076. * @param effect defines the effect to bind
  96077. */
  96078. bindSamplers(effect: Effect): void;
  96079. private _activateCurrentTexture;
  96080. /** @hidden */
  96081. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96082. /** @hidden */
  96083. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96084. /**
  96085. * Sets a texture to the webGL context from a postprocess
  96086. * @param channel defines the channel to use
  96087. * @param postProcess defines the source postprocess
  96088. */
  96089. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96090. /**
  96091. * Binds the output of the passed in post process to the texture channel specified
  96092. * @param channel The channel the texture should be bound to
  96093. * @param postProcess The post process which's output should be bound
  96094. */
  96095. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96096. /**
  96097. * Unbind all textures from the webGL context
  96098. */
  96099. unbindAllTextures(): void;
  96100. /**
  96101. * Sets a texture to the according uniform.
  96102. * @param channel The texture channel
  96103. * @param uniform The uniform to set
  96104. * @param texture The texture to apply
  96105. */
  96106. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96107. /**
  96108. * Sets a depth stencil texture from a render target to the according uniform.
  96109. * @param channel The texture channel
  96110. * @param uniform The uniform to set
  96111. * @param texture The render target texture containing the depth stencil texture to apply
  96112. */
  96113. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96114. private _bindSamplerUniformToChannel;
  96115. private _getTextureWrapMode;
  96116. private _setTexture;
  96117. /**
  96118. * Sets an array of texture to the webGL context
  96119. * @param channel defines the channel where the texture array must be set
  96120. * @param uniform defines the associated uniform location
  96121. * @param textures defines the array of textures to bind
  96122. */
  96123. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  96124. /** @hidden */
  96125. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  96126. private _setTextureParameterFloat;
  96127. private _setTextureParameterInteger;
  96128. /**
  96129. * Reads pixels from the current frame buffer. Please note that this function can be slow
  96130. * @param x defines the x coordinate of the rectangle where pixels must be read
  96131. * @param y defines the y coordinate of the rectangle where pixels must be read
  96132. * @param width defines the width of the rectangle where pixels must be read
  96133. * @param height defines the height of the rectangle where pixels must be read
  96134. * @returns a Uint8Array containing RGBA colors
  96135. */
  96136. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96137. /**
  96138. * Add an externaly attached data from its key.
  96139. * This method call will fail and return false, if such key already exists.
  96140. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96141. * @param key the unique key that identifies the data
  96142. * @param data the data object to associate to the key for this Engine instance
  96143. * @return true if no such key were already present and the data was added successfully, false otherwise
  96144. */
  96145. addExternalData<T>(key: string, data: T): boolean;
  96146. /**
  96147. * Get an externaly attached data from its key
  96148. * @param key the unique key that identifies the data
  96149. * @return the associated data, if present (can be null), or undefined if not present
  96150. */
  96151. getExternalData<T>(key: string): T;
  96152. /**
  96153. * Get an externaly attached data from its key, create it using a factory if it's not already present
  96154. * @param key the unique key that identifies the data
  96155. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  96156. * @return the associated data, can be null if the factory returned null.
  96157. */
  96158. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  96159. /**
  96160. * Remove an externaly attached data from the Engine instance
  96161. * @param key the unique key that identifies the data
  96162. * @return true if the data was successfully removed, false if it doesn't exist
  96163. */
  96164. removeExternalData(key: string): boolean;
  96165. /**
  96166. * Unbind all vertex attributes from the webGL context
  96167. */
  96168. unbindAllAttributes(): void;
  96169. /**
  96170. * 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
  96171. */
  96172. releaseEffects(): void;
  96173. /**
  96174. * Dispose and release all associated resources
  96175. */
  96176. dispose(): void;
  96177. /**
  96178. * Display the loading screen
  96179. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96180. */
  96181. displayLoadingUI(): void;
  96182. /**
  96183. * Hide the loading screen
  96184. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96185. */
  96186. hideLoadingUI(): void;
  96187. /**
  96188. * Gets the current loading screen object
  96189. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96190. */
  96191. /**
  96192. * Sets the current loading screen object
  96193. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96194. */
  96195. loadingScreen: ILoadingScreen;
  96196. /**
  96197. * Sets the current loading screen text
  96198. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96199. */
  96200. loadingUIText: string;
  96201. /**
  96202. * Sets the current loading screen background color
  96203. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96204. */
  96205. loadingUIBackgroundColor: string;
  96206. /**
  96207. * Attach a new callback raised when context lost event is fired
  96208. * @param callback defines the callback to call
  96209. */
  96210. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96211. /**
  96212. * Attach a new callback raised when context restored event is fired
  96213. * @param callback defines the callback to call
  96214. */
  96215. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96216. /**
  96217. * Gets the source code of the vertex shader associated with a specific webGL program
  96218. * @param program defines the program to use
  96219. * @returns a string containing the source code of the vertex shader associated with the program
  96220. */
  96221. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  96222. /**
  96223. * Gets the source code of the fragment shader associated with a specific webGL program
  96224. * @param program defines the program to use
  96225. * @returns a string containing the source code of the fragment shader associated with the program
  96226. */
  96227. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  96228. /**
  96229. * Get the current error code of the webGL context
  96230. * @returns the error code
  96231. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  96232. */
  96233. getError(): number;
  96234. /**
  96235. * Gets the current framerate
  96236. * @returns a number representing the framerate
  96237. */
  96238. getFps(): number;
  96239. /**
  96240. * Gets the time spent between current and previous frame
  96241. * @returns a number representing the delta time in ms
  96242. */
  96243. getDeltaTime(): number;
  96244. private _measureFps;
  96245. /** @hidden */
  96246. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  96247. private _canRenderToFloatFramebuffer;
  96248. private _canRenderToHalfFloatFramebuffer;
  96249. private _canRenderToFramebuffer;
  96250. /** @hidden */
  96251. _getWebGLTextureType(type: number): number;
  96252. /** @hidden */
  96253. _getInternalFormat(format: number): number;
  96254. /** @hidden */
  96255. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  96256. /** @hidden */
  96257. _getRGBAMultiSampleBufferFormat(type: number): number;
  96258. /** @hidden */
  96259. _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;
  96260. /** @hidden */
  96261. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  96262. /**
  96263. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  96264. * @returns true if the engine can be created
  96265. * @ignorenaming
  96266. */
  96267. static isSupported(): boolean;
  96268. /**
  96269. * Find the next highest power of two.
  96270. * @param x Number to start search from.
  96271. * @return Next highest power of two.
  96272. */
  96273. static CeilingPOT(x: number): number;
  96274. /**
  96275. * Find the next lowest power of two.
  96276. * @param x Number to start search from.
  96277. * @return Next lowest power of two.
  96278. */
  96279. static FloorPOT(x: number): number;
  96280. /**
  96281. * Find the nearest power of two.
  96282. * @param x Number to start search from.
  96283. * @return Next nearest power of two.
  96284. */
  96285. static NearestPOT(x: number): number;
  96286. /**
  96287. * Get the closest exponent of two
  96288. * @param value defines the value to approximate
  96289. * @param max defines the maximum value to return
  96290. * @param mode defines how to define the closest value
  96291. * @returns closest exponent of two of the given value
  96292. */
  96293. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  96294. /**
  96295. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  96296. * @param func - the function to be called
  96297. * @param requester - the object that will request the next frame. Falls back to window.
  96298. * @returns frame number
  96299. */
  96300. static QueueNewFrame(func: () => void, requester?: any): number;
  96301. /**
  96302. * Ask the browser to promote the current element to pointerlock mode
  96303. * @param element defines the DOM element to promote
  96304. */
  96305. static _RequestPointerlock(element: HTMLElement): void;
  96306. /**
  96307. * Asks the browser to exit pointerlock mode
  96308. */
  96309. static _ExitPointerlock(): void;
  96310. /**
  96311. * Ask the browser to promote the current element to fullscreen rendering mode
  96312. * @param element defines the DOM element to promote
  96313. */
  96314. static _RequestFullscreen(element: HTMLElement): void;
  96315. /**
  96316. * Asks the browser to exit fullscreen mode
  96317. */
  96318. static _ExitFullscreen(): void;
  96319. }
  96320. }
  96321. declare module BABYLON {
  96322. /**
  96323. * The engine store class is responsible to hold all the instances of Engine and Scene created
  96324. * during the life time of the application.
  96325. */
  96326. export class EngineStore {
  96327. /** Gets the list of created engines */
  96328. static Instances: Engine[];
  96329. /** @hidden */
  96330. static _LastCreatedScene: Nullable<Scene>;
  96331. /**
  96332. * Gets the latest created engine
  96333. */
  96334. static readonly LastCreatedEngine: Nullable<Engine>;
  96335. /**
  96336. * Gets the latest created scene
  96337. */
  96338. static readonly LastCreatedScene: Nullable<Scene>;
  96339. /**
  96340. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96341. * @ignorenaming
  96342. */
  96343. static UseFallbackTexture: boolean;
  96344. /**
  96345. * Texture content used if a texture cannot loaded
  96346. * @ignorenaming
  96347. */
  96348. static FallbackTexture: string;
  96349. }
  96350. }
  96351. declare module BABYLON {
  96352. /**
  96353. * Helper class that provides a small promise polyfill
  96354. */
  96355. export class PromisePolyfill {
  96356. /**
  96357. * Static function used to check if the polyfill is required
  96358. * If this is the case then the function will inject the polyfill to window.Promise
  96359. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  96360. */
  96361. static Apply(force?: boolean): void;
  96362. }
  96363. }
  96364. declare module BABYLON {
  96365. /**
  96366. * Interface for screenshot methods with describe argument called `size` as object with options
  96367. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  96368. */
  96369. export interface IScreenshotSize {
  96370. /**
  96371. * number in pixels for canvas height
  96372. */
  96373. height?: number;
  96374. /**
  96375. * multiplier allowing render at a higher or lower resolution
  96376. * If value is defined then height and width will be ignored and taken from camera
  96377. */
  96378. precision?: number;
  96379. /**
  96380. * number in pixels for canvas width
  96381. */
  96382. width?: number;
  96383. }
  96384. }
  96385. declare module BABYLON {
  96386. interface IColor4Like {
  96387. r: float;
  96388. g: float;
  96389. b: float;
  96390. a: float;
  96391. }
  96392. /**
  96393. * Class containing a set of static utilities functions
  96394. */
  96395. export class Tools {
  96396. /**
  96397. * Gets or sets the base URL to use to load assets
  96398. */
  96399. static BaseUrl: string;
  96400. /**
  96401. * Enable/Disable Custom HTTP Request Headers globally.
  96402. * default = false
  96403. * @see CustomRequestHeaders
  96404. */
  96405. static UseCustomRequestHeaders: boolean;
  96406. /**
  96407. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96408. * i.e. when loading files, where the server/service expects an Authorization header
  96409. */
  96410. static CustomRequestHeaders: {
  96411. [key: string]: string;
  96412. };
  96413. /**
  96414. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96415. */
  96416. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96417. /**
  96418. * Default behaviour for cors in the application.
  96419. * It can be a string if the expected behavior is identical in the entire app.
  96420. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96421. */
  96422. static CorsBehavior: string | ((url: string | string[]) => string);
  96423. /**
  96424. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96425. * @ignorenaming
  96426. */
  96427. static UseFallbackTexture: boolean;
  96428. /**
  96429. * Use this object to register external classes like custom textures or material
  96430. * to allow the laoders to instantiate them
  96431. */
  96432. static RegisteredExternalClasses: {
  96433. [key: string]: Object;
  96434. };
  96435. /**
  96436. * Texture content used if a texture cannot loaded
  96437. * @ignorenaming
  96438. */
  96439. static fallbackTexture: string;
  96440. /**
  96441. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96442. * @param u defines the coordinate on X axis
  96443. * @param v defines the coordinate on Y axis
  96444. * @param width defines the width of the source data
  96445. * @param height defines the height of the source data
  96446. * @param pixels defines the source byte array
  96447. * @param color defines the output color
  96448. */
  96449. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96450. /**
  96451. * Interpolates between a and b via alpha
  96452. * @param a The lower value (returned when alpha = 0)
  96453. * @param b The upper value (returned when alpha = 1)
  96454. * @param alpha The interpolation-factor
  96455. * @return The mixed value
  96456. */
  96457. static Mix(a: number, b: number, alpha: number): number;
  96458. /**
  96459. * Tries to instantiate a new object from a given class name
  96460. * @param className defines the class name to instantiate
  96461. * @returns the new object or null if the system was not able to do the instantiation
  96462. */
  96463. static Instantiate(className: string): any;
  96464. /**
  96465. * Provides a slice function that will work even on IE
  96466. * @param data defines the array to slice
  96467. * @param start defines the start of the data (optional)
  96468. * @param end defines the end of the data (optional)
  96469. * @returns the new sliced array
  96470. */
  96471. static Slice<T>(data: T, start?: number, end?: number): T;
  96472. /**
  96473. * Polyfill for setImmediate
  96474. * @param action defines the action to execute after the current execution block
  96475. */
  96476. static SetImmediate(action: () => void): void;
  96477. /**
  96478. * Function indicating if a number is an exponent of 2
  96479. * @param value defines the value to test
  96480. * @returns true if the value is an exponent of 2
  96481. */
  96482. static IsExponentOfTwo(value: number): boolean;
  96483. private static _tmpFloatArray;
  96484. /**
  96485. * Returns the nearest 32-bit single precision float representation of a Number
  96486. * @param value A Number. If the parameter is of a different type, it will get converted
  96487. * to a number or to NaN if it cannot be converted
  96488. * @returns number
  96489. */
  96490. static FloatRound(value: number): number;
  96491. /**
  96492. * Extracts the filename from a path
  96493. * @param path defines the path to use
  96494. * @returns the filename
  96495. */
  96496. static GetFilename(path: string): string;
  96497. /**
  96498. * Extracts the "folder" part of a path (everything before the filename).
  96499. * @param uri The URI to extract the info from
  96500. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96501. * @returns The "folder" part of the path
  96502. */
  96503. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96504. /**
  96505. * Extracts text content from a DOM element hierarchy
  96506. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96507. */
  96508. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96509. /**
  96510. * Convert an angle in radians to degrees
  96511. * @param angle defines the angle to convert
  96512. * @returns the angle in degrees
  96513. */
  96514. static ToDegrees(angle: number): number;
  96515. /**
  96516. * Convert an angle in degrees to radians
  96517. * @param angle defines the angle to convert
  96518. * @returns the angle in radians
  96519. */
  96520. static ToRadians(angle: number): number;
  96521. /**
  96522. * Encode a buffer to a base64 string
  96523. * @param buffer defines the buffer to encode
  96524. * @returns the encoded string
  96525. */
  96526. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96527. /**
  96528. * Returns an array if obj is not an array
  96529. * @param obj defines the object to evaluate as an array
  96530. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96531. * @returns either obj directly if obj is an array or a new array containing obj
  96532. */
  96533. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96534. /**
  96535. * Gets the pointer prefix to use
  96536. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96537. */
  96538. static GetPointerPrefix(): string;
  96539. /**
  96540. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96541. * @param url define the url we are trying
  96542. * @param element define the dom element where to configure the cors policy
  96543. */
  96544. static SetCorsBehavior(url: string | string[], element: {
  96545. crossOrigin: string | null;
  96546. }): void;
  96547. /**
  96548. * Removes unwanted characters from an url
  96549. * @param url defines the url to clean
  96550. * @returns the cleaned url
  96551. */
  96552. static CleanUrl(url: string): string;
  96553. /**
  96554. * Gets or sets a function used to pre-process url before using them to load assets
  96555. */
  96556. static PreprocessUrl: (url: string) => string;
  96557. /**
  96558. * Loads an image as an HTMLImageElement.
  96559. * @param input url string, ArrayBuffer, or Blob to load
  96560. * @param onLoad callback called when the image successfully loads
  96561. * @param onError callback called when the image fails to load
  96562. * @param offlineProvider offline provider for caching
  96563. * @returns the HTMLImageElement of the loaded image
  96564. */
  96565. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96566. /**
  96567. * Loads a file
  96568. * @param url url string, ArrayBuffer, or Blob to load
  96569. * @param onSuccess callback called when the file successfully loads
  96570. * @param onProgress callback called while file is loading (if the server supports this mode)
  96571. * @param offlineProvider defines the offline provider for caching
  96572. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96573. * @param onError callback called when the file fails to load
  96574. * @returns a file request object
  96575. */
  96576. 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;
  96577. /**
  96578. * Loads a file from a url
  96579. * @param url the file url to load
  96580. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96581. */
  96582. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96583. /**
  96584. * Load a script (identified by an url). When the url returns, the
  96585. * content of this file is added into a new script element, attached to the DOM (body element)
  96586. * @param scriptUrl defines the url of the script to laod
  96587. * @param onSuccess defines the callback called when the script is loaded
  96588. * @param onError defines the callback to call if an error occurs
  96589. * @param scriptId defines the id of the script element
  96590. */
  96591. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96592. /**
  96593. * Load an asynchronous script (identified by an url). When the url returns, the
  96594. * content of this file is added into a new script element, attached to the DOM (body element)
  96595. * @param scriptUrl defines the url of the script to laod
  96596. * @param scriptId defines the id of the script element
  96597. * @returns a promise request object
  96598. */
  96599. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96600. /**
  96601. * Loads a file from a blob
  96602. * @param fileToLoad defines the blob to use
  96603. * @param callback defines the callback to call when data is loaded
  96604. * @param progressCallback defines the callback to call during loading process
  96605. * @returns a file request object
  96606. */
  96607. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96608. /**
  96609. * Loads a file
  96610. * @param fileToLoad defines the file to load
  96611. * @param callback defines the callback to call when data is loaded
  96612. * @param progressCallBack defines the callback to call during loading process
  96613. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96614. * @returns a file request object
  96615. */
  96616. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96617. /**
  96618. * Creates a data url from a given string content
  96619. * @param content defines the content to convert
  96620. * @returns the new data url link
  96621. */
  96622. static FileAsURL(content: string): string;
  96623. /**
  96624. * Format the given number to a specific decimal format
  96625. * @param value defines the number to format
  96626. * @param decimals defines the number of decimals to use
  96627. * @returns the formatted string
  96628. */
  96629. static Format(value: number, decimals?: number): string;
  96630. /**
  96631. * Tries to copy an object by duplicating every property
  96632. * @param source defines the source object
  96633. * @param destination defines the target object
  96634. * @param doNotCopyList defines a list of properties to avoid
  96635. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96636. */
  96637. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96638. /**
  96639. * Gets a boolean indicating if the given object has no own property
  96640. * @param obj defines the object to test
  96641. * @returns true if object has no own property
  96642. */
  96643. static IsEmpty(obj: any): boolean;
  96644. /**
  96645. * Function used to register events at window level
  96646. * @param windowElement defines the Window object to use
  96647. * @param events defines the events to register
  96648. */
  96649. static RegisterTopRootEvents(windowElement: Window, events: {
  96650. name: string;
  96651. handler: Nullable<(e: FocusEvent) => any>;
  96652. }[]): void;
  96653. /**
  96654. * Function used to unregister events from window level
  96655. * @param windowElement defines the Window object to use
  96656. * @param events defines the events to unregister
  96657. */
  96658. static UnregisterTopRootEvents(windowElement: Window, events: {
  96659. name: string;
  96660. handler: Nullable<(e: FocusEvent) => any>;
  96661. }[]): void;
  96662. /**
  96663. * @ignore
  96664. */
  96665. static _ScreenshotCanvas: HTMLCanvasElement;
  96666. /**
  96667. * Dumps the current bound framebuffer
  96668. * @param width defines the rendering width
  96669. * @param height defines the rendering height
  96670. * @param engine defines the hosting engine
  96671. * @param successCallback defines the callback triggered once the data are available
  96672. * @param mimeType defines the mime type of the result
  96673. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96674. */
  96675. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96676. /**
  96677. * Converts the canvas data to blob.
  96678. * This acts as a polyfill for browsers not supporting the to blob function.
  96679. * @param canvas Defines the canvas to extract the data from
  96680. * @param successCallback Defines the callback triggered once the data are available
  96681. * @param mimeType Defines the mime type of the result
  96682. */
  96683. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96684. /**
  96685. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96686. * @param successCallback defines the callback triggered once the data are available
  96687. * @param mimeType defines the mime type of the result
  96688. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96689. */
  96690. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96691. /**
  96692. * Downloads a blob in the browser
  96693. * @param blob defines the blob to download
  96694. * @param fileName defines the name of the downloaded file
  96695. */
  96696. static Download(blob: Blob, fileName: string): void;
  96697. /**
  96698. * Captures a screenshot of the current rendering
  96699. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96700. * @param engine defines the rendering engine
  96701. * @param camera defines the source camera
  96702. * @param size This parameter can be set to a single number or to an object with the
  96703. * following (optional) properties: precision, width, height. If a single number is passed,
  96704. * it will be used for both width and height. If an object is passed, the screenshot size
  96705. * will be derived from the parameters. The precision property is a multiplier allowing
  96706. * rendering at a higher or lower resolution
  96707. * @param successCallback defines the callback receives a single parameter which contains the
  96708. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96709. * src parameter of an <img> to display it
  96710. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96711. * Check your browser for supported MIME types
  96712. */
  96713. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96714. /**
  96715. * Captures a screenshot of the current rendering
  96716. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96717. * @param engine defines the rendering engine
  96718. * @param camera defines the source camera
  96719. * @param size This parameter can be set to a single number or to an object with the
  96720. * following (optional) properties: precision, width, height. If a single number is passed,
  96721. * it will be used for both width and height. If an object is passed, the screenshot size
  96722. * will be derived from the parameters. The precision property is a multiplier allowing
  96723. * rendering at a higher or lower resolution
  96724. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96725. * Check your browser for supported MIME types
  96726. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96727. * to the src parameter of an <img> to display it
  96728. */
  96729. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96730. /**
  96731. * Generates an image screenshot from the specified camera.
  96732. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96733. * @param engine The engine to use for rendering
  96734. * @param camera The camera to use for rendering
  96735. * @param size This parameter can be set to a single number or to an object with the
  96736. * following (optional) properties: precision, width, height. If a single number is passed,
  96737. * it will be used for both width and height. If an object is passed, the screenshot size
  96738. * will be derived from the parameters. The precision property is a multiplier allowing
  96739. * rendering at a higher or lower resolution
  96740. * @param successCallback The callback receives a single parameter which contains the
  96741. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96742. * src parameter of an <img> to display it
  96743. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96744. * Check your browser for supported MIME types
  96745. * @param samples Texture samples (default: 1)
  96746. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96747. * @param fileName A name for for the downloaded file.
  96748. */
  96749. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96750. /**
  96751. * Generates an image screenshot from the specified camera.
  96752. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96753. * @param engine The engine to use for rendering
  96754. * @param camera The camera to use for rendering
  96755. * @param size This parameter can be set to a single number or to an object with the
  96756. * following (optional) properties: precision, width, height. If a single number is passed,
  96757. * it will be used for both width and height. If an object is passed, the screenshot size
  96758. * will be derived from the parameters. The precision property is a multiplier allowing
  96759. * rendering at a higher or lower resolution
  96760. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96761. * Check your browser for supported MIME types
  96762. * @param samples Texture samples (default: 1)
  96763. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96764. * @param fileName A name for for the downloaded file.
  96765. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96766. * to the src parameter of an <img> to display it
  96767. */
  96768. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96769. /**
  96770. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96771. * Be aware Math.random() could cause collisions, but:
  96772. * "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"
  96773. * @returns a pseudo random id
  96774. */
  96775. static RandomId(): string;
  96776. /**
  96777. * Test if the given uri is a base64 string
  96778. * @param uri The uri to test
  96779. * @return True if the uri is a base64 string or false otherwise
  96780. */
  96781. static IsBase64(uri: string): boolean;
  96782. /**
  96783. * Decode the given base64 uri.
  96784. * @param uri The uri to decode
  96785. * @return The decoded base64 data.
  96786. */
  96787. static DecodeBase64(uri: string): ArrayBuffer;
  96788. /**
  96789. * Gets the absolute url.
  96790. * @param url the input url
  96791. * @return the absolute url
  96792. */
  96793. static GetAbsoluteUrl(url: string): string;
  96794. /**
  96795. * No log
  96796. */
  96797. static readonly NoneLogLevel: number;
  96798. /**
  96799. * Only message logs
  96800. */
  96801. static readonly MessageLogLevel: number;
  96802. /**
  96803. * Only warning logs
  96804. */
  96805. static readonly WarningLogLevel: number;
  96806. /**
  96807. * Only error logs
  96808. */
  96809. static readonly ErrorLogLevel: number;
  96810. /**
  96811. * All logs
  96812. */
  96813. static readonly AllLogLevel: number;
  96814. /**
  96815. * Gets a value indicating the number of loading errors
  96816. * @ignorenaming
  96817. */
  96818. static readonly errorsCount: number;
  96819. /**
  96820. * Callback called when a new log is added
  96821. */
  96822. static OnNewCacheEntry: (entry: string) => void;
  96823. /**
  96824. * Log a message to the console
  96825. * @param message defines the message to log
  96826. */
  96827. static Log(message: string): void;
  96828. /**
  96829. * Write a warning message to the console
  96830. * @param message defines the message to log
  96831. */
  96832. static Warn(message: string): void;
  96833. /**
  96834. * Write an error message to the console
  96835. * @param message defines the message to log
  96836. */
  96837. static Error(message: string): void;
  96838. /**
  96839. * Gets current log cache (list of logs)
  96840. */
  96841. static readonly LogCache: string;
  96842. /**
  96843. * Clears the log cache
  96844. */
  96845. static ClearLogCache(): void;
  96846. /**
  96847. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96848. */
  96849. static LogLevels: number;
  96850. /**
  96851. * Checks if the window object exists
  96852. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96853. */
  96854. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96855. /**
  96856. * No performance log
  96857. */
  96858. static readonly PerformanceNoneLogLevel: number;
  96859. /**
  96860. * Use user marks to log performance
  96861. */
  96862. static readonly PerformanceUserMarkLogLevel: number;
  96863. /**
  96864. * Log performance to the console
  96865. */
  96866. static readonly PerformanceConsoleLogLevel: number;
  96867. private static _performance;
  96868. /**
  96869. * Sets the current performance log level
  96870. */
  96871. static PerformanceLogLevel: number;
  96872. private static _StartPerformanceCounterDisabled;
  96873. private static _EndPerformanceCounterDisabled;
  96874. private static _StartUserMark;
  96875. private static _EndUserMark;
  96876. private static _StartPerformanceConsole;
  96877. private static _EndPerformanceConsole;
  96878. /**
  96879. * Starts a performance counter
  96880. */
  96881. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96882. /**
  96883. * Ends a specific performance coutner
  96884. */
  96885. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96886. /**
  96887. * Gets either window.performance.now() if supported or Date.now() else
  96888. */
  96889. static readonly Now: number;
  96890. /**
  96891. * This method will return the name of the class used to create the instance of the given object.
  96892. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96893. * @param object the object to get the class name from
  96894. * @param isType defines if the object is actually a type
  96895. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96896. */
  96897. static GetClassName(object: any, isType?: boolean): string;
  96898. /**
  96899. * Gets the first element of an array satisfying a given predicate
  96900. * @param array defines the array to browse
  96901. * @param predicate defines the predicate to use
  96902. * @returns null if not found or the element
  96903. */
  96904. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96905. /**
  96906. * This method will return the name of the full name of the class, including its owning module (if any).
  96907. * 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).
  96908. * @param object the object to get the class name from
  96909. * @param isType defines if the object is actually a type
  96910. * @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.
  96911. * @ignorenaming
  96912. */
  96913. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96914. /**
  96915. * Returns a promise that resolves after the given amount of time.
  96916. * @param delay Number of milliseconds to delay
  96917. * @returns Promise that resolves after the given amount of time
  96918. */
  96919. static DelayAsync(delay: number): Promise<void>;
  96920. }
  96921. /**
  96922. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96923. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96924. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96925. * @param name The name of the class, case should be preserved
  96926. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96927. */
  96928. export function className(name: string, module?: string): (target: Object) => void;
  96929. /**
  96930. * An implementation of a loop for asynchronous functions.
  96931. */
  96932. export class AsyncLoop {
  96933. /**
  96934. * Defines the number of iterations for the loop
  96935. */
  96936. iterations: number;
  96937. /**
  96938. * Defines the current index of the loop.
  96939. */
  96940. index: number;
  96941. private _done;
  96942. private _fn;
  96943. private _successCallback;
  96944. /**
  96945. * Constructor.
  96946. * @param iterations the number of iterations.
  96947. * @param func the function to run each iteration
  96948. * @param successCallback the callback that will be called upon succesful execution
  96949. * @param offset starting offset.
  96950. */
  96951. constructor(
  96952. /**
  96953. * Defines the number of iterations for the loop
  96954. */
  96955. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96956. /**
  96957. * Execute the next iteration. Must be called after the last iteration was finished.
  96958. */
  96959. executeNext(): void;
  96960. /**
  96961. * Break the loop and run the success callback.
  96962. */
  96963. breakLoop(): void;
  96964. /**
  96965. * Create and run an async loop.
  96966. * @param iterations the number of iterations.
  96967. * @param fn the function to run each iteration
  96968. * @param successCallback the callback that will be called upon succesful execution
  96969. * @param offset starting offset.
  96970. * @returns the created async loop object
  96971. */
  96972. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96973. /**
  96974. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96975. * @param iterations total number of iterations
  96976. * @param syncedIterations number of synchronous iterations in each async iteration.
  96977. * @param fn the function to call each iteration.
  96978. * @param callback a success call back that will be called when iterating stops.
  96979. * @param breakFunction a break condition (optional)
  96980. * @param timeout timeout settings for the setTimeout function. default - 0.
  96981. * @returns the created async loop object
  96982. */
  96983. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96984. }
  96985. }
  96986. declare module BABYLON {
  96987. /** @hidden */
  96988. export interface ICollisionCoordinator {
  96989. createCollider(): Collider;
  96990. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96991. init(scene: Scene): void;
  96992. }
  96993. /** @hidden */
  96994. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96995. private _scene;
  96996. private _scaledPosition;
  96997. private _scaledVelocity;
  96998. private _finalPosition;
  96999. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97000. createCollider(): Collider;
  97001. init(scene: Scene): void;
  97002. private _collideWithWorld;
  97003. }
  97004. }
  97005. declare module BABYLON {
  97006. /**
  97007. * Class used to manage all inputs for the scene.
  97008. */
  97009. export class InputManager {
  97010. /** The distance in pixel that you have to move to prevent some events */
  97011. static DragMovementThreshold: number;
  97012. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97013. static LongPressDelay: number;
  97014. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97015. static DoubleClickDelay: number;
  97016. /** If you need to check double click without raising a single click at first click, enable this flag */
  97017. static ExclusiveDoubleClickMode: boolean;
  97018. private _wheelEventName;
  97019. private _onPointerMove;
  97020. private _onPointerDown;
  97021. private _onPointerUp;
  97022. private _initClickEvent;
  97023. private _initActionManager;
  97024. private _delayedSimpleClick;
  97025. private _delayedSimpleClickTimeout;
  97026. private _previousDelayedSimpleClickTimeout;
  97027. private _meshPickProceed;
  97028. private _previousButtonPressed;
  97029. private _currentPickResult;
  97030. private _previousPickResult;
  97031. private _totalPointersPressed;
  97032. private _doubleClickOccured;
  97033. private _pointerOverMesh;
  97034. private _pickedDownMesh;
  97035. private _pickedUpMesh;
  97036. private _pointerX;
  97037. private _pointerY;
  97038. private _unTranslatedPointerX;
  97039. private _unTranslatedPointerY;
  97040. private _startingPointerPosition;
  97041. private _previousStartingPointerPosition;
  97042. private _startingPointerTime;
  97043. private _previousStartingPointerTime;
  97044. private _pointerCaptures;
  97045. private _onKeyDown;
  97046. private _onKeyUp;
  97047. private _onCanvasFocusObserver;
  97048. private _onCanvasBlurObserver;
  97049. private _scene;
  97050. /**
  97051. * Creates a new InputManager
  97052. * @param scene defines the hosting scene
  97053. */
  97054. constructor(scene: Scene);
  97055. /**
  97056. * Gets the mesh that is currently under the pointer
  97057. */
  97058. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97059. /**
  97060. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97061. */
  97062. readonly unTranslatedPointer: Vector2;
  97063. /**
  97064. * Gets or sets the current on-screen X position of the pointer
  97065. */
  97066. pointerX: number;
  97067. /**
  97068. * Gets or sets the current on-screen Y position of the pointer
  97069. */
  97070. pointerY: number;
  97071. private _updatePointerPosition;
  97072. private _processPointerMove;
  97073. private _setRayOnPointerInfo;
  97074. private _checkPrePointerObservable;
  97075. /**
  97076. * Use this method to simulate a pointer move on a mesh
  97077. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97078. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97079. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97080. */
  97081. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97082. /**
  97083. * Use this method to simulate a pointer down on a mesh
  97084. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97085. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97086. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97087. */
  97088. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97089. private _processPointerDown;
  97090. /** @hidden */
  97091. _isPointerSwiping(): boolean;
  97092. /**
  97093. * Use this method to simulate a pointer up on a mesh
  97094. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97095. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97096. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97097. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97098. */
  97099. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97100. private _processPointerUp;
  97101. /**
  97102. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97103. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97104. * @returns true if the pointer was captured
  97105. */
  97106. isPointerCaptured(pointerId?: number): boolean;
  97107. /**
  97108. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97109. * @param attachUp defines if you want to attach events to pointerup
  97110. * @param attachDown defines if you want to attach events to pointerdown
  97111. * @param attachMove defines if you want to attach events to pointermove
  97112. */
  97113. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97114. /**
  97115. * Detaches all event handlers
  97116. */
  97117. detachControl(): void;
  97118. /**
  97119. * Force the value of meshUnderPointer
  97120. * @param mesh defines the mesh to use
  97121. */
  97122. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97123. /**
  97124. * Gets the mesh under the pointer
  97125. * @returns a Mesh or null if no mesh is under the pointer
  97126. */
  97127. getPointerOverMesh(): Nullable<AbstractMesh>;
  97128. }
  97129. }
  97130. declare module BABYLON {
  97131. /**
  97132. * Helper class used to generate session unique ID
  97133. */
  97134. export class UniqueIdGenerator {
  97135. private static _UniqueIdCounter;
  97136. /**
  97137. * Gets an unique (relatively to the current scene) Id
  97138. */
  97139. static readonly UniqueId: number;
  97140. }
  97141. }
  97142. declare module BABYLON {
  97143. /**
  97144. * This class defines the direct association between an animation and a target
  97145. */
  97146. export class TargetedAnimation {
  97147. /**
  97148. * Animation to perform
  97149. */
  97150. animation: Animation;
  97151. /**
  97152. * Target to animate
  97153. */
  97154. target: any;
  97155. /**
  97156. * Serialize the object
  97157. * @returns the JSON object representing the current entity
  97158. */
  97159. serialize(): any;
  97160. }
  97161. /**
  97162. * Use this class to create coordinated animations on multiple targets
  97163. */
  97164. export class AnimationGroup implements IDisposable {
  97165. /** The name of the animation group */
  97166. name: string;
  97167. private _scene;
  97168. private _targetedAnimations;
  97169. private _animatables;
  97170. private _from;
  97171. private _to;
  97172. private _isStarted;
  97173. private _isPaused;
  97174. private _speedRatio;
  97175. private _loopAnimation;
  97176. /**
  97177. * Gets or sets the unique id of the node
  97178. */
  97179. uniqueId: number;
  97180. /**
  97181. * This observable will notify when one animation have ended
  97182. */
  97183. onAnimationEndObservable: Observable<TargetedAnimation>;
  97184. /**
  97185. * Observer raised when one animation loops
  97186. */
  97187. onAnimationLoopObservable: Observable<TargetedAnimation>;
  97188. /**
  97189. * This observable will notify when all animations have ended.
  97190. */
  97191. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  97192. /**
  97193. * This observable will notify when all animations have paused.
  97194. */
  97195. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  97196. /**
  97197. * This observable will notify when all animations are playing.
  97198. */
  97199. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  97200. /**
  97201. * Gets the first frame
  97202. */
  97203. readonly from: number;
  97204. /**
  97205. * Gets the last frame
  97206. */
  97207. readonly to: number;
  97208. /**
  97209. * Define if the animations are started
  97210. */
  97211. readonly isStarted: boolean;
  97212. /**
  97213. * Gets a value indicating that the current group is playing
  97214. */
  97215. readonly isPlaying: boolean;
  97216. /**
  97217. * Gets or sets the speed ratio to use for all animations
  97218. */
  97219. /**
  97220. * Gets or sets the speed ratio to use for all animations
  97221. */
  97222. speedRatio: number;
  97223. /**
  97224. * Gets or sets if all animations should loop or not
  97225. */
  97226. loopAnimation: boolean;
  97227. /**
  97228. * Gets the targeted animations for this animation group
  97229. */
  97230. readonly targetedAnimations: Array<TargetedAnimation>;
  97231. /**
  97232. * returning the list of animatables controlled by this animation group.
  97233. */
  97234. readonly animatables: Array<Animatable>;
  97235. /**
  97236. * Instantiates a new Animation Group.
  97237. * This helps managing several animations at once.
  97238. * @see http://doc.babylonjs.com/how_to/group
  97239. * @param name Defines the name of the group
  97240. * @param scene Defines the scene the group belongs to
  97241. */
  97242. constructor(
  97243. /** The name of the animation group */
  97244. name: string, scene?: Nullable<Scene>);
  97245. /**
  97246. * Add an animation (with its target) in the group
  97247. * @param animation defines the animation we want to add
  97248. * @param target defines the target of the animation
  97249. * @returns the TargetedAnimation object
  97250. */
  97251. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  97252. /**
  97253. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  97254. * It can add constant keys at begin or end
  97255. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  97256. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  97257. * @returns the animation group
  97258. */
  97259. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  97260. /**
  97261. * Start all animations on given targets
  97262. * @param loop defines if animations must loop
  97263. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  97264. * @param from defines the from key (optional)
  97265. * @param to defines the to key (optional)
  97266. * @returns the current animation group
  97267. */
  97268. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  97269. /**
  97270. * Pause all animations
  97271. * @returns the animation group
  97272. */
  97273. pause(): AnimationGroup;
  97274. /**
  97275. * Play all animations to initial state
  97276. * This function will start() the animations if they were not started or will restart() them if they were paused
  97277. * @param loop defines if animations must loop
  97278. * @returns the animation group
  97279. */
  97280. play(loop?: boolean): AnimationGroup;
  97281. /**
  97282. * Reset all animations to initial state
  97283. * @returns the animation group
  97284. */
  97285. reset(): AnimationGroup;
  97286. /**
  97287. * Restart animations from key 0
  97288. * @returns the animation group
  97289. */
  97290. restart(): AnimationGroup;
  97291. /**
  97292. * Stop all animations
  97293. * @returns the animation group
  97294. */
  97295. stop(): AnimationGroup;
  97296. /**
  97297. * Set animation weight for all animatables
  97298. * @param weight defines the weight to use
  97299. * @return the animationGroup
  97300. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97301. */
  97302. setWeightForAllAnimatables(weight: number): AnimationGroup;
  97303. /**
  97304. * Synchronize and normalize all animatables with a source animatable
  97305. * @param root defines the root animatable to synchronize with
  97306. * @return the animationGroup
  97307. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97308. */
  97309. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  97310. /**
  97311. * Goes to a specific frame in this animation group
  97312. * @param frame the frame number to go to
  97313. * @return the animationGroup
  97314. */
  97315. goToFrame(frame: number): AnimationGroup;
  97316. /**
  97317. * Dispose all associated resources
  97318. */
  97319. dispose(): void;
  97320. private _checkAnimationGroupEnded;
  97321. /**
  97322. * Clone the current animation group and returns a copy
  97323. * @param newName defines the name of the new group
  97324. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  97325. * @returns the new aniamtion group
  97326. */
  97327. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  97328. /**
  97329. * Serializes the animationGroup to an object
  97330. * @returns Serialized object
  97331. */
  97332. serialize(): any;
  97333. /**
  97334. * Returns a new AnimationGroup object parsed from the source provided.
  97335. * @param parsedAnimationGroup defines the source
  97336. * @param scene defines the scene that will receive the animationGroup
  97337. * @returns a new AnimationGroup
  97338. */
  97339. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  97340. /**
  97341. * Returns the string "AnimationGroup"
  97342. * @returns "AnimationGroup"
  97343. */
  97344. getClassName(): string;
  97345. /**
  97346. * Creates a detailled string about the object
  97347. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  97348. * @returns a string representing the object
  97349. */
  97350. toString(fullDetails?: boolean): string;
  97351. }
  97352. }
  97353. declare module BABYLON {
  97354. /**
  97355. * Define an interface for all classes that will hold resources
  97356. */
  97357. export interface IDisposable {
  97358. /**
  97359. * Releases all held resources
  97360. */
  97361. dispose(): void;
  97362. }
  97363. /** Interface defining initialization parameters for Scene class */
  97364. export interface SceneOptions {
  97365. /**
  97366. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  97367. * It will improve performance when the number of geometries becomes important.
  97368. */
  97369. useGeometryUniqueIdsMap?: boolean;
  97370. /**
  97371. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  97372. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97373. */
  97374. useMaterialMeshMap?: boolean;
  97375. /**
  97376. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  97377. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97378. */
  97379. useClonedMeshhMap?: boolean;
  97380. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  97381. virtual?: boolean;
  97382. }
  97383. /**
  97384. * Represents a scene to be rendered by the engine.
  97385. * @see http://doc.babylonjs.com/features/scene
  97386. */
  97387. export class Scene extends AbstractScene implements IAnimatable {
  97388. /** The fog is deactivated */
  97389. static readonly FOGMODE_NONE: number;
  97390. /** The fog density is following an exponential function */
  97391. static readonly FOGMODE_EXP: number;
  97392. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97393. static readonly FOGMODE_EXP2: number;
  97394. /** The fog density is following a linear function. */
  97395. static readonly FOGMODE_LINEAR: number;
  97396. /**
  97397. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97398. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97399. */
  97400. static MinDeltaTime: number;
  97401. /**
  97402. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97403. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97404. */
  97405. static MaxDeltaTime: number;
  97406. /**
  97407. * Factory used to create the default material.
  97408. * @param name The name of the material to create
  97409. * @param scene The scene to create the material for
  97410. * @returns The default material
  97411. */
  97412. static DefaultMaterialFactory(scene: Scene): Material;
  97413. /**
  97414. * Factory used to create the a collision coordinator.
  97415. * @returns The collision coordinator
  97416. */
  97417. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97418. /** @hidden */
  97419. _inputManager: InputManager;
  97420. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97421. cameraToUseForPointers: Nullable<Camera>;
  97422. /** @hidden */
  97423. readonly _isScene: boolean;
  97424. /**
  97425. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97426. */
  97427. autoClear: boolean;
  97428. /**
  97429. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97430. */
  97431. autoClearDepthAndStencil: boolean;
  97432. /**
  97433. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97434. */
  97435. clearColor: Color4;
  97436. /**
  97437. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97438. */
  97439. ambientColor: Color3;
  97440. /**
  97441. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97442. * It should only be one of the following (if not the default embedded one):
  97443. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97444. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97445. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97446. * The material properties need to be setup according to the type of texture in use.
  97447. */
  97448. environmentBRDFTexture: BaseTexture;
  97449. /** @hidden */
  97450. protected _environmentTexture: Nullable<BaseTexture>;
  97451. /**
  97452. * Texture used in all pbr material as the reflection texture.
  97453. * As in the majority of the scene they are the same (exception for multi room and so on),
  97454. * this is easier to reference from here than from all the materials.
  97455. */
  97456. /**
  97457. * Texture used in all pbr material as the reflection texture.
  97458. * As in the majority of the scene they are the same (exception for multi room and so on),
  97459. * this is easier to set here than in all the materials.
  97460. */
  97461. environmentTexture: Nullable<BaseTexture>;
  97462. /** @hidden */
  97463. protected _environmentIntensity: number;
  97464. /**
  97465. * Intensity of the environment in all pbr material.
  97466. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97467. * As in the majority of the scene they are the same (exception for multi room and so on),
  97468. * this is easier to reference from here than from all the materials.
  97469. */
  97470. /**
  97471. * Intensity of the environment in all pbr material.
  97472. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97473. * As in the majority of the scene they are the same (exception for multi room and so on),
  97474. * this is easier to set here than in all the materials.
  97475. */
  97476. environmentIntensity: number;
  97477. /** @hidden */
  97478. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97479. /**
  97480. * Default image processing configuration used either in the rendering
  97481. * Forward main pass or through the imageProcessingPostProcess if present.
  97482. * As in the majority of the scene they are the same (exception for multi camera),
  97483. * this is easier to reference from here than from all the materials and post process.
  97484. *
  97485. * No setter as we it is a shared configuration, you can set the values instead.
  97486. */
  97487. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97488. private _forceWireframe;
  97489. /**
  97490. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97491. */
  97492. forceWireframe: boolean;
  97493. private _forcePointsCloud;
  97494. /**
  97495. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97496. */
  97497. forcePointsCloud: boolean;
  97498. /**
  97499. * Gets or sets the active clipplane 1
  97500. */
  97501. clipPlane: Nullable<Plane>;
  97502. /**
  97503. * Gets or sets the active clipplane 2
  97504. */
  97505. clipPlane2: Nullable<Plane>;
  97506. /**
  97507. * Gets or sets the active clipplane 3
  97508. */
  97509. clipPlane3: Nullable<Plane>;
  97510. /**
  97511. * Gets or sets the active clipplane 4
  97512. */
  97513. clipPlane4: Nullable<Plane>;
  97514. /**
  97515. * Gets or sets a boolean indicating if animations are enabled
  97516. */
  97517. animationsEnabled: boolean;
  97518. private _animationPropertiesOverride;
  97519. /**
  97520. * Gets or sets the animation properties override
  97521. */
  97522. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97523. /**
  97524. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97525. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97526. */
  97527. useConstantAnimationDeltaTime: boolean;
  97528. /**
  97529. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97530. * Please note that it requires to run a ray cast through the scene on every frame
  97531. */
  97532. constantlyUpdateMeshUnderPointer: boolean;
  97533. /**
  97534. * Defines the HTML cursor to use when hovering over interactive elements
  97535. */
  97536. hoverCursor: string;
  97537. /**
  97538. * Defines the HTML default cursor to use (empty by default)
  97539. */
  97540. defaultCursor: string;
  97541. /**
  97542. * This is used to call preventDefault() on pointer down
  97543. * in order to block unwanted artifacts like system double clicks
  97544. */
  97545. preventDefaultOnPointerDown: boolean;
  97546. /**
  97547. * This is used to call preventDefault() on pointer up
  97548. * in order to block unwanted artifacts like system double clicks
  97549. */
  97550. preventDefaultOnPointerUp: boolean;
  97551. /**
  97552. * Gets or sets user defined metadata
  97553. */
  97554. metadata: any;
  97555. /**
  97556. * For internal use only. Please do not use.
  97557. */
  97558. reservedDataStore: any;
  97559. /**
  97560. * Gets the name of the plugin used to load this scene (null by default)
  97561. */
  97562. loadingPluginName: string;
  97563. /**
  97564. * Use this array to add regular expressions used to disable offline support for specific urls
  97565. */
  97566. disableOfflineSupportExceptionRules: RegExp[];
  97567. /**
  97568. * An event triggered when the scene is disposed.
  97569. */
  97570. onDisposeObservable: Observable<Scene>;
  97571. private _onDisposeObserver;
  97572. /** Sets a function to be executed when this scene is disposed. */
  97573. onDispose: () => void;
  97574. /**
  97575. * An event triggered before rendering the scene (right after animations and physics)
  97576. */
  97577. onBeforeRenderObservable: Observable<Scene>;
  97578. private _onBeforeRenderObserver;
  97579. /** Sets a function to be executed before rendering this scene */
  97580. beforeRender: Nullable<() => void>;
  97581. /**
  97582. * An event triggered after rendering the scene
  97583. */
  97584. onAfterRenderObservable: Observable<Scene>;
  97585. /**
  97586. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97587. */
  97588. onAfterRenderCameraObservable: Observable<Camera>;
  97589. private _onAfterRenderObserver;
  97590. /** Sets a function to be executed after rendering this scene */
  97591. afterRender: Nullable<() => void>;
  97592. /**
  97593. * An event triggered before animating the scene
  97594. */
  97595. onBeforeAnimationsObservable: Observable<Scene>;
  97596. /**
  97597. * An event triggered after animations processing
  97598. */
  97599. onAfterAnimationsObservable: Observable<Scene>;
  97600. /**
  97601. * An event triggered before draw calls are ready to be sent
  97602. */
  97603. onBeforeDrawPhaseObservable: Observable<Scene>;
  97604. /**
  97605. * An event triggered after draw calls have been sent
  97606. */
  97607. onAfterDrawPhaseObservable: Observable<Scene>;
  97608. /**
  97609. * An event triggered when the scene is ready
  97610. */
  97611. onReadyObservable: Observable<Scene>;
  97612. /**
  97613. * An event triggered before rendering a camera
  97614. */
  97615. onBeforeCameraRenderObservable: Observable<Camera>;
  97616. private _onBeforeCameraRenderObserver;
  97617. /** Sets a function to be executed before rendering a camera*/
  97618. beforeCameraRender: () => void;
  97619. /**
  97620. * An event triggered after rendering a camera
  97621. */
  97622. onAfterCameraRenderObservable: Observable<Camera>;
  97623. private _onAfterCameraRenderObserver;
  97624. /** Sets a function to be executed after rendering a camera*/
  97625. afterCameraRender: () => void;
  97626. /**
  97627. * An event triggered when active meshes evaluation is about to start
  97628. */
  97629. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97630. /**
  97631. * An event triggered when active meshes evaluation is done
  97632. */
  97633. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97634. /**
  97635. * An event triggered when particles rendering is about to start
  97636. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97637. */
  97638. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97639. /**
  97640. * An event triggered when particles rendering is done
  97641. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97642. */
  97643. onAfterParticlesRenderingObservable: Observable<Scene>;
  97644. /**
  97645. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97646. */
  97647. onDataLoadedObservable: Observable<Scene>;
  97648. /**
  97649. * An event triggered when a camera is created
  97650. */
  97651. onNewCameraAddedObservable: Observable<Camera>;
  97652. /**
  97653. * An event triggered when a camera is removed
  97654. */
  97655. onCameraRemovedObservable: Observable<Camera>;
  97656. /**
  97657. * An event triggered when a light is created
  97658. */
  97659. onNewLightAddedObservable: Observable<Light>;
  97660. /**
  97661. * An event triggered when a light is removed
  97662. */
  97663. onLightRemovedObservable: Observable<Light>;
  97664. /**
  97665. * An event triggered when a geometry is created
  97666. */
  97667. onNewGeometryAddedObservable: Observable<Geometry>;
  97668. /**
  97669. * An event triggered when a geometry is removed
  97670. */
  97671. onGeometryRemovedObservable: Observable<Geometry>;
  97672. /**
  97673. * An event triggered when a transform node is created
  97674. */
  97675. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97676. /**
  97677. * An event triggered when a transform node is removed
  97678. */
  97679. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97680. /**
  97681. * An event triggered when a mesh is created
  97682. */
  97683. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97684. /**
  97685. * An event triggered when a mesh is removed
  97686. */
  97687. onMeshRemovedObservable: Observable<AbstractMesh>;
  97688. /**
  97689. * An event triggered when a skeleton is created
  97690. */
  97691. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97692. /**
  97693. * An event triggered when a skeleton is removed
  97694. */
  97695. onSkeletonRemovedObservable: Observable<Skeleton>;
  97696. /**
  97697. * An event triggered when a material is created
  97698. */
  97699. onNewMaterialAddedObservable: Observable<Material>;
  97700. /**
  97701. * An event triggered when a material is removed
  97702. */
  97703. onMaterialRemovedObservable: Observable<Material>;
  97704. /**
  97705. * An event triggered when a texture is created
  97706. */
  97707. onNewTextureAddedObservable: Observable<BaseTexture>;
  97708. /**
  97709. * An event triggered when a texture is removed
  97710. */
  97711. onTextureRemovedObservable: Observable<BaseTexture>;
  97712. /**
  97713. * An event triggered when render targets are about to be rendered
  97714. * Can happen multiple times per frame.
  97715. */
  97716. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97717. /**
  97718. * An event triggered when render targets were rendered.
  97719. * Can happen multiple times per frame.
  97720. */
  97721. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97722. /**
  97723. * An event triggered before calculating deterministic simulation step
  97724. */
  97725. onBeforeStepObservable: Observable<Scene>;
  97726. /**
  97727. * An event triggered after calculating deterministic simulation step
  97728. */
  97729. onAfterStepObservable: Observable<Scene>;
  97730. /**
  97731. * An event triggered when the activeCamera property is updated
  97732. */
  97733. onActiveCameraChanged: Observable<Scene>;
  97734. /**
  97735. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97736. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97737. * 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)
  97738. */
  97739. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97740. /**
  97741. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97742. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97743. * 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)
  97744. */
  97745. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97746. /**
  97747. * This Observable will when a mesh has been imported into the scene.
  97748. */
  97749. onMeshImportedObservable: Observable<AbstractMesh>;
  97750. /**
  97751. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97752. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97753. */
  97754. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97755. /** @hidden */
  97756. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97757. /**
  97758. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97759. */
  97760. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97761. /**
  97762. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97763. */
  97764. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97765. /**
  97766. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97767. */
  97768. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97769. /** Callback called when a pointer move is detected */
  97770. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97771. /** Callback called when a pointer down is detected */
  97772. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97773. /** Callback called when a pointer up is detected */
  97774. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97775. /** Callback called when a pointer pick is detected */
  97776. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97777. /**
  97778. * 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).
  97779. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97780. */
  97781. onPrePointerObservable: Observable<PointerInfoPre>;
  97782. /**
  97783. * Observable event triggered each time an input event is received from the rendering canvas
  97784. */
  97785. onPointerObservable: Observable<PointerInfo>;
  97786. /**
  97787. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97788. */
  97789. readonly unTranslatedPointer: Vector2;
  97790. /**
  97791. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97792. */
  97793. static DragMovementThreshold: number;
  97794. /**
  97795. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97796. */
  97797. static LongPressDelay: number;
  97798. /**
  97799. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97800. */
  97801. static DoubleClickDelay: number;
  97802. /** If you need to check double click without raising a single click at first click, enable this flag */
  97803. static ExclusiveDoubleClickMode: boolean;
  97804. /** @hidden */
  97805. _mirroredCameraPosition: Nullable<Vector3>;
  97806. /**
  97807. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97808. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97809. */
  97810. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97811. /**
  97812. * Observable event triggered each time an keyboard event is received from the hosting window
  97813. */
  97814. onKeyboardObservable: Observable<KeyboardInfo>;
  97815. private _useRightHandedSystem;
  97816. /**
  97817. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97818. */
  97819. useRightHandedSystem: boolean;
  97820. private _timeAccumulator;
  97821. private _currentStepId;
  97822. private _currentInternalStep;
  97823. /**
  97824. * Sets the step Id used by deterministic lock step
  97825. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97826. * @param newStepId defines the step Id
  97827. */
  97828. setStepId(newStepId: number): void;
  97829. /**
  97830. * Gets the step Id used by deterministic lock step
  97831. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97832. * @returns the step Id
  97833. */
  97834. getStepId(): number;
  97835. /**
  97836. * Gets the internal step used by deterministic lock step
  97837. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97838. * @returns the internal step
  97839. */
  97840. getInternalStep(): number;
  97841. private _fogEnabled;
  97842. /**
  97843. * Gets or sets a boolean indicating if fog is enabled on this scene
  97844. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97845. * (Default is true)
  97846. */
  97847. fogEnabled: boolean;
  97848. private _fogMode;
  97849. /**
  97850. * Gets or sets the fog mode to use
  97851. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97852. * | mode | value |
  97853. * | --- | --- |
  97854. * | FOGMODE_NONE | 0 |
  97855. * | FOGMODE_EXP | 1 |
  97856. * | FOGMODE_EXP2 | 2 |
  97857. * | FOGMODE_LINEAR | 3 |
  97858. */
  97859. fogMode: number;
  97860. /**
  97861. * Gets or sets the fog color to use
  97862. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97863. * (Default is Color3(0.2, 0.2, 0.3))
  97864. */
  97865. fogColor: Color3;
  97866. /**
  97867. * Gets or sets the fog density to use
  97868. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97869. * (Default is 0.1)
  97870. */
  97871. fogDensity: number;
  97872. /**
  97873. * Gets or sets the fog start distance to use
  97874. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97875. * (Default is 0)
  97876. */
  97877. fogStart: number;
  97878. /**
  97879. * Gets or sets the fog end distance to use
  97880. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97881. * (Default is 1000)
  97882. */
  97883. fogEnd: number;
  97884. private _shadowsEnabled;
  97885. /**
  97886. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97887. */
  97888. shadowsEnabled: boolean;
  97889. private _lightsEnabled;
  97890. /**
  97891. * Gets or sets a boolean indicating if lights are enabled on this scene
  97892. */
  97893. lightsEnabled: boolean;
  97894. /** All of the active cameras added to this scene. */
  97895. activeCameras: Camera[];
  97896. /** @hidden */
  97897. _activeCamera: Nullable<Camera>;
  97898. /** Gets or sets the current active camera */
  97899. activeCamera: Nullable<Camera>;
  97900. private _defaultMaterial;
  97901. /** The default material used on meshes when no material is affected */
  97902. /** The default material used on meshes when no material is affected */
  97903. defaultMaterial: Material;
  97904. private _texturesEnabled;
  97905. /**
  97906. * Gets or sets a boolean indicating if textures are enabled on this scene
  97907. */
  97908. texturesEnabled: boolean;
  97909. /**
  97910. * Gets or sets a boolean indicating if particles are enabled on this scene
  97911. */
  97912. particlesEnabled: boolean;
  97913. /**
  97914. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97915. */
  97916. spritesEnabled: boolean;
  97917. private _skeletonsEnabled;
  97918. /**
  97919. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97920. */
  97921. skeletonsEnabled: boolean;
  97922. /**
  97923. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97924. */
  97925. lensFlaresEnabled: boolean;
  97926. /**
  97927. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97928. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97929. */
  97930. collisionsEnabled: boolean;
  97931. private _collisionCoordinator;
  97932. /** @hidden */
  97933. readonly collisionCoordinator: ICollisionCoordinator;
  97934. /**
  97935. * Defines the gravity applied to this scene (used only for collisions)
  97936. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97937. */
  97938. gravity: Vector3;
  97939. /**
  97940. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97941. */
  97942. postProcessesEnabled: boolean;
  97943. /**
  97944. * The list of postprocesses added to the scene
  97945. */
  97946. postProcesses: PostProcess[];
  97947. /**
  97948. * Gets the current postprocess manager
  97949. */
  97950. postProcessManager: PostProcessManager;
  97951. /**
  97952. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97953. */
  97954. renderTargetsEnabled: boolean;
  97955. /**
  97956. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97957. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97958. */
  97959. dumpNextRenderTargets: boolean;
  97960. /**
  97961. * The list of user defined render targets added to the scene
  97962. */
  97963. customRenderTargets: RenderTargetTexture[];
  97964. /**
  97965. * Defines if texture loading must be delayed
  97966. * If true, textures will only be loaded when they need to be rendered
  97967. */
  97968. useDelayedTextureLoading: boolean;
  97969. /**
  97970. * Gets the list of meshes imported to the scene through SceneLoader
  97971. */
  97972. importedMeshesFiles: String[];
  97973. /**
  97974. * Gets or sets a boolean indicating if probes are enabled on this scene
  97975. */
  97976. probesEnabled: boolean;
  97977. /**
  97978. * Gets or sets the current offline provider to use to store scene data
  97979. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97980. */
  97981. offlineProvider: IOfflineProvider;
  97982. /**
  97983. * Gets or sets the action manager associated with the scene
  97984. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97985. */
  97986. actionManager: AbstractActionManager;
  97987. private _meshesForIntersections;
  97988. /**
  97989. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97990. */
  97991. proceduralTexturesEnabled: boolean;
  97992. private _engine;
  97993. private _totalVertices;
  97994. /** @hidden */
  97995. _activeIndices: PerfCounter;
  97996. /** @hidden */
  97997. _activeParticles: PerfCounter;
  97998. /** @hidden */
  97999. _activeBones: PerfCounter;
  98000. private _animationRatio;
  98001. /** @hidden */
  98002. _animationTimeLast: number;
  98003. /** @hidden */
  98004. _animationTime: number;
  98005. /**
  98006. * Gets or sets a general scale for animation speed
  98007. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98008. */
  98009. animationTimeScale: number;
  98010. /** @hidden */
  98011. _cachedMaterial: Nullable<Material>;
  98012. /** @hidden */
  98013. _cachedEffect: Nullable<Effect>;
  98014. /** @hidden */
  98015. _cachedVisibility: Nullable<number>;
  98016. private _renderId;
  98017. private _frameId;
  98018. private _executeWhenReadyTimeoutId;
  98019. private _intermediateRendering;
  98020. private _viewUpdateFlag;
  98021. private _projectionUpdateFlag;
  98022. /** @hidden */
  98023. _toBeDisposed: Nullable<IDisposable>[];
  98024. private _activeRequests;
  98025. /** @hidden */
  98026. _pendingData: any[];
  98027. private _isDisposed;
  98028. /**
  98029. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98030. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98031. */
  98032. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98033. private _activeMeshes;
  98034. private _processedMaterials;
  98035. private _renderTargets;
  98036. /** @hidden */
  98037. _activeParticleSystems: SmartArray<IParticleSystem>;
  98038. private _activeSkeletons;
  98039. private _softwareSkinnedMeshes;
  98040. private _renderingManager;
  98041. /** @hidden */
  98042. _activeAnimatables: Animatable[];
  98043. private _transformMatrix;
  98044. private _sceneUbo;
  98045. /** @hidden */
  98046. _viewMatrix: Matrix;
  98047. private _projectionMatrix;
  98048. /** @hidden */
  98049. _forcedViewPosition: Nullable<Vector3>;
  98050. /** @hidden */
  98051. _frustumPlanes: Plane[];
  98052. /**
  98053. * Gets the list of frustum planes (built from the active camera)
  98054. */
  98055. readonly frustumPlanes: Plane[];
  98056. /**
  98057. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98058. * This is useful if there are more lights that the maximum simulteanous authorized
  98059. */
  98060. requireLightSorting: boolean;
  98061. /** @hidden */
  98062. readonly useMaterialMeshMap: boolean;
  98063. /** @hidden */
  98064. readonly useClonedMeshhMap: boolean;
  98065. private _externalData;
  98066. private _uid;
  98067. /**
  98068. * @hidden
  98069. * Backing store of defined scene components.
  98070. */
  98071. _components: ISceneComponent[];
  98072. /**
  98073. * @hidden
  98074. * Backing store of defined scene components.
  98075. */
  98076. _serializableComponents: ISceneSerializableComponent[];
  98077. /**
  98078. * List of components to register on the next registration step.
  98079. */
  98080. private _transientComponents;
  98081. /**
  98082. * Registers the transient components if needed.
  98083. */
  98084. private _registerTransientComponents;
  98085. /**
  98086. * @hidden
  98087. * Add a component to the scene.
  98088. * Note that the ccomponent could be registered on th next frame if this is called after
  98089. * the register component stage.
  98090. * @param component Defines the component to add to the scene
  98091. */
  98092. _addComponent(component: ISceneComponent): void;
  98093. /**
  98094. * @hidden
  98095. * Gets a component from the scene.
  98096. * @param name defines the name of the component to retrieve
  98097. * @returns the component or null if not present
  98098. */
  98099. _getComponent(name: string): Nullable<ISceneComponent>;
  98100. /**
  98101. * @hidden
  98102. * Defines the actions happening before camera updates.
  98103. */
  98104. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98105. /**
  98106. * @hidden
  98107. * Defines the actions happening before clear the canvas.
  98108. */
  98109. _beforeClearStage: Stage<SimpleStageAction>;
  98110. /**
  98111. * @hidden
  98112. * Defines the actions when collecting render targets for the frame.
  98113. */
  98114. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98115. /**
  98116. * @hidden
  98117. * Defines the actions happening for one camera in the frame.
  98118. */
  98119. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98120. /**
  98121. * @hidden
  98122. * Defines the actions happening during the per mesh ready checks.
  98123. */
  98124. _isReadyForMeshStage: Stage<MeshStageAction>;
  98125. /**
  98126. * @hidden
  98127. * Defines the actions happening before evaluate active mesh checks.
  98128. */
  98129. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  98130. /**
  98131. * @hidden
  98132. * Defines the actions happening during the evaluate sub mesh checks.
  98133. */
  98134. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98135. /**
  98136. * @hidden
  98137. * Defines the actions happening during the active mesh stage.
  98138. */
  98139. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98140. /**
  98141. * @hidden
  98142. * Defines the actions happening during the per camera render target step.
  98143. */
  98144. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98145. /**
  98146. * @hidden
  98147. * Defines the actions happening just before the active camera is drawing.
  98148. */
  98149. _beforeCameraDrawStage: Stage<CameraStageAction>;
  98150. /**
  98151. * @hidden
  98152. * Defines the actions happening just before a render target is drawing.
  98153. */
  98154. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98155. /**
  98156. * @hidden
  98157. * Defines the actions happening just before a rendering group is drawing.
  98158. */
  98159. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98160. /**
  98161. * @hidden
  98162. * Defines the actions happening just before a mesh is drawing.
  98163. */
  98164. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98165. /**
  98166. * @hidden
  98167. * Defines the actions happening just after a mesh has been drawn.
  98168. */
  98169. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98170. /**
  98171. * @hidden
  98172. * Defines the actions happening just after a rendering group has been drawn.
  98173. */
  98174. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98175. /**
  98176. * @hidden
  98177. * Defines the actions happening just after the active camera has been drawn.
  98178. */
  98179. _afterCameraDrawStage: Stage<CameraStageAction>;
  98180. /**
  98181. * @hidden
  98182. * Defines the actions happening just after a render target has been drawn.
  98183. */
  98184. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98185. /**
  98186. * @hidden
  98187. * Defines the actions happening just after rendering all cameras and computing intersections.
  98188. */
  98189. _afterRenderStage: Stage<SimpleStageAction>;
  98190. /**
  98191. * @hidden
  98192. * Defines the actions happening when a pointer move event happens.
  98193. */
  98194. _pointerMoveStage: Stage<PointerMoveStageAction>;
  98195. /**
  98196. * @hidden
  98197. * Defines the actions happening when a pointer down event happens.
  98198. */
  98199. _pointerDownStage: Stage<PointerUpDownStageAction>;
  98200. /**
  98201. * @hidden
  98202. * Defines the actions happening when a pointer up event happens.
  98203. */
  98204. _pointerUpStage: Stage<PointerUpDownStageAction>;
  98205. /**
  98206. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  98207. */
  98208. private geometriesByUniqueId;
  98209. /**
  98210. * Creates a new Scene
  98211. * @param engine defines the engine to use to render this scene
  98212. * @param options defines the scene options
  98213. */
  98214. constructor(engine: Engine, options?: SceneOptions);
  98215. /**
  98216. * Gets a string idenfifying the name of the class
  98217. * @returns "Scene" string
  98218. */
  98219. getClassName(): string;
  98220. private _defaultMeshCandidates;
  98221. /**
  98222. * @hidden
  98223. */
  98224. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  98225. private _defaultSubMeshCandidates;
  98226. /**
  98227. * @hidden
  98228. */
  98229. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  98230. /**
  98231. * Sets the default candidate providers for the scene.
  98232. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  98233. * and getCollidingSubMeshCandidates to their default function
  98234. */
  98235. setDefaultCandidateProviders(): void;
  98236. /**
  98237. * Gets the mesh that is currently under the pointer
  98238. */
  98239. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98240. /**
  98241. * Gets or sets the current on-screen X position of the pointer
  98242. */
  98243. pointerX: number;
  98244. /**
  98245. * Gets or sets the current on-screen Y position of the pointer
  98246. */
  98247. pointerY: number;
  98248. /**
  98249. * Gets the cached material (ie. the latest rendered one)
  98250. * @returns the cached material
  98251. */
  98252. getCachedMaterial(): Nullable<Material>;
  98253. /**
  98254. * Gets the cached effect (ie. the latest rendered one)
  98255. * @returns the cached effect
  98256. */
  98257. getCachedEffect(): Nullable<Effect>;
  98258. /**
  98259. * Gets the cached visibility state (ie. the latest rendered one)
  98260. * @returns the cached visibility state
  98261. */
  98262. getCachedVisibility(): Nullable<number>;
  98263. /**
  98264. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  98265. * @param material defines the current material
  98266. * @param effect defines the current effect
  98267. * @param visibility defines the current visibility state
  98268. * @returns true if one parameter is not cached
  98269. */
  98270. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  98271. /**
  98272. * Gets the engine associated with the scene
  98273. * @returns an Engine
  98274. */
  98275. getEngine(): Engine;
  98276. /**
  98277. * Gets the total number of vertices rendered per frame
  98278. * @returns the total number of vertices rendered per frame
  98279. */
  98280. getTotalVertices(): number;
  98281. /**
  98282. * Gets the performance counter for total vertices
  98283. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98284. */
  98285. readonly totalVerticesPerfCounter: PerfCounter;
  98286. /**
  98287. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  98288. * @returns the total number of active indices rendered per frame
  98289. */
  98290. getActiveIndices(): number;
  98291. /**
  98292. * Gets the performance counter for active indices
  98293. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98294. */
  98295. readonly totalActiveIndicesPerfCounter: PerfCounter;
  98296. /**
  98297. * Gets the total number of active particles rendered per frame
  98298. * @returns the total number of active particles rendered per frame
  98299. */
  98300. getActiveParticles(): number;
  98301. /**
  98302. * Gets the performance counter for active particles
  98303. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98304. */
  98305. readonly activeParticlesPerfCounter: PerfCounter;
  98306. /**
  98307. * Gets the total number of active bones rendered per frame
  98308. * @returns the total number of active bones rendered per frame
  98309. */
  98310. getActiveBones(): number;
  98311. /**
  98312. * Gets the performance counter for active bones
  98313. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98314. */
  98315. readonly activeBonesPerfCounter: PerfCounter;
  98316. /**
  98317. * Gets the array of active meshes
  98318. * @returns an array of AbstractMesh
  98319. */
  98320. getActiveMeshes(): SmartArray<AbstractMesh>;
  98321. /**
  98322. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  98323. * @returns a number
  98324. */
  98325. getAnimationRatio(): number;
  98326. /**
  98327. * Gets an unique Id for the current render phase
  98328. * @returns a number
  98329. */
  98330. getRenderId(): number;
  98331. /**
  98332. * Gets an unique Id for the current frame
  98333. * @returns a number
  98334. */
  98335. getFrameId(): number;
  98336. /** Call this function if you want to manually increment the render Id*/
  98337. incrementRenderId(): void;
  98338. private _createUbo;
  98339. /**
  98340. * Use this method to simulate a pointer move on a mesh
  98341. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98342. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98343. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98344. * @returns the current scene
  98345. */
  98346. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98347. /**
  98348. * Use this method to simulate a pointer down on a mesh
  98349. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98350. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98351. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98352. * @returns the current scene
  98353. */
  98354. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98355. /**
  98356. * Use this method to simulate a pointer up on a mesh
  98357. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98358. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98359. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98360. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98361. * @returns the current scene
  98362. */
  98363. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  98364. /**
  98365. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98366. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98367. * @returns true if the pointer was captured
  98368. */
  98369. isPointerCaptured(pointerId?: number): boolean;
  98370. /**
  98371. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98372. * @param attachUp defines if you want to attach events to pointerup
  98373. * @param attachDown defines if you want to attach events to pointerdown
  98374. * @param attachMove defines if you want to attach events to pointermove
  98375. */
  98376. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98377. /** Detaches all event handlers*/
  98378. detachControl(): void;
  98379. /**
  98380. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  98381. * Delay loaded resources are not taking in account
  98382. * @return true if all required resources are ready
  98383. */
  98384. isReady(): boolean;
  98385. /** Resets all cached information relative to material (including effect and visibility) */
  98386. resetCachedMaterial(): void;
  98387. /**
  98388. * Registers a function to be called before every frame render
  98389. * @param func defines the function to register
  98390. */
  98391. registerBeforeRender(func: () => void): void;
  98392. /**
  98393. * Unregisters a function called before every frame render
  98394. * @param func defines the function to unregister
  98395. */
  98396. unregisterBeforeRender(func: () => void): void;
  98397. /**
  98398. * Registers a function to be called after every frame render
  98399. * @param func defines the function to register
  98400. */
  98401. registerAfterRender(func: () => void): void;
  98402. /**
  98403. * Unregisters a function called after every frame render
  98404. * @param func defines the function to unregister
  98405. */
  98406. unregisterAfterRender(func: () => void): void;
  98407. private _executeOnceBeforeRender;
  98408. /**
  98409. * The provided function will run before render once and will be disposed afterwards.
  98410. * A timeout delay can be provided so that the function will be executed in N ms.
  98411. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98412. * @param func The function to be executed.
  98413. * @param timeout optional delay in ms
  98414. */
  98415. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98416. /** @hidden */
  98417. _addPendingData(data: any): void;
  98418. /** @hidden */
  98419. _removePendingData(data: any): void;
  98420. /**
  98421. * Returns the number of items waiting to be loaded
  98422. * @returns the number of items waiting to be loaded
  98423. */
  98424. getWaitingItemsCount(): number;
  98425. /**
  98426. * Returns a boolean indicating if the scene is still loading data
  98427. */
  98428. readonly isLoading: boolean;
  98429. /**
  98430. * Registers a function to be executed when the scene is ready
  98431. * @param {Function} func - the function to be executed
  98432. */
  98433. executeWhenReady(func: () => void): void;
  98434. /**
  98435. * Returns a promise that resolves when the scene is ready
  98436. * @returns A promise that resolves when the scene is ready
  98437. */
  98438. whenReadyAsync(): Promise<void>;
  98439. /** @hidden */
  98440. _checkIsReady(): void;
  98441. /**
  98442. * Gets all animatable attached to the scene
  98443. */
  98444. readonly animatables: Animatable[];
  98445. /**
  98446. * Resets the last animation time frame.
  98447. * Useful to override when animations start running when loading a scene for the first time.
  98448. */
  98449. resetLastAnimationTimeFrame(): void;
  98450. /**
  98451. * Gets the current view matrix
  98452. * @returns a Matrix
  98453. */
  98454. getViewMatrix(): Matrix;
  98455. /**
  98456. * Gets the current projection matrix
  98457. * @returns a Matrix
  98458. */
  98459. getProjectionMatrix(): Matrix;
  98460. /**
  98461. * Gets the current transform matrix
  98462. * @returns a Matrix made of View * Projection
  98463. */
  98464. getTransformMatrix(): Matrix;
  98465. /**
  98466. * Sets the current transform matrix
  98467. * @param viewL defines the View matrix to use
  98468. * @param projectionL defines the Projection matrix to use
  98469. * @param viewR defines the right View matrix to use (if provided)
  98470. * @param projectionR defines the right Projection matrix to use (if provided)
  98471. */
  98472. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98473. /**
  98474. * Gets the uniform buffer used to store scene data
  98475. * @returns a UniformBuffer
  98476. */
  98477. getSceneUniformBuffer(): UniformBuffer;
  98478. /**
  98479. * Gets an unique (relatively to the current scene) Id
  98480. * @returns an unique number for the scene
  98481. */
  98482. getUniqueId(): number;
  98483. /**
  98484. * Add a mesh to the list of scene's meshes
  98485. * @param newMesh defines the mesh to add
  98486. * @param recursive if all child meshes should also be added to the scene
  98487. */
  98488. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98489. /**
  98490. * Remove a mesh for the list of scene's meshes
  98491. * @param toRemove defines the mesh to remove
  98492. * @param recursive if all child meshes should also be removed from the scene
  98493. * @returns the index where the mesh was in the mesh list
  98494. */
  98495. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98496. /**
  98497. * Add a transform node to the list of scene's transform nodes
  98498. * @param newTransformNode defines the transform node to add
  98499. */
  98500. addTransformNode(newTransformNode: TransformNode): void;
  98501. /**
  98502. * Remove a transform node for the list of scene's transform nodes
  98503. * @param toRemove defines the transform node to remove
  98504. * @returns the index where the transform node was in the transform node list
  98505. */
  98506. removeTransformNode(toRemove: TransformNode): number;
  98507. /**
  98508. * Remove a skeleton for the list of scene's skeletons
  98509. * @param toRemove defines the skeleton to remove
  98510. * @returns the index where the skeleton was in the skeleton list
  98511. */
  98512. removeSkeleton(toRemove: Skeleton): number;
  98513. /**
  98514. * Remove a morph target for the list of scene's morph targets
  98515. * @param toRemove defines the morph target to remove
  98516. * @returns the index where the morph target was in the morph target list
  98517. */
  98518. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98519. /**
  98520. * Remove a light for the list of scene's lights
  98521. * @param toRemove defines the light to remove
  98522. * @returns the index where the light was in the light list
  98523. */
  98524. removeLight(toRemove: Light): number;
  98525. /**
  98526. * Remove a camera for the list of scene's cameras
  98527. * @param toRemove defines the camera to remove
  98528. * @returns the index where the camera was in the camera list
  98529. */
  98530. removeCamera(toRemove: Camera): number;
  98531. /**
  98532. * Remove a particle system for the list of scene's particle systems
  98533. * @param toRemove defines the particle system to remove
  98534. * @returns the index where the particle system was in the particle system list
  98535. */
  98536. removeParticleSystem(toRemove: IParticleSystem): number;
  98537. /**
  98538. * Remove a animation for the list of scene's animations
  98539. * @param toRemove defines the animation to remove
  98540. * @returns the index where the animation was in the animation list
  98541. */
  98542. removeAnimation(toRemove: Animation): number;
  98543. /**
  98544. * Will stop the animation of the given target
  98545. * @param target - the target
  98546. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98547. * @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)
  98548. */
  98549. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98550. /**
  98551. * Removes the given animation group from this scene.
  98552. * @param toRemove The animation group to remove
  98553. * @returns The index of the removed animation group
  98554. */
  98555. removeAnimationGroup(toRemove: AnimationGroup): number;
  98556. /**
  98557. * Removes the given multi-material from this scene.
  98558. * @param toRemove The multi-material to remove
  98559. * @returns The index of the removed multi-material
  98560. */
  98561. removeMultiMaterial(toRemove: MultiMaterial): number;
  98562. /**
  98563. * Removes the given material from this scene.
  98564. * @param toRemove The material to remove
  98565. * @returns The index of the removed material
  98566. */
  98567. removeMaterial(toRemove: Material): number;
  98568. /**
  98569. * Removes the given action manager from this scene.
  98570. * @param toRemove The action manager to remove
  98571. * @returns The index of the removed action manager
  98572. */
  98573. removeActionManager(toRemove: AbstractActionManager): number;
  98574. /**
  98575. * Removes the given texture from this scene.
  98576. * @param toRemove The texture to remove
  98577. * @returns The index of the removed texture
  98578. */
  98579. removeTexture(toRemove: BaseTexture): number;
  98580. /**
  98581. * Adds the given light to this scene
  98582. * @param newLight The light to add
  98583. */
  98584. addLight(newLight: Light): void;
  98585. /**
  98586. * Sorts the list list based on light priorities
  98587. */
  98588. sortLightsByPriority(): void;
  98589. /**
  98590. * Adds the given camera to this scene
  98591. * @param newCamera The camera to add
  98592. */
  98593. addCamera(newCamera: Camera): void;
  98594. /**
  98595. * Adds the given skeleton to this scene
  98596. * @param newSkeleton The skeleton to add
  98597. */
  98598. addSkeleton(newSkeleton: Skeleton): void;
  98599. /**
  98600. * Adds the given particle system to this scene
  98601. * @param newParticleSystem The particle system to add
  98602. */
  98603. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98604. /**
  98605. * Adds the given animation to this scene
  98606. * @param newAnimation The animation to add
  98607. */
  98608. addAnimation(newAnimation: Animation): void;
  98609. /**
  98610. * Adds the given animation group to this scene.
  98611. * @param newAnimationGroup The animation group to add
  98612. */
  98613. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98614. /**
  98615. * Adds the given multi-material to this scene
  98616. * @param newMultiMaterial The multi-material to add
  98617. */
  98618. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98619. /**
  98620. * Adds the given material to this scene
  98621. * @param newMaterial The material to add
  98622. */
  98623. addMaterial(newMaterial: Material): void;
  98624. /**
  98625. * Adds the given morph target to this scene
  98626. * @param newMorphTargetManager The morph target to add
  98627. */
  98628. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98629. /**
  98630. * Adds the given geometry to this scene
  98631. * @param newGeometry The geometry to add
  98632. */
  98633. addGeometry(newGeometry: Geometry): void;
  98634. /**
  98635. * Adds the given action manager to this scene
  98636. * @param newActionManager The action manager to add
  98637. */
  98638. addActionManager(newActionManager: AbstractActionManager): void;
  98639. /**
  98640. * Adds the given texture to this scene.
  98641. * @param newTexture The texture to add
  98642. */
  98643. addTexture(newTexture: BaseTexture): void;
  98644. /**
  98645. * Switch active camera
  98646. * @param newCamera defines the new active camera
  98647. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98648. */
  98649. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98650. /**
  98651. * sets the active camera of the scene using its ID
  98652. * @param id defines the camera's ID
  98653. * @return the new active camera or null if none found.
  98654. */
  98655. setActiveCameraByID(id: string): Nullable<Camera>;
  98656. /**
  98657. * sets the active camera of the scene using its name
  98658. * @param name defines the camera's name
  98659. * @returns the new active camera or null if none found.
  98660. */
  98661. setActiveCameraByName(name: string): Nullable<Camera>;
  98662. /**
  98663. * get an animation group using its name
  98664. * @param name defines the material's name
  98665. * @return the animation group or null if none found.
  98666. */
  98667. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98668. /**
  98669. * Get a material using its unique id
  98670. * @param uniqueId defines the material's unique id
  98671. * @return the material or null if none found.
  98672. */
  98673. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98674. /**
  98675. * get a material using its id
  98676. * @param id defines the material's ID
  98677. * @return the material or null if none found.
  98678. */
  98679. getMaterialByID(id: string): Nullable<Material>;
  98680. /**
  98681. * Gets a the last added material using a given id
  98682. * @param id defines the material's ID
  98683. * @return the last material with the given id or null if none found.
  98684. */
  98685. getLastMaterialByID(id: string): Nullable<Material>;
  98686. /**
  98687. * Gets a material using its name
  98688. * @param name defines the material's name
  98689. * @return the material or null if none found.
  98690. */
  98691. getMaterialByName(name: string): Nullable<Material>;
  98692. /**
  98693. * Get a texture using its unique id
  98694. * @param uniqueId defines the texture's unique id
  98695. * @return the texture or null if none found.
  98696. */
  98697. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98698. /**
  98699. * Gets a camera using its id
  98700. * @param id defines the id to look for
  98701. * @returns the camera or null if not found
  98702. */
  98703. getCameraByID(id: string): Nullable<Camera>;
  98704. /**
  98705. * Gets a camera using its unique id
  98706. * @param uniqueId defines the unique id to look for
  98707. * @returns the camera or null if not found
  98708. */
  98709. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98710. /**
  98711. * Gets a camera using its name
  98712. * @param name defines the camera's name
  98713. * @return the camera or null if none found.
  98714. */
  98715. getCameraByName(name: string): Nullable<Camera>;
  98716. /**
  98717. * Gets a bone using its id
  98718. * @param id defines the bone's id
  98719. * @return the bone or null if not found
  98720. */
  98721. getBoneByID(id: string): Nullable<Bone>;
  98722. /**
  98723. * Gets a bone using its id
  98724. * @param name defines the bone's name
  98725. * @return the bone or null if not found
  98726. */
  98727. getBoneByName(name: string): Nullable<Bone>;
  98728. /**
  98729. * Gets a light node using its name
  98730. * @param name defines the the light's name
  98731. * @return the light or null if none found.
  98732. */
  98733. getLightByName(name: string): Nullable<Light>;
  98734. /**
  98735. * Gets a light node using its id
  98736. * @param id defines the light's id
  98737. * @return the light or null if none found.
  98738. */
  98739. getLightByID(id: string): Nullable<Light>;
  98740. /**
  98741. * Gets a light node using its scene-generated unique ID
  98742. * @param uniqueId defines the light's unique id
  98743. * @return the light or null if none found.
  98744. */
  98745. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98746. /**
  98747. * Gets a particle system by id
  98748. * @param id defines the particle system id
  98749. * @return the corresponding system or null if none found
  98750. */
  98751. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98752. /**
  98753. * Gets a geometry using its ID
  98754. * @param id defines the geometry's id
  98755. * @return the geometry or null if none found.
  98756. */
  98757. getGeometryByID(id: string): Nullable<Geometry>;
  98758. private _getGeometryByUniqueID;
  98759. /**
  98760. * Add a new geometry to this scene
  98761. * @param geometry defines the geometry to be added to the scene.
  98762. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98763. * @return a boolean defining if the geometry was added or not
  98764. */
  98765. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98766. /**
  98767. * Removes an existing geometry
  98768. * @param geometry defines the geometry to be removed from the scene
  98769. * @return a boolean defining if the geometry was removed or not
  98770. */
  98771. removeGeometry(geometry: Geometry): boolean;
  98772. /**
  98773. * Gets the list of geometries attached to the scene
  98774. * @returns an array of Geometry
  98775. */
  98776. getGeometries(): Geometry[];
  98777. /**
  98778. * Gets the first added mesh found of a given ID
  98779. * @param id defines the id to search for
  98780. * @return the mesh found or null if not found at all
  98781. */
  98782. getMeshByID(id: string): Nullable<AbstractMesh>;
  98783. /**
  98784. * Gets a list of meshes using their id
  98785. * @param id defines the id to search for
  98786. * @returns a list of meshes
  98787. */
  98788. getMeshesByID(id: string): Array<AbstractMesh>;
  98789. /**
  98790. * Gets the first added transform node found of a given ID
  98791. * @param id defines the id to search for
  98792. * @return the found transform node or null if not found at all.
  98793. */
  98794. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98795. /**
  98796. * Gets a transform node with its auto-generated unique id
  98797. * @param uniqueId efines the unique id to search for
  98798. * @return the found transform node or null if not found at all.
  98799. */
  98800. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98801. /**
  98802. * Gets a list of transform nodes using their id
  98803. * @param id defines the id to search for
  98804. * @returns a list of transform nodes
  98805. */
  98806. getTransformNodesByID(id: string): Array<TransformNode>;
  98807. /**
  98808. * Gets a mesh with its auto-generated unique id
  98809. * @param uniqueId defines the unique id to search for
  98810. * @return the found mesh or null if not found at all.
  98811. */
  98812. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98813. /**
  98814. * Gets a the last added mesh using a given id
  98815. * @param id defines the id to search for
  98816. * @return the found mesh or null if not found at all.
  98817. */
  98818. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98819. /**
  98820. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98821. * @param id defines the id to search for
  98822. * @return the found node or null if not found at all
  98823. */
  98824. getLastEntryByID(id: string): Nullable<Node>;
  98825. /**
  98826. * Gets a node (Mesh, Camera, Light) using a given id
  98827. * @param id defines the id to search for
  98828. * @return the found node or null if not found at all
  98829. */
  98830. getNodeByID(id: string): Nullable<Node>;
  98831. /**
  98832. * Gets a node (Mesh, Camera, Light) using a given name
  98833. * @param name defines the name to search for
  98834. * @return the found node or null if not found at all.
  98835. */
  98836. getNodeByName(name: string): Nullable<Node>;
  98837. /**
  98838. * Gets a mesh using a given name
  98839. * @param name defines the name to search for
  98840. * @return the found mesh or null if not found at all.
  98841. */
  98842. getMeshByName(name: string): Nullable<AbstractMesh>;
  98843. /**
  98844. * Gets a transform node using a given name
  98845. * @param name defines the name to search for
  98846. * @return the found transform node or null if not found at all.
  98847. */
  98848. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98849. /**
  98850. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98851. * @param id defines the id to search for
  98852. * @return the found skeleton or null if not found at all.
  98853. */
  98854. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98855. /**
  98856. * Gets a skeleton using a given auto generated unique id
  98857. * @param uniqueId defines the unique id to search for
  98858. * @return the found skeleton or null if not found at all.
  98859. */
  98860. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98861. /**
  98862. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98863. * @param id defines the id to search for
  98864. * @return the found skeleton or null if not found at all.
  98865. */
  98866. getSkeletonById(id: string): Nullable<Skeleton>;
  98867. /**
  98868. * Gets a skeleton using a given name
  98869. * @param name defines the name to search for
  98870. * @return the found skeleton or null if not found at all.
  98871. */
  98872. getSkeletonByName(name: string): Nullable<Skeleton>;
  98873. /**
  98874. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98875. * @param id defines the id to search for
  98876. * @return the found morph target manager or null if not found at all.
  98877. */
  98878. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98879. /**
  98880. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98881. * @param id defines the id to search for
  98882. * @return the found morph target or null if not found at all.
  98883. */
  98884. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98885. /**
  98886. * Gets a boolean indicating if the given mesh is active
  98887. * @param mesh defines the mesh to look for
  98888. * @returns true if the mesh is in the active list
  98889. */
  98890. isActiveMesh(mesh: AbstractMesh): boolean;
  98891. /**
  98892. * Return a unique id as a string which can serve as an identifier for the scene
  98893. */
  98894. readonly uid: string;
  98895. /**
  98896. * Add an externaly attached data from its key.
  98897. * This method call will fail and return false, if such key already exists.
  98898. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98899. * @param key the unique key that identifies the data
  98900. * @param data the data object to associate to the key for this Engine instance
  98901. * @return true if no such key were already present and the data was added successfully, false otherwise
  98902. */
  98903. addExternalData<T>(key: string, data: T): boolean;
  98904. /**
  98905. * Get an externaly attached data from its key
  98906. * @param key the unique key that identifies the data
  98907. * @return the associated data, if present (can be null), or undefined if not present
  98908. */
  98909. getExternalData<T>(key: string): Nullable<T>;
  98910. /**
  98911. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98912. * @param key the unique key that identifies the data
  98913. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98914. * @return the associated data, can be null if the factory returned null.
  98915. */
  98916. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98917. /**
  98918. * Remove an externaly attached data from the Engine instance
  98919. * @param key the unique key that identifies the data
  98920. * @return true if the data was successfully removed, false if it doesn't exist
  98921. */
  98922. removeExternalData(key: string): boolean;
  98923. private _evaluateSubMesh;
  98924. /**
  98925. * Clear the processed materials smart array preventing retention point in material dispose.
  98926. */
  98927. freeProcessedMaterials(): void;
  98928. private _preventFreeActiveMeshesAndRenderingGroups;
  98929. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98930. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98931. * when disposing several meshes in a row or a hierarchy of meshes.
  98932. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98933. */
  98934. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98935. /**
  98936. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98937. */
  98938. freeActiveMeshes(): void;
  98939. /**
  98940. * Clear the info related to rendering groups preventing retention points during dispose.
  98941. */
  98942. freeRenderingGroups(): void;
  98943. /** @hidden */
  98944. _isInIntermediateRendering(): boolean;
  98945. /**
  98946. * Lambda returning the list of potentially active meshes.
  98947. */
  98948. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98949. /**
  98950. * Lambda returning the list of potentially active sub meshes.
  98951. */
  98952. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98953. /**
  98954. * Lambda returning the list of potentially intersecting sub meshes.
  98955. */
  98956. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98957. /**
  98958. * Lambda returning the list of potentially colliding sub meshes.
  98959. */
  98960. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98961. private _activeMeshesFrozen;
  98962. /**
  98963. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98964. * @returns the current scene
  98965. */
  98966. freezeActiveMeshes(): Scene;
  98967. /**
  98968. * Use this function to restart evaluating active meshes on every frame
  98969. * @returns the current scene
  98970. */
  98971. unfreezeActiveMeshes(): Scene;
  98972. private _evaluateActiveMeshes;
  98973. private _activeMesh;
  98974. /**
  98975. * Update the transform matrix to update from the current active camera
  98976. * @param force defines a boolean used to force the update even if cache is up to date
  98977. */
  98978. updateTransformMatrix(force?: boolean): void;
  98979. private _bindFrameBuffer;
  98980. /** @hidden */
  98981. _allowPostProcessClearColor: boolean;
  98982. /** @hidden */
  98983. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98984. private _processSubCameras;
  98985. private _checkIntersections;
  98986. /** @hidden */
  98987. _advancePhysicsEngineStep(step: number): void;
  98988. /**
  98989. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98990. */
  98991. getDeterministicFrameTime: () => number;
  98992. /** @hidden */
  98993. _animate(): void;
  98994. /** Execute all animations (for a frame) */
  98995. animate(): void;
  98996. /**
  98997. * Render the scene
  98998. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98999. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99000. */
  99001. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99002. /**
  99003. * Freeze all materials
  99004. * A frozen material will not be updatable but should be faster to render
  99005. */
  99006. freezeMaterials(): void;
  99007. /**
  99008. * Unfreeze all materials
  99009. * A frozen material will not be updatable but should be faster to render
  99010. */
  99011. unfreezeMaterials(): void;
  99012. /**
  99013. * Releases all held ressources
  99014. */
  99015. dispose(): void;
  99016. /**
  99017. * Gets if the scene is already disposed
  99018. */
  99019. readonly isDisposed: boolean;
  99020. /**
  99021. * Call this function to reduce memory footprint of the scene.
  99022. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99023. */
  99024. clearCachedVertexData(): void;
  99025. /**
  99026. * This function will remove the local cached buffer data from texture.
  99027. * It will save memory but will prevent the texture from being rebuilt
  99028. */
  99029. cleanCachedTextureBuffer(): void;
  99030. /**
  99031. * Get the world extend vectors with an optional filter
  99032. *
  99033. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99034. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99035. */
  99036. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99037. min: Vector3;
  99038. max: Vector3;
  99039. };
  99040. /**
  99041. * Creates a ray that can be used to pick in the scene
  99042. * @param x defines the x coordinate of the origin (on-screen)
  99043. * @param y defines the y coordinate of the origin (on-screen)
  99044. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99045. * @param camera defines the camera to use for the picking
  99046. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99047. * @returns a Ray
  99048. */
  99049. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99050. /**
  99051. * Creates a ray that can be used to pick in the scene
  99052. * @param x defines the x coordinate of the origin (on-screen)
  99053. * @param y defines the y coordinate of the origin (on-screen)
  99054. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99055. * @param result defines the ray where to store the picking ray
  99056. * @param camera defines the camera to use for the picking
  99057. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99058. * @returns the current scene
  99059. */
  99060. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99061. /**
  99062. * Creates a ray that can be used to pick in the scene
  99063. * @param x defines the x coordinate of the origin (on-screen)
  99064. * @param y defines the y coordinate of the origin (on-screen)
  99065. * @param camera defines the camera to use for the picking
  99066. * @returns a Ray
  99067. */
  99068. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99069. /**
  99070. * Creates a ray that can be used to pick in the scene
  99071. * @param x defines the x coordinate of the origin (on-screen)
  99072. * @param y defines the y coordinate of the origin (on-screen)
  99073. * @param result defines the ray where to store the picking ray
  99074. * @param camera defines the camera to use for the picking
  99075. * @returns the current scene
  99076. */
  99077. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99078. /** Launch a ray to try to pick a mesh in the scene
  99079. * @param x position on screen
  99080. * @param y position on screen
  99081. * @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
  99082. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99083. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99084. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99085. * @returns a PickingInfo
  99086. */
  99087. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99088. /** Use the given ray to pick a mesh in the scene
  99089. * @param ray The ray to use to pick meshes
  99090. * @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
  99091. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99092. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99093. * @returns a PickingInfo
  99094. */
  99095. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99096. /**
  99097. * Launch a ray to try to pick a mesh in the scene
  99098. * @param x X position on screen
  99099. * @param y Y position on screen
  99100. * @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
  99101. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99102. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99103. * @returns an array of PickingInfo
  99104. */
  99105. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99106. /**
  99107. * Launch a ray to try to pick a mesh in the scene
  99108. * @param ray Ray to use
  99109. * @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
  99110. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99111. * @returns an array of PickingInfo
  99112. */
  99113. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99114. /**
  99115. * Force the value of meshUnderPointer
  99116. * @param mesh defines the mesh to use
  99117. */
  99118. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  99119. /**
  99120. * Gets the mesh under the pointer
  99121. * @returns a Mesh or null if no mesh is under the pointer
  99122. */
  99123. getPointerOverMesh(): Nullable<AbstractMesh>;
  99124. /** @hidden */
  99125. _rebuildGeometries(): void;
  99126. /** @hidden */
  99127. _rebuildTextures(): void;
  99128. private _getByTags;
  99129. /**
  99130. * Get a list of meshes by tags
  99131. * @param tagsQuery defines the tags query to use
  99132. * @param forEach defines a predicate used to filter results
  99133. * @returns an array of Mesh
  99134. */
  99135. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99136. /**
  99137. * Get a list of cameras by tags
  99138. * @param tagsQuery defines the tags query to use
  99139. * @param forEach defines a predicate used to filter results
  99140. * @returns an array of Camera
  99141. */
  99142. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99143. /**
  99144. * Get a list of lights by tags
  99145. * @param tagsQuery defines the tags query to use
  99146. * @param forEach defines a predicate used to filter results
  99147. * @returns an array of Light
  99148. */
  99149. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  99150. /**
  99151. * Get a list of materials by tags
  99152. * @param tagsQuery defines the tags query to use
  99153. * @param forEach defines a predicate used to filter results
  99154. * @returns an array of Material
  99155. */
  99156. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  99157. /**
  99158. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  99159. * This allowed control for front to back rendering or reversly depending of the special needs.
  99160. *
  99161. * @param renderingGroupId The rendering group id corresponding to its index
  99162. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  99163. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  99164. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  99165. */
  99166. 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;
  99167. /**
  99168. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  99169. *
  99170. * @param renderingGroupId The rendering group id corresponding to its index
  99171. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  99172. * @param depth Automatically clears depth between groups if true and autoClear is true.
  99173. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  99174. */
  99175. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  99176. /**
  99177. * Gets the current auto clear configuration for one rendering group of the rendering
  99178. * manager.
  99179. * @param index the rendering group index to get the information for
  99180. * @returns The auto clear setup for the requested rendering group
  99181. */
  99182. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  99183. private _blockMaterialDirtyMechanism;
  99184. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  99185. blockMaterialDirtyMechanism: boolean;
  99186. /**
  99187. * Will flag all materials as dirty to trigger new shader compilation
  99188. * @param flag defines the flag used to specify which material part must be marked as dirty
  99189. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  99190. */
  99191. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99192. /** @hidden */
  99193. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  99194. /** @hidden */
  99195. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99196. }
  99197. }
  99198. declare module BABYLON {
  99199. /**
  99200. * Set of assets to keep when moving a scene into an asset container.
  99201. */
  99202. export class KeepAssets extends AbstractScene {
  99203. }
  99204. /**
  99205. * Container with a set of assets that can be added or removed from a scene.
  99206. */
  99207. export class AssetContainer extends AbstractScene {
  99208. /**
  99209. * The scene the AssetContainer belongs to.
  99210. */
  99211. scene: Scene;
  99212. /**
  99213. * Instantiates an AssetContainer.
  99214. * @param scene The scene the AssetContainer belongs to.
  99215. */
  99216. constructor(scene: Scene);
  99217. /**
  99218. * Adds all the assets from the container to the scene.
  99219. */
  99220. addAllToScene(): void;
  99221. /**
  99222. * Removes all the assets in the container from the scene
  99223. */
  99224. removeAllFromScene(): void;
  99225. /**
  99226. * Disposes all the assets in the container
  99227. */
  99228. dispose(): void;
  99229. private _moveAssets;
  99230. /**
  99231. * Removes all the assets contained in the scene and adds them to the container.
  99232. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  99233. */
  99234. moveAllFromScene(keepAssets?: KeepAssets): void;
  99235. /**
  99236. * 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.
  99237. * @returns the root mesh
  99238. */
  99239. createRootMesh(): Mesh;
  99240. }
  99241. }
  99242. declare module BABYLON {
  99243. /**
  99244. * Defines how the parser contract is defined.
  99245. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  99246. */
  99247. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  99248. /**
  99249. * Defines how the individual parser contract is defined.
  99250. * These parser can parse an individual asset
  99251. */
  99252. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  99253. /**
  99254. * Base class of the scene acting as a container for the different elements composing a scene.
  99255. * This class is dynamically extended by the different components of the scene increasing
  99256. * flexibility and reducing coupling
  99257. */
  99258. export abstract class AbstractScene {
  99259. /**
  99260. * Stores the list of available parsers in the application.
  99261. */
  99262. private static _BabylonFileParsers;
  99263. /**
  99264. * Stores the list of available individual parsers in the application.
  99265. */
  99266. private static _IndividualBabylonFileParsers;
  99267. /**
  99268. * Adds a parser in the list of available ones
  99269. * @param name Defines the name of the parser
  99270. * @param parser Defines the parser to add
  99271. */
  99272. static AddParser(name: string, parser: BabylonFileParser): void;
  99273. /**
  99274. * Gets a general parser from the list of avaialble ones
  99275. * @param name Defines the name of the parser
  99276. * @returns the requested parser or null
  99277. */
  99278. static GetParser(name: string): Nullable<BabylonFileParser>;
  99279. /**
  99280. * Adds n individual parser in the list of available ones
  99281. * @param name Defines the name of the parser
  99282. * @param parser Defines the parser to add
  99283. */
  99284. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  99285. /**
  99286. * Gets an individual parser from the list of avaialble ones
  99287. * @param name Defines the name of the parser
  99288. * @returns the requested parser or null
  99289. */
  99290. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  99291. /**
  99292. * Parser json data and populate both a scene and its associated container object
  99293. * @param jsonData Defines the data to parse
  99294. * @param scene Defines the scene to parse the data for
  99295. * @param container Defines the container attached to the parsing sequence
  99296. * @param rootUrl Defines the root url of the data
  99297. */
  99298. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  99299. /**
  99300. * Gets the list of root nodes (ie. nodes with no parent)
  99301. */
  99302. rootNodes: Node[];
  99303. /** All of the cameras added to this scene
  99304. * @see http://doc.babylonjs.com/babylon101/cameras
  99305. */
  99306. cameras: Camera[];
  99307. /**
  99308. * All of the lights added to this scene
  99309. * @see http://doc.babylonjs.com/babylon101/lights
  99310. */
  99311. lights: Light[];
  99312. /**
  99313. * All of the (abstract) meshes added to this scene
  99314. */
  99315. meshes: AbstractMesh[];
  99316. /**
  99317. * The list of skeletons added to the scene
  99318. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  99319. */
  99320. skeletons: Skeleton[];
  99321. /**
  99322. * All of the particle systems added to this scene
  99323. * @see http://doc.babylonjs.com/babylon101/particles
  99324. */
  99325. particleSystems: IParticleSystem[];
  99326. /**
  99327. * Gets a list of Animations associated with the scene
  99328. */
  99329. animations: Animation[];
  99330. /**
  99331. * All of the animation groups added to this scene
  99332. * @see http://doc.babylonjs.com/how_to/group
  99333. */
  99334. animationGroups: AnimationGroup[];
  99335. /**
  99336. * All of the multi-materials added to this scene
  99337. * @see http://doc.babylonjs.com/how_to/multi_materials
  99338. */
  99339. multiMaterials: MultiMaterial[];
  99340. /**
  99341. * All of the materials added to this scene
  99342. * In the context of a Scene, it is not supposed to be modified manually.
  99343. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  99344. * Note also that the order of the Material wihin the array is not significant and might change.
  99345. * @see http://doc.babylonjs.com/babylon101/materials
  99346. */
  99347. materials: Material[];
  99348. /**
  99349. * The list of morph target managers added to the scene
  99350. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  99351. */
  99352. morphTargetManagers: MorphTargetManager[];
  99353. /**
  99354. * The list of geometries used in the scene.
  99355. */
  99356. geometries: Geometry[];
  99357. /**
  99358. * All of the tranform nodes added to this scene
  99359. * In the context of a Scene, it is not supposed to be modified manually.
  99360. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  99361. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  99362. * @see http://doc.babylonjs.com/how_to/transformnode
  99363. */
  99364. transformNodes: TransformNode[];
  99365. /**
  99366. * ActionManagers available on the scene.
  99367. */
  99368. actionManagers: AbstractActionManager[];
  99369. /**
  99370. * Textures to keep.
  99371. */
  99372. textures: BaseTexture[];
  99373. /**
  99374. * Environment texture for the scene
  99375. */
  99376. environmentTexture: Nullable<BaseTexture>;
  99377. }
  99378. }
  99379. declare module BABYLON {
  99380. /**
  99381. * Interface used to define options for Sound class
  99382. */
  99383. export interface ISoundOptions {
  99384. /**
  99385. * Does the sound autoplay once loaded.
  99386. */
  99387. autoplay?: boolean;
  99388. /**
  99389. * Does the sound loop after it finishes playing once.
  99390. */
  99391. loop?: boolean;
  99392. /**
  99393. * Sound's volume
  99394. */
  99395. volume?: number;
  99396. /**
  99397. * Is it a spatial sound?
  99398. */
  99399. spatialSound?: boolean;
  99400. /**
  99401. * Maximum distance to hear that sound
  99402. */
  99403. maxDistance?: number;
  99404. /**
  99405. * Uses user defined attenuation function
  99406. */
  99407. useCustomAttenuation?: boolean;
  99408. /**
  99409. * Define the roll off factor of spatial sounds.
  99410. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99411. */
  99412. rolloffFactor?: number;
  99413. /**
  99414. * Define the reference distance the sound should be heard perfectly.
  99415. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99416. */
  99417. refDistance?: number;
  99418. /**
  99419. * Define the distance attenuation model the sound will follow.
  99420. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99421. */
  99422. distanceModel?: string;
  99423. /**
  99424. * Defines the playback speed (1 by default)
  99425. */
  99426. playbackRate?: number;
  99427. /**
  99428. * Defines if the sound is from a streaming source
  99429. */
  99430. streaming?: boolean;
  99431. /**
  99432. * Defines an optional length (in seconds) inside the sound file
  99433. */
  99434. length?: number;
  99435. /**
  99436. * Defines an optional offset (in seconds) inside the sound file
  99437. */
  99438. offset?: number;
  99439. /**
  99440. * If true, URLs will not be required to state the audio file codec to use.
  99441. */
  99442. skipCodecCheck?: boolean;
  99443. }
  99444. /**
  99445. * Defines a sound that can be played in the application.
  99446. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99447. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99448. */
  99449. export class Sound {
  99450. /**
  99451. * The name of the sound in the scene.
  99452. */
  99453. name: string;
  99454. /**
  99455. * Does the sound autoplay once loaded.
  99456. */
  99457. autoplay: boolean;
  99458. /**
  99459. * Does the sound loop after it finishes playing once.
  99460. */
  99461. loop: boolean;
  99462. /**
  99463. * Does the sound use a custom attenuation curve to simulate the falloff
  99464. * happening when the source gets further away from the camera.
  99465. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99466. */
  99467. useCustomAttenuation: boolean;
  99468. /**
  99469. * The sound track id this sound belongs to.
  99470. */
  99471. soundTrackId: number;
  99472. /**
  99473. * Is this sound currently played.
  99474. */
  99475. isPlaying: boolean;
  99476. /**
  99477. * Is this sound currently paused.
  99478. */
  99479. isPaused: boolean;
  99480. /**
  99481. * Does this sound enables spatial sound.
  99482. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99483. */
  99484. spatialSound: boolean;
  99485. /**
  99486. * Define the reference distance the sound should be heard perfectly.
  99487. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99488. */
  99489. refDistance: number;
  99490. /**
  99491. * Define the roll off factor of spatial sounds.
  99492. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99493. */
  99494. rolloffFactor: number;
  99495. /**
  99496. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99497. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99498. */
  99499. maxDistance: number;
  99500. /**
  99501. * Define the distance attenuation model the sound will follow.
  99502. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99503. */
  99504. distanceModel: string;
  99505. /**
  99506. * @hidden
  99507. * Back Compat
  99508. **/
  99509. onended: () => any;
  99510. /**
  99511. * Observable event when the current playing sound finishes.
  99512. */
  99513. onEndedObservable: Observable<Sound>;
  99514. private _panningModel;
  99515. private _playbackRate;
  99516. private _streaming;
  99517. private _startTime;
  99518. private _startOffset;
  99519. private _position;
  99520. /** @hidden */
  99521. _positionInEmitterSpace: boolean;
  99522. private _localDirection;
  99523. private _volume;
  99524. private _isReadyToPlay;
  99525. private _isDirectional;
  99526. private _readyToPlayCallback;
  99527. private _audioBuffer;
  99528. private _soundSource;
  99529. private _streamingSource;
  99530. private _soundPanner;
  99531. private _soundGain;
  99532. private _inputAudioNode;
  99533. private _outputAudioNode;
  99534. private _coneInnerAngle;
  99535. private _coneOuterAngle;
  99536. private _coneOuterGain;
  99537. private _scene;
  99538. private _connectedTransformNode;
  99539. private _customAttenuationFunction;
  99540. private _registerFunc;
  99541. private _isOutputConnected;
  99542. private _htmlAudioElement;
  99543. private _urlType;
  99544. private _length?;
  99545. private _offset?;
  99546. /** @hidden */
  99547. static _SceneComponentInitialization: (scene: Scene) => void;
  99548. /**
  99549. * Create a sound and attach it to a scene
  99550. * @param name Name of your sound
  99551. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99552. * @param scene defines the scene the sound belongs to
  99553. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99554. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99555. */
  99556. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99557. /**
  99558. * Release the sound and its associated resources
  99559. */
  99560. dispose(): void;
  99561. /**
  99562. * Gets if the sounds is ready to be played or not.
  99563. * @returns true if ready, otherwise false
  99564. */
  99565. isReady(): boolean;
  99566. private _soundLoaded;
  99567. /**
  99568. * Sets the data of the sound from an audiobuffer
  99569. * @param audioBuffer The audioBuffer containing the data
  99570. */
  99571. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99572. /**
  99573. * Updates the current sounds options such as maxdistance, loop...
  99574. * @param options A JSON object containing values named as the object properties
  99575. */
  99576. updateOptions(options: ISoundOptions): void;
  99577. private _createSpatialParameters;
  99578. private _updateSpatialParameters;
  99579. /**
  99580. * Switch the panning model to HRTF:
  99581. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99582. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99583. */
  99584. switchPanningModelToHRTF(): void;
  99585. /**
  99586. * Switch the panning model to Equal Power:
  99587. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99588. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99589. */
  99590. switchPanningModelToEqualPower(): void;
  99591. private _switchPanningModel;
  99592. /**
  99593. * Connect this sound to a sound track audio node like gain...
  99594. * @param soundTrackAudioNode the sound track audio node to connect to
  99595. */
  99596. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99597. /**
  99598. * Transform this sound into a directional source
  99599. * @param coneInnerAngle Size of the inner cone in degree
  99600. * @param coneOuterAngle Size of the outer cone in degree
  99601. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99602. */
  99603. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99604. /**
  99605. * Gets or sets the inner angle for the directional cone.
  99606. */
  99607. /**
  99608. * Gets or sets the inner angle for the directional cone.
  99609. */
  99610. directionalConeInnerAngle: number;
  99611. /**
  99612. * Gets or sets the outer angle for the directional cone.
  99613. */
  99614. /**
  99615. * Gets or sets the outer angle for the directional cone.
  99616. */
  99617. directionalConeOuterAngle: number;
  99618. /**
  99619. * Sets the position of the emitter if spatial sound is enabled
  99620. * @param newPosition Defines the new posisiton
  99621. */
  99622. setPosition(newPosition: Vector3): void;
  99623. /**
  99624. * Sets the local direction of the emitter if spatial sound is enabled
  99625. * @param newLocalDirection Defines the new local direction
  99626. */
  99627. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99628. private _updateDirection;
  99629. /** @hidden */
  99630. updateDistanceFromListener(): void;
  99631. /**
  99632. * Sets a new custom attenuation function for the sound.
  99633. * @param callback Defines the function used for the attenuation
  99634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99635. */
  99636. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99637. /**
  99638. * Play the sound
  99639. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99640. * @param offset (optional) Start the sound at a specific time in seconds
  99641. * @param length (optional) Sound duration (in seconds)
  99642. */
  99643. play(time?: number, offset?: number, length?: number): void;
  99644. private _onended;
  99645. /**
  99646. * Stop the sound
  99647. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99648. */
  99649. stop(time?: number): void;
  99650. /**
  99651. * Put the sound in pause
  99652. */
  99653. pause(): void;
  99654. /**
  99655. * Sets a dedicated volume for this sounds
  99656. * @param newVolume Define the new volume of the sound
  99657. * @param time Define time for gradual change to new volume
  99658. */
  99659. setVolume(newVolume: number, time?: number): void;
  99660. /**
  99661. * Set the sound play back rate
  99662. * @param newPlaybackRate Define the playback rate the sound should be played at
  99663. */
  99664. setPlaybackRate(newPlaybackRate: number): void;
  99665. /**
  99666. * Gets the volume of the sound.
  99667. * @returns the volume of the sound
  99668. */
  99669. getVolume(): number;
  99670. /**
  99671. * Attach the sound to a dedicated mesh
  99672. * @param transformNode The transform node to connect the sound with
  99673. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99674. */
  99675. attachToMesh(transformNode: TransformNode): void;
  99676. /**
  99677. * Detach the sound from the previously attached mesh
  99678. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99679. */
  99680. detachFromMesh(): void;
  99681. private _onRegisterAfterWorldMatrixUpdate;
  99682. /**
  99683. * Clone the current sound in the scene.
  99684. * @returns the new sound clone
  99685. */
  99686. clone(): Nullable<Sound>;
  99687. /**
  99688. * Gets the current underlying audio buffer containing the data
  99689. * @returns the audio buffer
  99690. */
  99691. getAudioBuffer(): Nullable<AudioBuffer>;
  99692. /**
  99693. * Serializes the Sound in a JSON representation
  99694. * @returns the JSON representation of the sound
  99695. */
  99696. serialize(): any;
  99697. /**
  99698. * Parse a JSON representation of a sound to innstantiate in a given scene
  99699. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99700. * @param scene Define the scene the new parsed sound should be created in
  99701. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99702. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99703. * @returns the newly parsed sound
  99704. */
  99705. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99706. }
  99707. }
  99708. declare module BABYLON {
  99709. /**
  99710. * This defines an action helpful to play a defined sound on a triggered action.
  99711. */
  99712. export class PlaySoundAction extends Action {
  99713. private _sound;
  99714. /**
  99715. * Instantiate the action
  99716. * @param triggerOptions defines the trigger options
  99717. * @param sound defines the sound to play
  99718. * @param condition defines the trigger related conditions
  99719. */
  99720. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99721. /** @hidden */
  99722. _prepare(): void;
  99723. /**
  99724. * Execute the action and play the sound.
  99725. */
  99726. execute(): void;
  99727. /**
  99728. * Serializes the actions and its related information.
  99729. * @param parent defines the object to serialize in
  99730. * @returns the serialized object
  99731. */
  99732. serialize(parent: any): any;
  99733. }
  99734. /**
  99735. * This defines an action helpful to stop a defined sound on a triggered action.
  99736. */
  99737. export class StopSoundAction extends Action {
  99738. private _sound;
  99739. /**
  99740. * Instantiate the action
  99741. * @param triggerOptions defines the trigger options
  99742. * @param sound defines the sound to stop
  99743. * @param condition defines the trigger related conditions
  99744. */
  99745. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99746. /** @hidden */
  99747. _prepare(): void;
  99748. /**
  99749. * Execute the action and stop the sound.
  99750. */
  99751. execute(): void;
  99752. /**
  99753. * Serializes the actions and its related information.
  99754. * @param parent defines the object to serialize in
  99755. * @returns the serialized object
  99756. */
  99757. serialize(parent: any): any;
  99758. }
  99759. }
  99760. declare module BABYLON {
  99761. /**
  99762. * This defines an action responsible to change the value of a property
  99763. * by interpolating between its current value and the newly set one once triggered.
  99764. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99765. */
  99766. export class InterpolateValueAction extends Action {
  99767. /**
  99768. * Defines the path of the property where the value should be interpolated
  99769. */
  99770. propertyPath: string;
  99771. /**
  99772. * Defines the target value at the end of the interpolation.
  99773. */
  99774. value: any;
  99775. /**
  99776. * Defines the time it will take for the property to interpolate to the value.
  99777. */
  99778. duration: number;
  99779. /**
  99780. * Defines if the other scene animations should be stopped when the action has been triggered
  99781. */
  99782. stopOtherAnimations?: boolean;
  99783. /**
  99784. * Defines a callback raised once the interpolation animation has been done.
  99785. */
  99786. onInterpolationDone?: () => void;
  99787. /**
  99788. * Observable triggered once the interpolation animation has been done.
  99789. */
  99790. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99791. private _target;
  99792. private _effectiveTarget;
  99793. private _property;
  99794. /**
  99795. * Instantiate the action
  99796. * @param triggerOptions defines the trigger options
  99797. * @param target defines the object containing the value to interpolate
  99798. * @param propertyPath defines the path to the property in the target object
  99799. * @param value defines the target value at the end of the interpolation
  99800. * @param duration deines the time it will take for the property to interpolate to the value.
  99801. * @param condition defines the trigger related conditions
  99802. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99803. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99804. */
  99805. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99806. /** @hidden */
  99807. _prepare(): void;
  99808. /**
  99809. * Execute the action starts the value interpolation.
  99810. */
  99811. execute(): void;
  99812. /**
  99813. * Serializes the actions and its related information.
  99814. * @param parent defines the object to serialize in
  99815. * @returns the serialized object
  99816. */
  99817. serialize(parent: any): any;
  99818. }
  99819. }
  99820. declare module BABYLON {
  99821. /**
  99822. * Options allowed during the creation of a sound track.
  99823. */
  99824. export interface ISoundTrackOptions {
  99825. /**
  99826. * The volume the sound track should take during creation
  99827. */
  99828. volume?: number;
  99829. /**
  99830. * Define if the sound track is the main sound track of the scene
  99831. */
  99832. mainTrack?: boolean;
  99833. }
  99834. /**
  99835. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99836. * It will be also used in a future release to apply effects on a specific track.
  99837. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99838. */
  99839. export class SoundTrack {
  99840. /**
  99841. * The unique identifier of the sound track in the scene.
  99842. */
  99843. id: number;
  99844. /**
  99845. * The list of sounds included in the sound track.
  99846. */
  99847. soundCollection: Array<Sound>;
  99848. private _outputAudioNode;
  99849. private _scene;
  99850. private _isMainTrack;
  99851. private _connectedAnalyser;
  99852. private _options;
  99853. private _isInitialized;
  99854. /**
  99855. * Creates a new sound track.
  99856. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99857. * @param scene Define the scene the sound track belongs to
  99858. * @param options
  99859. */
  99860. constructor(scene: Scene, options?: ISoundTrackOptions);
  99861. private _initializeSoundTrackAudioGraph;
  99862. /**
  99863. * Release the sound track and its associated resources
  99864. */
  99865. dispose(): void;
  99866. /**
  99867. * Adds a sound to this sound track
  99868. * @param sound define the cound to add
  99869. * @ignoreNaming
  99870. */
  99871. AddSound(sound: Sound): void;
  99872. /**
  99873. * Removes a sound to this sound track
  99874. * @param sound define the cound to remove
  99875. * @ignoreNaming
  99876. */
  99877. RemoveSound(sound: Sound): void;
  99878. /**
  99879. * Set a global volume for the full sound track.
  99880. * @param newVolume Define the new volume of the sound track
  99881. */
  99882. setVolume(newVolume: number): void;
  99883. /**
  99884. * Switch the panning model to HRTF:
  99885. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99886. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99887. */
  99888. switchPanningModelToHRTF(): void;
  99889. /**
  99890. * Switch the panning model to Equal Power:
  99891. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99892. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99893. */
  99894. switchPanningModelToEqualPower(): void;
  99895. /**
  99896. * Connect the sound track to an audio analyser allowing some amazing
  99897. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99898. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99899. * @param analyser The analyser to connect to the engine
  99900. */
  99901. connectToAnalyser(analyser: Analyser): void;
  99902. }
  99903. }
  99904. declare module BABYLON {
  99905. interface AbstractScene {
  99906. /**
  99907. * The list of sounds used in the scene.
  99908. */
  99909. sounds: Nullable<Array<Sound>>;
  99910. }
  99911. interface Scene {
  99912. /**
  99913. * @hidden
  99914. * Backing field
  99915. */
  99916. _mainSoundTrack: SoundTrack;
  99917. /**
  99918. * The main sound track played by the scene.
  99919. * It cotains your primary collection of sounds.
  99920. */
  99921. mainSoundTrack: SoundTrack;
  99922. /**
  99923. * The list of sound tracks added to the scene
  99924. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99925. */
  99926. soundTracks: Nullable<Array<SoundTrack>>;
  99927. /**
  99928. * Gets a sound using a given name
  99929. * @param name defines the name to search for
  99930. * @return the found sound or null if not found at all.
  99931. */
  99932. getSoundByName(name: string): Nullable<Sound>;
  99933. /**
  99934. * Gets or sets if audio support is enabled
  99935. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99936. */
  99937. audioEnabled: boolean;
  99938. /**
  99939. * Gets or sets if audio will be output to headphones
  99940. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99941. */
  99942. headphone: boolean;
  99943. /**
  99944. * Gets or sets custom audio listener position provider
  99945. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99946. */
  99947. audioListenerPositionProvider: Nullable<() => Vector3>;
  99948. }
  99949. /**
  99950. * Defines the sound scene component responsible to manage any sounds
  99951. * in a given scene.
  99952. */
  99953. export class AudioSceneComponent implements ISceneSerializableComponent {
  99954. /**
  99955. * The component name helpfull to identify the component in the list of scene components.
  99956. */
  99957. readonly name: string;
  99958. /**
  99959. * The scene the component belongs to.
  99960. */
  99961. scene: Scene;
  99962. private _audioEnabled;
  99963. /**
  99964. * Gets whether audio is enabled or not.
  99965. * Please use related enable/disable method to switch state.
  99966. */
  99967. readonly audioEnabled: boolean;
  99968. private _headphone;
  99969. /**
  99970. * Gets whether audio is outputing to headphone or not.
  99971. * Please use the according Switch methods to change output.
  99972. */
  99973. readonly headphone: boolean;
  99974. private _audioListenerPositionProvider;
  99975. /**
  99976. * Gets the current audio listener position provider
  99977. */
  99978. /**
  99979. * Sets a custom listener position for all sounds in the scene
  99980. * By default, this is the position of the first active camera
  99981. */
  99982. audioListenerPositionProvider: Nullable<() => Vector3>;
  99983. /**
  99984. * Creates a new instance of the component for the given scene
  99985. * @param scene Defines the scene to register the component in
  99986. */
  99987. constructor(scene: Scene);
  99988. /**
  99989. * Registers the component in a given scene
  99990. */
  99991. register(): void;
  99992. /**
  99993. * Rebuilds the elements related to this component in case of
  99994. * context lost for instance.
  99995. */
  99996. rebuild(): void;
  99997. /**
  99998. * Serializes the component data to the specified json object
  99999. * @param serializationObject The object to serialize to
  100000. */
  100001. serialize(serializationObject: any): void;
  100002. /**
  100003. * Adds all the elements from the container to the scene
  100004. * @param container the container holding the elements
  100005. */
  100006. addFromContainer(container: AbstractScene): void;
  100007. /**
  100008. * Removes all the elements in the container from the scene
  100009. * @param container contains the elements to remove
  100010. * @param dispose if the removed element should be disposed (default: false)
  100011. */
  100012. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100013. /**
  100014. * Disposes the component and the associated ressources.
  100015. */
  100016. dispose(): void;
  100017. /**
  100018. * Disables audio in the associated scene.
  100019. */
  100020. disableAudio(): void;
  100021. /**
  100022. * Enables audio in the associated scene.
  100023. */
  100024. enableAudio(): void;
  100025. /**
  100026. * Switch audio to headphone output.
  100027. */
  100028. switchAudioModeForHeadphones(): void;
  100029. /**
  100030. * Switch audio to normal speakers.
  100031. */
  100032. switchAudioModeForNormalSpeakers(): void;
  100033. private _afterRender;
  100034. }
  100035. }
  100036. declare module BABYLON {
  100037. /**
  100038. * Wraps one or more Sound objects and selects one with random weight for playback.
  100039. */
  100040. export class WeightedSound {
  100041. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100042. loop: boolean;
  100043. private _coneInnerAngle;
  100044. private _coneOuterAngle;
  100045. private _volume;
  100046. /** A Sound is currently playing. */
  100047. isPlaying: boolean;
  100048. /** A Sound is currently paused. */
  100049. isPaused: boolean;
  100050. private _sounds;
  100051. private _weights;
  100052. private _currentIndex?;
  100053. /**
  100054. * Creates a new WeightedSound from the list of sounds given.
  100055. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100056. * @param sounds Array of Sounds that will be selected from.
  100057. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100058. */
  100059. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100060. /**
  100061. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100062. */
  100063. /**
  100064. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100065. */
  100066. directionalConeInnerAngle: number;
  100067. /**
  100068. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100069. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100070. */
  100071. /**
  100072. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100073. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100074. */
  100075. directionalConeOuterAngle: number;
  100076. /**
  100077. * Playback volume.
  100078. */
  100079. /**
  100080. * Playback volume.
  100081. */
  100082. volume: number;
  100083. private _onended;
  100084. /**
  100085. * Suspend playback
  100086. */
  100087. pause(): void;
  100088. /**
  100089. * Stop playback
  100090. */
  100091. stop(): void;
  100092. /**
  100093. * Start playback.
  100094. * @param startOffset Position the clip head at a specific time in seconds.
  100095. */
  100096. play(startOffset?: number): void;
  100097. }
  100098. }
  100099. declare module BABYLON {
  100100. /**
  100101. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100102. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100103. */
  100104. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100105. /**
  100106. * Gets the name of the behavior.
  100107. */
  100108. readonly name: string;
  100109. /**
  100110. * The easing function used by animations
  100111. */
  100112. static EasingFunction: BackEase;
  100113. /**
  100114. * The easing mode used by animations
  100115. */
  100116. static EasingMode: number;
  100117. /**
  100118. * The duration of the animation, in milliseconds
  100119. */
  100120. transitionDuration: number;
  100121. /**
  100122. * Length of the distance animated by the transition when lower radius is reached
  100123. */
  100124. lowerRadiusTransitionRange: number;
  100125. /**
  100126. * Length of the distance animated by the transition when upper radius is reached
  100127. */
  100128. upperRadiusTransitionRange: number;
  100129. private _autoTransitionRange;
  100130. /**
  100131. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100132. */
  100133. /**
  100134. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100135. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100136. */
  100137. autoTransitionRange: boolean;
  100138. private _attachedCamera;
  100139. private _onAfterCheckInputsObserver;
  100140. private _onMeshTargetChangedObserver;
  100141. /**
  100142. * Initializes the behavior.
  100143. */
  100144. init(): void;
  100145. /**
  100146. * Attaches the behavior to its arc rotate camera.
  100147. * @param camera Defines the camera to attach the behavior to
  100148. */
  100149. attach(camera: ArcRotateCamera): void;
  100150. /**
  100151. * Detaches the behavior from its current arc rotate camera.
  100152. */
  100153. detach(): void;
  100154. private _radiusIsAnimating;
  100155. private _radiusBounceTransition;
  100156. private _animatables;
  100157. private _cachedWheelPrecision;
  100158. /**
  100159. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  100160. * @param radiusLimit The limit to check against.
  100161. * @return Bool to indicate if at limit.
  100162. */
  100163. private _isRadiusAtLimit;
  100164. /**
  100165. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  100166. * @param radiusDelta The delta by which to animate to. Can be negative.
  100167. */
  100168. private _applyBoundRadiusAnimation;
  100169. /**
  100170. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  100171. */
  100172. protected _clearAnimationLocks(): void;
  100173. /**
  100174. * Stops and removes all animations that have been applied to the camera
  100175. */
  100176. stopAllAnimations(): void;
  100177. }
  100178. }
  100179. declare module BABYLON {
  100180. /**
  100181. * 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.
  100182. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100183. */
  100184. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  100185. /**
  100186. * Gets the name of the behavior.
  100187. */
  100188. readonly name: string;
  100189. private _mode;
  100190. private _radiusScale;
  100191. private _positionScale;
  100192. private _defaultElevation;
  100193. private _elevationReturnTime;
  100194. private _elevationReturnWaitTime;
  100195. private _zoomStopsAnimation;
  100196. private _framingTime;
  100197. /**
  100198. * The easing function used by animations
  100199. */
  100200. static EasingFunction: ExponentialEase;
  100201. /**
  100202. * The easing mode used by animations
  100203. */
  100204. static EasingMode: number;
  100205. /**
  100206. * Sets the current mode used by the behavior
  100207. */
  100208. /**
  100209. * Gets current mode used by the behavior.
  100210. */
  100211. mode: number;
  100212. /**
  100213. * Sets the scale applied to the radius (1 by default)
  100214. */
  100215. /**
  100216. * Gets the scale applied to the radius
  100217. */
  100218. radiusScale: number;
  100219. /**
  100220. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100221. */
  100222. /**
  100223. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100224. */
  100225. positionScale: number;
  100226. /**
  100227. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100228. * behaviour is triggered, in radians.
  100229. */
  100230. /**
  100231. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100232. * behaviour is triggered, in radians.
  100233. */
  100234. defaultElevation: number;
  100235. /**
  100236. * Sets the time (in milliseconds) taken to return to the default beta position.
  100237. * Negative value indicates camera should not return to default.
  100238. */
  100239. /**
  100240. * Gets the time (in milliseconds) taken to return to the default beta position.
  100241. * Negative value indicates camera should not return to default.
  100242. */
  100243. elevationReturnTime: number;
  100244. /**
  100245. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100246. */
  100247. /**
  100248. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100249. */
  100250. elevationReturnWaitTime: number;
  100251. /**
  100252. * Sets the flag that indicates if user zooming should stop animation.
  100253. */
  100254. /**
  100255. * Gets the flag that indicates if user zooming should stop animation.
  100256. */
  100257. zoomStopsAnimation: boolean;
  100258. /**
  100259. * Sets the transition time when framing the mesh, in milliseconds
  100260. */
  100261. /**
  100262. * Gets the transition time when framing the mesh, in milliseconds
  100263. */
  100264. framingTime: number;
  100265. /**
  100266. * Define if the behavior should automatically change the configured
  100267. * camera limits and sensibilities.
  100268. */
  100269. autoCorrectCameraLimitsAndSensibility: boolean;
  100270. private _onPrePointerObservableObserver;
  100271. private _onAfterCheckInputsObserver;
  100272. private _onMeshTargetChangedObserver;
  100273. private _attachedCamera;
  100274. private _isPointerDown;
  100275. private _lastInteractionTime;
  100276. /**
  100277. * Initializes the behavior.
  100278. */
  100279. init(): void;
  100280. /**
  100281. * Attaches the behavior to its arc rotate camera.
  100282. * @param camera Defines the camera to attach the behavior to
  100283. */
  100284. attach(camera: ArcRotateCamera): void;
  100285. /**
  100286. * Detaches the behavior from its current arc rotate camera.
  100287. */
  100288. detach(): void;
  100289. private _animatables;
  100290. private _betaIsAnimating;
  100291. private _betaTransition;
  100292. private _radiusTransition;
  100293. private _vectorTransition;
  100294. /**
  100295. * Targets the given mesh and updates zoom level accordingly.
  100296. * @param mesh The mesh to target.
  100297. * @param radius Optional. If a cached radius position already exists, overrides default.
  100298. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100299. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100300. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100301. */
  100302. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100303. /**
  100304. * Targets the given mesh with its children and updates zoom level accordingly.
  100305. * @param mesh The mesh to target.
  100306. * @param radius Optional. If a cached radius position already exists, overrides default.
  100307. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100308. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100309. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100310. */
  100311. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100312. /**
  100313. * Targets the given meshes with their children and updates zoom level accordingly.
  100314. * @param meshes The mesh to target.
  100315. * @param radius Optional. If a cached radius position already exists, overrides default.
  100316. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100317. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100318. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100319. */
  100320. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100321. /**
  100322. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  100323. * @param minimumWorld Determines the smaller position of the bounding box extend
  100324. * @param maximumWorld Determines the bigger position of the bounding box extend
  100325. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100326. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100327. */
  100328. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100329. /**
  100330. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  100331. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  100332. * frustum width.
  100333. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  100334. * to fully enclose the mesh in the viewing frustum.
  100335. */
  100336. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  100337. /**
  100338. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  100339. * is automatically returned to its default position (expected to be above ground plane).
  100340. */
  100341. private _maintainCameraAboveGround;
  100342. /**
  100343. * Returns the frustum slope based on the canvas ratio and camera FOV
  100344. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  100345. */
  100346. private _getFrustumSlope;
  100347. /**
  100348. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  100349. */
  100350. private _clearAnimationLocks;
  100351. /**
  100352. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100353. */
  100354. private _applyUserInteraction;
  100355. /**
  100356. * Stops and removes all animations that have been applied to the camera
  100357. */
  100358. stopAllAnimations(): void;
  100359. /**
  100360. * Gets a value indicating if the user is moving the camera
  100361. */
  100362. readonly isUserIsMoving: boolean;
  100363. /**
  100364. * The camera can move all the way towards the mesh.
  100365. */
  100366. static IgnoreBoundsSizeMode: number;
  100367. /**
  100368. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  100369. */
  100370. static FitFrustumSidesMode: number;
  100371. }
  100372. }
  100373. declare module BABYLON {
  100374. /**
  100375. * Base class for Camera Pointer Inputs.
  100376. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  100377. * for example usage.
  100378. */
  100379. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  100380. /**
  100381. * Defines the camera the input is attached to.
  100382. */
  100383. abstract camera: Camera;
  100384. /**
  100385. * Whether keyboard modifier keys are pressed at time of last mouse event.
  100386. */
  100387. protected _altKey: boolean;
  100388. protected _ctrlKey: boolean;
  100389. protected _metaKey: boolean;
  100390. protected _shiftKey: boolean;
  100391. /**
  100392. * Which mouse buttons were pressed at time of last mouse event.
  100393. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  100394. */
  100395. protected _buttonsPressed: number;
  100396. /**
  100397. * Defines the buttons associated with the input to handle camera move.
  100398. */
  100399. buttons: number[];
  100400. /**
  100401. * Attach the input controls to a specific dom element to get the input from.
  100402. * @param element Defines the element the controls should be listened from
  100403. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100404. */
  100405. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100406. /**
  100407. * Detach the current controls from the specified dom element.
  100408. * @param element Defines the element to stop listening the inputs from
  100409. */
  100410. detachControl(element: Nullable<HTMLElement>): void;
  100411. /**
  100412. * Gets the class name of the current input.
  100413. * @returns the class name
  100414. */
  100415. getClassName(): string;
  100416. /**
  100417. * Get the friendly name associated with the input class.
  100418. * @returns the input friendly name
  100419. */
  100420. getSimpleName(): string;
  100421. /**
  100422. * Called on pointer POINTERDOUBLETAP event.
  100423. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100424. */
  100425. protected onDoubleTap(type: string): void;
  100426. /**
  100427. * Called on pointer POINTERMOVE event if only a single touch is active.
  100428. * Override this method to provide functionality.
  100429. */
  100430. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100431. /**
  100432. * Called on pointer POINTERMOVE event if multiple touches are active.
  100433. * Override this method to provide functionality.
  100434. */
  100435. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100436. /**
  100437. * Called on JS contextmenu event.
  100438. * Override this method to provide functionality.
  100439. */
  100440. protected onContextMenu(evt: PointerEvent): void;
  100441. /**
  100442. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100443. * press.
  100444. * Override this method to provide functionality.
  100445. */
  100446. protected onButtonDown(evt: PointerEvent): void;
  100447. /**
  100448. * Called each time a new POINTERUP event occurs. Ie, for each button
  100449. * release.
  100450. * Override this method to provide functionality.
  100451. */
  100452. protected onButtonUp(evt: PointerEvent): void;
  100453. /**
  100454. * Called when window becomes inactive.
  100455. * Override this method to provide functionality.
  100456. */
  100457. protected onLostFocus(): void;
  100458. private _pointerInput;
  100459. private _observer;
  100460. private _onLostFocus;
  100461. private pointA;
  100462. private pointB;
  100463. }
  100464. }
  100465. declare module BABYLON {
  100466. /**
  100467. * Manage the pointers inputs to control an arc rotate camera.
  100468. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100469. */
  100470. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100471. /**
  100472. * Defines the camera the input is attached to.
  100473. */
  100474. camera: ArcRotateCamera;
  100475. /**
  100476. * Gets the class name of the current input.
  100477. * @returns the class name
  100478. */
  100479. getClassName(): string;
  100480. /**
  100481. * Defines the buttons associated with the input to handle camera move.
  100482. */
  100483. buttons: number[];
  100484. /**
  100485. * Defines the pointer angular sensibility along the X axis or how fast is
  100486. * the camera rotating.
  100487. */
  100488. angularSensibilityX: number;
  100489. /**
  100490. * Defines the pointer angular sensibility along the Y axis or how fast is
  100491. * the camera rotating.
  100492. */
  100493. angularSensibilityY: number;
  100494. /**
  100495. * Defines the pointer pinch precision or how fast is the camera zooming.
  100496. */
  100497. pinchPrecision: number;
  100498. /**
  100499. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100500. * from 0.
  100501. * It defines the percentage of current camera.radius to use as delta when
  100502. * pinch zoom is used.
  100503. */
  100504. pinchDeltaPercentage: number;
  100505. /**
  100506. * Defines the pointer panning sensibility or how fast is the camera moving.
  100507. */
  100508. panningSensibility: number;
  100509. /**
  100510. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100511. */
  100512. multiTouchPanning: boolean;
  100513. /**
  100514. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100515. * zoom (pinch) through multitouch.
  100516. */
  100517. multiTouchPanAndZoom: boolean;
  100518. /**
  100519. * Revers pinch action direction.
  100520. */
  100521. pinchInwards: boolean;
  100522. private _isPanClick;
  100523. private _twoFingerActivityCount;
  100524. private _isPinching;
  100525. /**
  100526. * Called on pointer POINTERMOVE event if only a single touch is active.
  100527. */
  100528. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100529. /**
  100530. * Called on pointer POINTERDOUBLETAP event.
  100531. */
  100532. protected onDoubleTap(type: string): void;
  100533. /**
  100534. * Called on pointer POINTERMOVE event if multiple touches are active.
  100535. */
  100536. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100537. /**
  100538. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100539. * press.
  100540. */
  100541. protected onButtonDown(evt: PointerEvent): void;
  100542. /**
  100543. * Called each time a new POINTERUP event occurs. Ie, for each button
  100544. * release.
  100545. */
  100546. protected onButtonUp(evt: PointerEvent): void;
  100547. /**
  100548. * Called when window becomes inactive.
  100549. */
  100550. protected onLostFocus(): void;
  100551. }
  100552. }
  100553. declare module BABYLON {
  100554. /**
  100555. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100556. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100557. */
  100558. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100559. /**
  100560. * Defines the camera the input is attached to.
  100561. */
  100562. camera: ArcRotateCamera;
  100563. /**
  100564. * Defines the list of key codes associated with the up action (increase alpha)
  100565. */
  100566. keysUp: number[];
  100567. /**
  100568. * Defines the list of key codes associated with the down action (decrease alpha)
  100569. */
  100570. keysDown: number[];
  100571. /**
  100572. * Defines the list of key codes associated with the left action (increase beta)
  100573. */
  100574. keysLeft: number[];
  100575. /**
  100576. * Defines the list of key codes associated with the right action (decrease beta)
  100577. */
  100578. keysRight: number[];
  100579. /**
  100580. * Defines the list of key codes associated with the reset action.
  100581. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100582. */
  100583. keysReset: number[];
  100584. /**
  100585. * Defines the panning sensibility of the inputs.
  100586. * (How fast is the camera paning)
  100587. */
  100588. panningSensibility: number;
  100589. /**
  100590. * Defines the zooming sensibility of the inputs.
  100591. * (How fast is the camera zooming)
  100592. */
  100593. zoomingSensibility: number;
  100594. /**
  100595. * Defines wether maintaining the alt key down switch the movement mode from
  100596. * orientation to zoom.
  100597. */
  100598. useAltToZoom: boolean;
  100599. /**
  100600. * Rotation speed of the camera
  100601. */
  100602. angularSpeed: number;
  100603. private _keys;
  100604. private _ctrlPressed;
  100605. private _altPressed;
  100606. private _onCanvasBlurObserver;
  100607. private _onKeyboardObserver;
  100608. private _engine;
  100609. private _scene;
  100610. /**
  100611. * Attach the input controls to a specific dom element to get the input from.
  100612. * @param element Defines the element the controls should be listened from
  100613. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100614. */
  100615. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100616. /**
  100617. * Detach the current controls from the specified dom element.
  100618. * @param element Defines the element to stop listening the inputs from
  100619. */
  100620. detachControl(element: Nullable<HTMLElement>): void;
  100621. /**
  100622. * Update the current camera state depending on the inputs that have been used this frame.
  100623. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100624. */
  100625. checkInputs(): void;
  100626. /**
  100627. * Gets the class name of the current intput.
  100628. * @returns the class name
  100629. */
  100630. getClassName(): string;
  100631. /**
  100632. * Get the friendly name associated with the input class.
  100633. * @returns the input friendly name
  100634. */
  100635. getSimpleName(): string;
  100636. }
  100637. }
  100638. declare module BABYLON {
  100639. /**
  100640. * Manage the mouse wheel inputs to control an arc rotate camera.
  100641. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100642. */
  100643. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100644. /**
  100645. * Defines the camera the input is attached to.
  100646. */
  100647. camera: ArcRotateCamera;
  100648. /**
  100649. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100650. */
  100651. wheelPrecision: number;
  100652. /**
  100653. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100654. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100655. */
  100656. wheelDeltaPercentage: number;
  100657. private _wheel;
  100658. private _observer;
  100659. private computeDeltaFromMouseWheelLegacyEvent;
  100660. /**
  100661. * Attach the input controls to a specific dom element to get the input from.
  100662. * @param element Defines the element the controls should be listened from
  100663. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100664. */
  100665. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100666. /**
  100667. * Detach the current controls from the specified dom element.
  100668. * @param element Defines the element to stop listening the inputs from
  100669. */
  100670. detachControl(element: Nullable<HTMLElement>): void;
  100671. /**
  100672. * Gets the class name of the current intput.
  100673. * @returns the class name
  100674. */
  100675. getClassName(): string;
  100676. /**
  100677. * Get the friendly name associated with the input class.
  100678. * @returns the input friendly name
  100679. */
  100680. getSimpleName(): string;
  100681. }
  100682. }
  100683. declare module BABYLON {
  100684. /**
  100685. * Default Inputs manager for the ArcRotateCamera.
  100686. * It groups all the default supported inputs for ease of use.
  100687. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100688. */
  100689. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100690. /**
  100691. * Instantiates a new ArcRotateCameraInputsManager.
  100692. * @param camera Defines the camera the inputs belong to
  100693. */
  100694. constructor(camera: ArcRotateCamera);
  100695. /**
  100696. * Add mouse wheel input support to the input manager.
  100697. * @returns the current input manager
  100698. */
  100699. addMouseWheel(): ArcRotateCameraInputsManager;
  100700. /**
  100701. * Add pointers input support to the input manager.
  100702. * @returns the current input manager
  100703. */
  100704. addPointers(): ArcRotateCameraInputsManager;
  100705. /**
  100706. * Add keyboard input support to the input manager.
  100707. * @returns the current input manager
  100708. */
  100709. addKeyboard(): ArcRotateCameraInputsManager;
  100710. }
  100711. }
  100712. declare module BABYLON {
  100713. /**
  100714. * This represents an orbital type of camera.
  100715. *
  100716. * 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.
  100717. * 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.
  100718. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100719. */
  100720. export class ArcRotateCamera extends TargetCamera {
  100721. /**
  100722. * Defines the rotation angle of the camera along the longitudinal axis.
  100723. */
  100724. alpha: number;
  100725. /**
  100726. * Defines the rotation angle of the camera along the latitudinal axis.
  100727. */
  100728. beta: number;
  100729. /**
  100730. * Defines the radius of the camera from it s target point.
  100731. */
  100732. radius: number;
  100733. protected _target: Vector3;
  100734. protected _targetHost: Nullable<AbstractMesh>;
  100735. /**
  100736. * Defines the target point of the camera.
  100737. * The camera looks towards it form the radius distance.
  100738. */
  100739. target: Vector3;
  100740. /**
  100741. * Define the current local position of the camera in the scene
  100742. */
  100743. position: Vector3;
  100744. protected _upVector: Vector3;
  100745. protected _upToYMatrix: Matrix;
  100746. protected _YToUpMatrix: Matrix;
  100747. /**
  100748. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100749. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100750. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100751. */
  100752. upVector: Vector3;
  100753. /**
  100754. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100755. */
  100756. setMatUp(): void;
  100757. /**
  100758. * Current inertia value on the longitudinal axis.
  100759. * The bigger this number the longer it will take for the camera to stop.
  100760. */
  100761. inertialAlphaOffset: number;
  100762. /**
  100763. * Current inertia value on the latitudinal axis.
  100764. * The bigger this number the longer it will take for the camera to stop.
  100765. */
  100766. inertialBetaOffset: number;
  100767. /**
  100768. * Current inertia value on the radius axis.
  100769. * The bigger this number the longer it will take for the camera to stop.
  100770. */
  100771. inertialRadiusOffset: number;
  100772. /**
  100773. * Minimum allowed angle on the longitudinal axis.
  100774. * This can help limiting how the Camera is able to move in the scene.
  100775. */
  100776. lowerAlphaLimit: Nullable<number>;
  100777. /**
  100778. * Maximum allowed angle on the longitudinal axis.
  100779. * This can help limiting how the Camera is able to move in the scene.
  100780. */
  100781. upperAlphaLimit: Nullable<number>;
  100782. /**
  100783. * Minimum allowed angle on the latitudinal axis.
  100784. * This can help limiting how the Camera is able to move in the scene.
  100785. */
  100786. lowerBetaLimit: number;
  100787. /**
  100788. * Maximum allowed angle on the latitudinal axis.
  100789. * This can help limiting how the Camera is able to move in the scene.
  100790. */
  100791. upperBetaLimit: number;
  100792. /**
  100793. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100794. * This can help limiting how the Camera is able to move in the scene.
  100795. */
  100796. lowerRadiusLimit: Nullable<number>;
  100797. /**
  100798. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100799. * This can help limiting how the Camera is able to move in the scene.
  100800. */
  100801. upperRadiusLimit: Nullable<number>;
  100802. /**
  100803. * Defines the current inertia value used during panning of the camera along the X axis.
  100804. */
  100805. inertialPanningX: number;
  100806. /**
  100807. * Defines the current inertia value used during panning of the camera along the Y axis.
  100808. */
  100809. inertialPanningY: number;
  100810. /**
  100811. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100812. * Basically if your fingers moves away from more than this distance you will be considered
  100813. * in pinch mode.
  100814. */
  100815. pinchToPanMaxDistance: number;
  100816. /**
  100817. * Defines the maximum distance the camera can pan.
  100818. * This could help keeping the cammera always in your scene.
  100819. */
  100820. panningDistanceLimit: Nullable<number>;
  100821. /**
  100822. * Defines the target of the camera before paning.
  100823. */
  100824. panningOriginTarget: Vector3;
  100825. /**
  100826. * Defines the value of the inertia used during panning.
  100827. * 0 would mean stop inertia and one would mean no decelleration at all.
  100828. */
  100829. panningInertia: number;
  100830. /**
  100831. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100832. */
  100833. angularSensibilityX: number;
  100834. /**
  100835. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100836. */
  100837. angularSensibilityY: number;
  100838. /**
  100839. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100840. */
  100841. pinchPrecision: number;
  100842. /**
  100843. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100844. * It will be used instead of pinchDeltaPrecision if different from 0.
  100845. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100846. */
  100847. pinchDeltaPercentage: number;
  100848. /**
  100849. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100850. */
  100851. panningSensibility: number;
  100852. /**
  100853. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100854. */
  100855. keysUp: number[];
  100856. /**
  100857. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100858. */
  100859. keysDown: number[];
  100860. /**
  100861. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100862. */
  100863. keysLeft: number[];
  100864. /**
  100865. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100866. */
  100867. keysRight: number[];
  100868. /**
  100869. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100870. */
  100871. wheelPrecision: number;
  100872. /**
  100873. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100874. * It will be used instead of pinchDeltaPrecision if different from 0.
  100875. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100876. */
  100877. wheelDeltaPercentage: number;
  100878. /**
  100879. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100880. */
  100881. zoomOnFactor: number;
  100882. /**
  100883. * Defines a screen offset for the camera position.
  100884. */
  100885. targetScreenOffset: Vector2;
  100886. /**
  100887. * Allows the camera to be completely reversed.
  100888. * If false the camera can not arrive upside down.
  100889. */
  100890. allowUpsideDown: boolean;
  100891. /**
  100892. * Define if double tap/click is used to restore the previously saved state of the camera.
  100893. */
  100894. useInputToRestoreState: boolean;
  100895. /** @hidden */
  100896. _viewMatrix: Matrix;
  100897. /** @hidden */
  100898. _useCtrlForPanning: boolean;
  100899. /** @hidden */
  100900. _panningMouseButton: number;
  100901. /**
  100902. * Defines the input associated to the camera.
  100903. */
  100904. inputs: ArcRotateCameraInputsManager;
  100905. /** @hidden */
  100906. _reset: () => void;
  100907. /**
  100908. * Defines the allowed panning axis.
  100909. */
  100910. panningAxis: Vector3;
  100911. protected _localDirection: Vector3;
  100912. protected _transformedDirection: Vector3;
  100913. private _bouncingBehavior;
  100914. /**
  100915. * Gets the bouncing behavior of the camera if it has been enabled.
  100916. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100917. */
  100918. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100919. /**
  100920. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100921. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100922. */
  100923. useBouncingBehavior: boolean;
  100924. private _framingBehavior;
  100925. /**
  100926. * Gets the framing behavior of the camera if it has been enabled.
  100927. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100928. */
  100929. readonly framingBehavior: Nullable<FramingBehavior>;
  100930. /**
  100931. * Defines if the framing behavior of the camera is enabled on the camera.
  100932. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100933. */
  100934. useFramingBehavior: boolean;
  100935. private _autoRotationBehavior;
  100936. /**
  100937. * Gets the auto rotation behavior of the camera if it has been enabled.
  100938. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100939. */
  100940. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100941. /**
  100942. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100943. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100944. */
  100945. useAutoRotationBehavior: boolean;
  100946. /**
  100947. * Observable triggered when the mesh target has been changed on the camera.
  100948. */
  100949. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100950. /**
  100951. * Event raised when the camera is colliding with a mesh.
  100952. */
  100953. onCollide: (collidedMesh: AbstractMesh) => void;
  100954. /**
  100955. * Defines whether the camera should check collision with the objects oh the scene.
  100956. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100957. */
  100958. checkCollisions: boolean;
  100959. /**
  100960. * Defines the collision radius of the camera.
  100961. * This simulates a sphere around the camera.
  100962. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100963. */
  100964. collisionRadius: Vector3;
  100965. protected _collider: Collider;
  100966. protected _previousPosition: Vector3;
  100967. protected _collisionVelocity: Vector3;
  100968. protected _newPosition: Vector3;
  100969. protected _previousAlpha: number;
  100970. protected _previousBeta: number;
  100971. protected _previousRadius: number;
  100972. protected _collisionTriggered: boolean;
  100973. protected _targetBoundingCenter: Nullable<Vector3>;
  100974. private _computationVector;
  100975. /**
  100976. * Instantiates a new ArcRotateCamera in a given scene
  100977. * @param name Defines the name of the camera
  100978. * @param alpha Defines the camera rotation along the logitudinal axis
  100979. * @param beta Defines the camera rotation along the latitudinal axis
  100980. * @param radius Defines the camera distance from its target
  100981. * @param target Defines the camera target
  100982. * @param scene Defines the scene the camera belongs to
  100983. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100984. */
  100985. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100986. /** @hidden */
  100987. _initCache(): void;
  100988. /** @hidden */
  100989. _updateCache(ignoreParentClass?: boolean): void;
  100990. protected _getTargetPosition(): Vector3;
  100991. private _storedAlpha;
  100992. private _storedBeta;
  100993. private _storedRadius;
  100994. private _storedTarget;
  100995. /**
  100996. * Stores the current state of the camera (alpha, beta, radius and target)
  100997. * @returns the camera itself
  100998. */
  100999. storeState(): Camera;
  101000. /**
  101001. * @hidden
  101002. * Restored camera state. You must call storeState() first
  101003. */
  101004. _restoreStateValues(): boolean;
  101005. /** @hidden */
  101006. _isSynchronizedViewMatrix(): boolean;
  101007. /**
  101008. * Attached controls to the current camera.
  101009. * @param element Defines the element the controls should be listened from
  101010. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101011. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101012. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101013. */
  101014. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101015. /**
  101016. * Detach the current controls from the camera.
  101017. * The camera will stop reacting to inputs.
  101018. * @param element Defines the element to stop listening the inputs from
  101019. */
  101020. detachControl(element: HTMLElement): void;
  101021. /** @hidden */
  101022. _checkInputs(): void;
  101023. protected _checkLimits(): void;
  101024. /**
  101025. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101026. */
  101027. rebuildAnglesAndRadius(): void;
  101028. /**
  101029. * Use a position to define the current camera related information like aplha, beta and radius
  101030. * @param position Defines the position to set the camera at
  101031. */
  101032. setPosition(position: Vector3): void;
  101033. /**
  101034. * Defines the target the camera should look at.
  101035. * This will automatically adapt alpha beta and radius to fit within the new target.
  101036. * @param target Defines the new target as a Vector or a mesh
  101037. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101038. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101039. */
  101040. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101041. /** @hidden */
  101042. _getViewMatrix(): Matrix;
  101043. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101044. /**
  101045. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101046. * @param meshes Defines the mesh to zoom on
  101047. * @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)
  101048. */
  101049. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101050. /**
  101051. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101052. * The target will be changed but the radius
  101053. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101054. * @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)
  101055. */
  101056. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101057. min: Vector3;
  101058. max: Vector3;
  101059. distance: number;
  101060. }, doNotUpdateMaxZ?: boolean): void;
  101061. /**
  101062. * @override
  101063. * Override Camera.createRigCamera
  101064. */
  101065. createRigCamera(name: string, cameraIndex: number): Camera;
  101066. /**
  101067. * @hidden
  101068. * @override
  101069. * Override Camera._updateRigCameras
  101070. */
  101071. _updateRigCameras(): void;
  101072. /**
  101073. * Destroy the camera and release the current resources hold by it.
  101074. */
  101075. dispose(): void;
  101076. /**
  101077. * Gets the current object class name.
  101078. * @return the class name
  101079. */
  101080. getClassName(): string;
  101081. }
  101082. }
  101083. declare module BABYLON {
  101084. /**
  101085. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101086. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101087. */
  101088. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101089. /**
  101090. * Gets the name of the behavior.
  101091. */
  101092. readonly name: string;
  101093. private _zoomStopsAnimation;
  101094. private _idleRotationSpeed;
  101095. private _idleRotationWaitTime;
  101096. private _idleRotationSpinupTime;
  101097. /**
  101098. * Sets the flag that indicates if user zooming should stop animation.
  101099. */
  101100. /**
  101101. * Gets the flag that indicates if user zooming should stop animation.
  101102. */
  101103. zoomStopsAnimation: boolean;
  101104. /**
  101105. * Sets the default speed at which the camera rotates around the model.
  101106. */
  101107. /**
  101108. * Gets the default speed at which the camera rotates around the model.
  101109. */
  101110. idleRotationSpeed: number;
  101111. /**
  101112. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101113. */
  101114. /**
  101115. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101116. */
  101117. idleRotationWaitTime: number;
  101118. /**
  101119. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101120. */
  101121. /**
  101122. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101123. */
  101124. idleRotationSpinupTime: number;
  101125. /**
  101126. * Gets a value indicating if the camera is currently rotating because of this behavior
  101127. */
  101128. readonly rotationInProgress: boolean;
  101129. private _onPrePointerObservableObserver;
  101130. private _onAfterCheckInputsObserver;
  101131. private _attachedCamera;
  101132. private _isPointerDown;
  101133. private _lastFrameTime;
  101134. private _lastInteractionTime;
  101135. private _cameraRotationSpeed;
  101136. /**
  101137. * Initializes the behavior.
  101138. */
  101139. init(): void;
  101140. /**
  101141. * Attaches the behavior to its arc rotate camera.
  101142. * @param camera Defines the camera to attach the behavior to
  101143. */
  101144. attach(camera: ArcRotateCamera): void;
  101145. /**
  101146. * Detaches the behavior from its current arc rotate camera.
  101147. */
  101148. detach(): void;
  101149. /**
  101150. * Returns true if user is scrolling.
  101151. * @return true if user is scrolling.
  101152. */
  101153. private _userIsZooming;
  101154. private _lastFrameRadius;
  101155. private _shouldAnimationStopForInteraction;
  101156. /**
  101157. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101158. */
  101159. private _applyUserInteraction;
  101160. private _userIsMoving;
  101161. }
  101162. }
  101163. declare module BABYLON {
  101164. /**
  101165. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101166. */
  101167. export class AttachToBoxBehavior implements Behavior<Mesh> {
  101168. private ui;
  101169. /**
  101170. * The name of the behavior
  101171. */
  101172. name: string;
  101173. /**
  101174. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101175. */
  101176. distanceAwayFromFace: number;
  101177. /**
  101178. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101179. */
  101180. distanceAwayFromBottomOfFace: number;
  101181. private _faceVectors;
  101182. private _target;
  101183. private _scene;
  101184. private _onRenderObserver;
  101185. private _tmpMatrix;
  101186. private _tmpVector;
  101187. /**
  101188. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101189. * @param ui The transform node that should be attched to the mesh
  101190. */
  101191. constructor(ui: TransformNode);
  101192. /**
  101193. * Initializes the behavior
  101194. */
  101195. init(): void;
  101196. private _closestFace;
  101197. private _zeroVector;
  101198. private _lookAtTmpMatrix;
  101199. private _lookAtToRef;
  101200. /**
  101201. * Attaches the AttachToBoxBehavior to the passed in mesh
  101202. * @param target The mesh that the specified node will be attached to
  101203. */
  101204. attach(target: Mesh): void;
  101205. /**
  101206. * Detaches the behavior from the mesh
  101207. */
  101208. detach(): void;
  101209. }
  101210. }
  101211. declare module BABYLON {
  101212. /**
  101213. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101214. */
  101215. export class FadeInOutBehavior implements Behavior<Mesh> {
  101216. /**
  101217. * Time in milliseconds to delay before fading in (Default: 0)
  101218. */
  101219. delay: number;
  101220. /**
  101221. * Time in milliseconds for the mesh to fade in (Default: 300)
  101222. */
  101223. fadeInTime: number;
  101224. private _millisecondsPerFrame;
  101225. private _hovered;
  101226. private _hoverValue;
  101227. private _ownerNode;
  101228. /**
  101229. * Instatiates the FadeInOutBehavior
  101230. */
  101231. constructor();
  101232. /**
  101233. * The name of the behavior
  101234. */
  101235. readonly name: string;
  101236. /**
  101237. * Initializes the behavior
  101238. */
  101239. init(): void;
  101240. /**
  101241. * Attaches the fade behavior on the passed in mesh
  101242. * @param ownerNode The mesh that will be faded in/out once attached
  101243. */
  101244. attach(ownerNode: Mesh): void;
  101245. /**
  101246. * Detaches the behavior from the mesh
  101247. */
  101248. detach(): void;
  101249. /**
  101250. * Triggers the mesh to begin fading in or out
  101251. * @param value if the object should fade in or out (true to fade in)
  101252. */
  101253. fadeIn(value: boolean): void;
  101254. private _update;
  101255. private _setAllVisibility;
  101256. }
  101257. }
  101258. declare module BABYLON {
  101259. /**
  101260. * Class containing a set of static utilities functions for managing Pivots
  101261. * @hidden
  101262. */
  101263. export class PivotTools {
  101264. private static _PivotCached;
  101265. private static _OldPivotPoint;
  101266. private static _PivotTranslation;
  101267. private static _PivotTmpVector;
  101268. /** @hidden */
  101269. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  101270. /** @hidden */
  101271. static _RestorePivotPoint(mesh: AbstractMesh): void;
  101272. }
  101273. }
  101274. declare module BABYLON {
  101275. /**
  101276. * Class containing static functions to help procedurally build meshes
  101277. */
  101278. export class PlaneBuilder {
  101279. /**
  101280. * Creates a plane mesh
  101281. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  101282. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  101283. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  101284. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  101285. * * If you create a double-sided mesh, you can choose what parts of 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
  101286. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  101287. * @param name defines the name of the mesh
  101288. * @param options defines the options used to create the mesh
  101289. * @param scene defines the hosting scene
  101290. * @returns the plane mesh
  101291. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  101292. */
  101293. static CreatePlane(name: string, options: {
  101294. size?: number;
  101295. width?: number;
  101296. height?: number;
  101297. sideOrientation?: number;
  101298. frontUVs?: Vector4;
  101299. backUVs?: Vector4;
  101300. updatable?: boolean;
  101301. sourcePlane?: Plane;
  101302. }, scene?: Nullable<Scene>): Mesh;
  101303. }
  101304. }
  101305. declare module BABYLON {
  101306. /**
  101307. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101308. */
  101309. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  101310. private static _AnyMouseID;
  101311. /**
  101312. * Abstract mesh the behavior is set on
  101313. */
  101314. attachedNode: AbstractMesh;
  101315. private _dragPlane;
  101316. private _scene;
  101317. private _pointerObserver;
  101318. private _beforeRenderObserver;
  101319. private static _planeScene;
  101320. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  101321. /**
  101322. * 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)
  101323. */
  101324. maxDragAngle: number;
  101325. /**
  101326. * @hidden
  101327. */
  101328. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  101329. /**
  101330. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101331. */
  101332. currentDraggingPointerID: number;
  101333. /**
  101334. * The last position where the pointer hit the drag plane in world space
  101335. */
  101336. lastDragPosition: Vector3;
  101337. /**
  101338. * If the behavior is currently in a dragging state
  101339. */
  101340. dragging: boolean;
  101341. /**
  101342. * 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)
  101343. */
  101344. dragDeltaRatio: number;
  101345. /**
  101346. * If the drag plane orientation should be updated during the dragging (Default: true)
  101347. */
  101348. updateDragPlane: boolean;
  101349. private _debugMode;
  101350. private _moving;
  101351. /**
  101352. * Fires each time the attached mesh is dragged with the pointer
  101353. * * delta between last drag position and current drag position in world space
  101354. * * dragDistance along the drag axis
  101355. * * dragPlaneNormal normal of the current drag plane used during the drag
  101356. * * dragPlanePoint in world space where the drag intersects the drag plane
  101357. */
  101358. onDragObservable: Observable<{
  101359. delta: Vector3;
  101360. dragPlanePoint: Vector3;
  101361. dragPlaneNormal: Vector3;
  101362. dragDistance: number;
  101363. pointerId: number;
  101364. }>;
  101365. /**
  101366. * Fires each time a drag begins (eg. mouse down on mesh)
  101367. */
  101368. onDragStartObservable: Observable<{
  101369. dragPlanePoint: Vector3;
  101370. pointerId: number;
  101371. }>;
  101372. /**
  101373. * Fires each time a drag ends (eg. mouse release after drag)
  101374. */
  101375. onDragEndObservable: Observable<{
  101376. dragPlanePoint: Vector3;
  101377. pointerId: number;
  101378. }>;
  101379. /**
  101380. * If the attached mesh should be moved when dragged
  101381. */
  101382. moveAttached: boolean;
  101383. /**
  101384. * If the drag behavior will react to drag events (Default: true)
  101385. */
  101386. enabled: boolean;
  101387. /**
  101388. * If pointer events should start and release the drag (Default: true)
  101389. */
  101390. startAndReleaseDragOnPointerEvents: boolean;
  101391. /**
  101392. * If camera controls should be detached during the drag
  101393. */
  101394. detachCameraControls: boolean;
  101395. /**
  101396. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101397. */
  101398. useObjectOrienationForDragging: boolean;
  101399. private _options;
  101400. /**
  101401. * Creates a pointer drag behavior that can be attached to a mesh
  101402. * @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)
  101403. */
  101404. constructor(options?: {
  101405. dragAxis?: Vector3;
  101406. dragPlaneNormal?: Vector3;
  101407. });
  101408. /**
  101409. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101410. */
  101411. validateDrag: (targetPosition: Vector3) => boolean;
  101412. /**
  101413. * The name of the behavior
  101414. */
  101415. readonly name: string;
  101416. /**
  101417. * Initializes the behavior
  101418. */
  101419. init(): void;
  101420. private _tmpVector;
  101421. private _alternatePickedPoint;
  101422. private _worldDragAxis;
  101423. private _targetPosition;
  101424. private _attachedElement;
  101425. /**
  101426. * Attaches the drag behavior the passed in mesh
  101427. * @param ownerNode The mesh that will be dragged around once attached
  101428. */
  101429. attach(ownerNode: AbstractMesh): void;
  101430. /**
  101431. * Force relase the drag action by code.
  101432. */
  101433. releaseDrag(): void;
  101434. private _startDragRay;
  101435. private _lastPointerRay;
  101436. /**
  101437. * Simulates the start of a pointer drag event on the behavior
  101438. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101439. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101440. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101441. */
  101442. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101443. private _startDrag;
  101444. private _dragDelta;
  101445. private _moveDrag;
  101446. private _pickWithRayOnDragPlane;
  101447. private _pointA;
  101448. private _pointB;
  101449. private _pointC;
  101450. private _lineA;
  101451. private _lineB;
  101452. private _localAxis;
  101453. private _lookAt;
  101454. private _updateDragPlanePosition;
  101455. /**
  101456. * Detaches the behavior from the mesh
  101457. */
  101458. detach(): void;
  101459. }
  101460. }
  101461. declare module BABYLON {
  101462. /**
  101463. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101464. */
  101465. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101466. private _dragBehaviorA;
  101467. private _dragBehaviorB;
  101468. private _startDistance;
  101469. private _initialScale;
  101470. private _targetScale;
  101471. private _ownerNode;
  101472. private _sceneRenderObserver;
  101473. /**
  101474. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101475. */
  101476. constructor();
  101477. /**
  101478. * The name of the behavior
  101479. */
  101480. readonly name: string;
  101481. /**
  101482. * Initializes the behavior
  101483. */
  101484. init(): void;
  101485. private _getCurrentDistance;
  101486. /**
  101487. * Attaches the scale behavior the passed in mesh
  101488. * @param ownerNode The mesh that will be scaled around once attached
  101489. */
  101490. attach(ownerNode: Mesh): void;
  101491. /**
  101492. * Detaches the behavior from the mesh
  101493. */
  101494. detach(): void;
  101495. }
  101496. }
  101497. declare module BABYLON {
  101498. /**
  101499. * 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
  101500. */
  101501. export class SixDofDragBehavior implements Behavior<Mesh> {
  101502. private static _virtualScene;
  101503. private _ownerNode;
  101504. private _sceneRenderObserver;
  101505. private _scene;
  101506. private _targetPosition;
  101507. private _virtualOriginMesh;
  101508. private _virtualDragMesh;
  101509. private _pointerObserver;
  101510. private _moving;
  101511. private _startingOrientation;
  101512. /**
  101513. * 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)
  101514. */
  101515. private zDragFactor;
  101516. /**
  101517. * If the object should rotate to face the drag origin
  101518. */
  101519. rotateDraggedObject: boolean;
  101520. /**
  101521. * If the behavior is currently in a dragging state
  101522. */
  101523. dragging: boolean;
  101524. /**
  101525. * 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)
  101526. */
  101527. dragDeltaRatio: number;
  101528. /**
  101529. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101530. */
  101531. currentDraggingPointerID: number;
  101532. /**
  101533. * If camera controls should be detached during the drag
  101534. */
  101535. detachCameraControls: boolean;
  101536. /**
  101537. * Fires each time a drag starts
  101538. */
  101539. onDragStartObservable: Observable<{}>;
  101540. /**
  101541. * Fires each time a drag ends (eg. mouse release after drag)
  101542. */
  101543. onDragEndObservable: Observable<{}>;
  101544. /**
  101545. * 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
  101546. */
  101547. constructor();
  101548. /**
  101549. * The name of the behavior
  101550. */
  101551. readonly name: string;
  101552. /**
  101553. * Initializes the behavior
  101554. */
  101555. init(): void;
  101556. /**
  101557. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101558. */
  101559. private readonly _pointerCamera;
  101560. /**
  101561. * Attaches the scale behavior the passed in mesh
  101562. * @param ownerNode The mesh that will be scaled around once attached
  101563. */
  101564. attach(ownerNode: Mesh): void;
  101565. /**
  101566. * Detaches the behavior from the mesh
  101567. */
  101568. detach(): void;
  101569. }
  101570. }
  101571. declare module BABYLON {
  101572. /**
  101573. * Class used to apply inverse kinematics to bones
  101574. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101575. */
  101576. export class BoneIKController {
  101577. private static _tmpVecs;
  101578. private static _tmpQuat;
  101579. private static _tmpMats;
  101580. /**
  101581. * Gets or sets the target mesh
  101582. */
  101583. targetMesh: AbstractMesh;
  101584. /** Gets or sets the mesh used as pole */
  101585. poleTargetMesh: AbstractMesh;
  101586. /**
  101587. * Gets or sets the bone used as pole
  101588. */
  101589. poleTargetBone: Nullable<Bone>;
  101590. /**
  101591. * Gets or sets the target position
  101592. */
  101593. targetPosition: Vector3;
  101594. /**
  101595. * Gets or sets the pole target position
  101596. */
  101597. poleTargetPosition: Vector3;
  101598. /**
  101599. * Gets or sets the pole target local offset
  101600. */
  101601. poleTargetLocalOffset: Vector3;
  101602. /**
  101603. * Gets or sets the pole angle
  101604. */
  101605. poleAngle: number;
  101606. /**
  101607. * Gets or sets the mesh associated with the controller
  101608. */
  101609. mesh: AbstractMesh;
  101610. /**
  101611. * 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)
  101612. */
  101613. slerpAmount: number;
  101614. private _bone1Quat;
  101615. private _bone1Mat;
  101616. private _bone2Ang;
  101617. private _bone1;
  101618. private _bone2;
  101619. private _bone1Length;
  101620. private _bone2Length;
  101621. private _maxAngle;
  101622. private _maxReach;
  101623. private _rightHandedSystem;
  101624. private _bendAxis;
  101625. private _slerping;
  101626. private _adjustRoll;
  101627. /**
  101628. * Gets or sets maximum allowed angle
  101629. */
  101630. maxAngle: number;
  101631. /**
  101632. * Creates a new BoneIKController
  101633. * @param mesh defines the mesh to control
  101634. * @param bone defines the bone to control
  101635. * @param options defines options to set up the controller
  101636. */
  101637. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101638. targetMesh?: AbstractMesh;
  101639. poleTargetMesh?: AbstractMesh;
  101640. poleTargetBone?: Bone;
  101641. poleTargetLocalOffset?: Vector3;
  101642. poleAngle?: number;
  101643. bendAxis?: Vector3;
  101644. maxAngle?: number;
  101645. slerpAmount?: number;
  101646. });
  101647. private _setMaxAngle;
  101648. /**
  101649. * Force the controller to update the bones
  101650. */
  101651. update(): void;
  101652. }
  101653. }
  101654. declare module BABYLON {
  101655. /**
  101656. * Class used to make a bone look toward a point in space
  101657. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101658. */
  101659. export class BoneLookController {
  101660. private static _tmpVecs;
  101661. private static _tmpQuat;
  101662. private static _tmpMats;
  101663. /**
  101664. * The target Vector3 that the bone will look at
  101665. */
  101666. target: Vector3;
  101667. /**
  101668. * The mesh that the bone is attached to
  101669. */
  101670. mesh: AbstractMesh;
  101671. /**
  101672. * The bone that will be looking to the target
  101673. */
  101674. bone: Bone;
  101675. /**
  101676. * The up axis of the coordinate system that is used when the bone is rotated
  101677. */
  101678. upAxis: Vector3;
  101679. /**
  101680. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101681. */
  101682. upAxisSpace: Space;
  101683. /**
  101684. * Used to make an adjustment to the yaw of the bone
  101685. */
  101686. adjustYaw: number;
  101687. /**
  101688. * Used to make an adjustment to the pitch of the bone
  101689. */
  101690. adjustPitch: number;
  101691. /**
  101692. * Used to make an adjustment to the roll of the bone
  101693. */
  101694. adjustRoll: number;
  101695. /**
  101696. * 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)
  101697. */
  101698. slerpAmount: number;
  101699. private _minYaw;
  101700. private _maxYaw;
  101701. private _minPitch;
  101702. private _maxPitch;
  101703. private _minYawSin;
  101704. private _minYawCos;
  101705. private _maxYawSin;
  101706. private _maxYawCos;
  101707. private _midYawConstraint;
  101708. private _minPitchTan;
  101709. private _maxPitchTan;
  101710. private _boneQuat;
  101711. private _slerping;
  101712. private _transformYawPitch;
  101713. private _transformYawPitchInv;
  101714. private _firstFrameSkipped;
  101715. private _yawRange;
  101716. private _fowardAxis;
  101717. /**
  101718. * Gets or sets the minimum yaw angle that the bone can look to
  101719. */
  101720. minYaw: number;
  101721. /**
  101722. * Gets or sets the maximum yaw angle that the bone can look to
  101723. */
  101724. maxYaw: number;
  101725. /**
  101726. * Gets or sets the minimum pitch angle that the bone can look to
  101727. */
  101728. minPitch: number;
  101729. /**
  101730. * Gets or sets the maximum pitch angle that the bone can look to
  101731. */
  101732. maxPitch: number;
  101733. /**
  101734. * Create a BoneLookController
  101735. * @param mesh the mesh that the bone belongs to
  101736. * @param bone the bone that will be looking to the target
  101737. * @param target the target Vector3 to look at
  101738. * @param options optional settings:
  101739. * * maxYaw: the maximum angle the bone will yaw to
  101740. * * minYaw: the minimum angle the bone will yaw to
  101741. * * maxPitch: the maximum angle the bone will pitch to
  101742. * * minPitch: the minimum angle the bone will yaw to
  101743. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101744. * * upAxis: the up axis of the coordinate system
  101745. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101746. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101747. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101748. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101749. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101750. * * adjustRoll: used to make an adjustment to the roll of the bone
  101751. **/
  101752. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101753. maxYaw?: number;
  101754. minYaw?: number;
  101755. maxPitch?: number;
  101756. minPitch?: number;
  101757. slerpAmount?: number;
  101758. upAxis?: Vector3;
  101759. upAxisSpace?: Space;
  101760. yawAxis?: Vector3;
  101761. pitchAxis?: Vector3;
  101762. adjustYaw?: number;
  101763. adjustPitch?: number;
  101764. adjustRoll?: number;
  101765. });
  101766. /**
  101767. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101768. */
  101769. update(): void;
  101770. private _getAngleDiff;
  101771. private _getAngleBetween;
  101772. private _isAngleBetween;
  101773. }
  101774. }
  101775. declare module BABYLON {
  101776. /**
  101777. * Manage the gamepad inputs to control an arc rotate camera.
  101778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101779. */
  101780. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101781. /**
  101782. * Defines the camera the input is attached to.
  101783. */
  101784. camera: ArcRotateCamera;
  101785. /**
  101786. * Defines the gamepad the input is gathering event from.
  101787. */
  101788. gamepad: Nullable<Gamepad>;
  101789. /**
  101790. * Defines the gamepad rotation sensiblity.
  101791. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101792. */
  101793. gamepadRotationSensibility: number;
  101794. /**
  101795. * Defines the gamepad move sensiblity.
  101796. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101797. */
  101798. gamepadMoveSensibility: number;
  101799. private _onGamepadConnectedObserver;
  101800. private _onGamepadDisconnectedObserver;
  101801. /**
  101802. * Attach the input controls to a specific dom element to get the input from.
  101803. * @param element Defines the element the controls should be listened from
  101804. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101805. */
  101806. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101807. /**
  101808. * Detach the current controls from the specified dom element.
  101809. * @param element Defines the element to stop listening the inputs from
  101810. */
  101811. detachControl(element: Nullable<HTMLElement>): void;
  101812. /**
  101813. * Update the current camera state depending on the inputs that have been used this frame.
  101814. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101815. */
  101816. checkInputs(): void;
  101817. /**
  101818. * Gets the class name of the current intput.
  101819. * @returns the class name
  101820. */
  101821. getClassName(): string;
  101822. /**
  101823. * Get the friendly name associated with the input class.
  101824. * @returns the input friendly name
  101825. */
  101826. getSimpleName(): string;
  101827. }
  101828. }
  101829. declare module BABYLON {
  101830. interface ArcRotateCameraInputsManager {
  101831. /**
  101832. * Add orientation input support to the input manager.
  101833. * @returns the current input manager
  101834. */
  101835. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101836. }
  101837. /**
  101838. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101839. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101840. */
  101841. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101842. /**
  101843. * Defines the camera the input is attached to.
  101844. */
  101845. camera: ArcRotateCamera;
  101846. /**
  101847. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101848. */
  101849. alphaCorrection: number;
  101850. /**
  101851. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101852. */
  101853. gammaCorrection: number;
  101854. private _alpha;
  101855. private _gamma;
  101856. private _dirty;
  101857. private _deviceOrientationHandler;
  101858. /**
  101859. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101860. */
  101861. constructor();
  101862. /**
  101863. * Attach the input controls to a specific dom element to get the input from.
  101864. * @param element Defines the element the controls should be listened from
  101865. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101866. */
  101867. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101868. /** @hidden */
  101869. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101870. /**
  101871. * Update the current camera state depending on the inputs that have been used this frame.
  101872. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101873. */
  101874. checkInputs(): void;
  101875. /**
  101876. * Detach the current controls from the specified dom element.
  101877. * @param element Defines the element to stop listening the inputs from
  101878. */
  101879. detachControl(element: Nullable<HTMLElement>): void;
  101880. /**
  101881. * Gets the class name of the current intput.
  101882. * @returns the class name
  101883. */
  101884. getClassName(): string;
  101885. /**
  101886. * Get the friendly name associated with the input class.
  101887. * @returns the input friendly name
  101888. */
  101889. getSimpleName(): string;
  101890. }
  101891. }
  101892. declare module BABYLON {
  101893. /**
  101894. * Listen to mouse events to control the camera.
  101895. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101896. */
  101897. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101898. /**
  101899. * Defines the camera the input is attached to.
  101900. */
  101901. camera: FlyCamera;
  101902. /**
  101903. * Defines if touch is enabled. (Default is true.)
  101904. */
  101905. touchEnabled: boolean;
  101906. /**
  101907. * Defines the buttons associated with the input to handle camera rotation.
  101908. */
  101909. buttons: number[];
  101910. /**
  101911. * Assign buttons for Yaw control.
  101912. */
  101913. buttonsYaw: number[];
  101914. /**
  101915. * Assign buttons for Pitch control.
  101916. */
  101917. buttonsPitch: number[];
  101918. /**
  101919. * Assign buttons for Roll control.
  101920. */
  101921. buttonsRoll: number[];
  101922. /**
  101923. * Detect if any button is being pressed while mouse is moved.
  101924. * -1 = Mouse locked.
  101925. * 0 = Left button.
  101926. * 1 = Middle Button.
  101927. * 2 = Right Button.
  101928. */
  101929. activeButton: number;
  101930. /**
  101931. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101932. * Higher values reduce its sensitivity.
  101933. */
  101934. angularSensibility: number;
  101935. private _mousemoveCallback;
  101936. private _observer;
  101937. private _rollObserver;
  101938. private previousPosition;
  101939. private noPreventDefault;
  101940. private element;
  101941. /**
  101942. * Listen to mouse events to control the camera.
  101943. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101944. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101945. */
  101946. constructor(touchEnabled?: boolean);
  101947. /**
  101948. * Attach the mouse control to the HTML DOM element.
  101949. * @param element Defines the element that listens to the input events.
  101950. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101951. */
  101952. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101953. /**
  101954. * Detach the current controls from the specified dom element.
  101955. * @param element Defines the element to stop listening the inputs from
  101956. */
  101957. detachControl(element: Nullable<HTMLElement>): void;
  101958. /**
  101959. * Gets the class name of the current input.
  101960. * @returns the class name.
  101961. */
  101962. getClassName(): string;
  101963. /**
  101964. * Get the friendly name associated with the input class.
  101965. * @returns the input's friendly name.
  101966. */
  101967. getSimpleName(): string;
  101968. private _pointerInput;
  101969. private _onMouseMove;
  101970. /**
  101971. * Rotate camera by mouse offset.
  101972. */
  101973. private rotateCamera;
  101974. }
  101975. }
  101976. declare module BABYLON {
  101977. /**
  101978. * Default Inputs manager for the FlyCamera.
  101979. * It groups all the default supported inputs for ease of use.
  101980. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101981. */
  101982. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101983. /**
  101984. * Instantiates a new FlyCameraInputsManager.
  101985. * @param camera Defines the camera the inputs belong to.
  101986. */
  101987. constructor(camera: FlyCamera);
  101988. /**
  101989. * Add keyboard input support to the input manager.
  101990. * @returns the new FlyCameraKeyboardMoveInput().
  101991. */
  101992. addKeyboard(): FlyCameraInputsManager;
  101993. /**
  101994. * Add mouse input support to the input manager.
  101995. * @param touchEnabled Enable touch screen support.
  101996. * @returns the new FlyCameraMouseInput().
  101997. */
  101998. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101999. }
  102000. }
  102001. declare module BABYLON {
  102002. /**
  102003. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102004. * such as in a 3D Space Shooter or a Flight Simulator.
  102005. */
  102006. export class FlyCamera extends TargetCamera {
  102007. /**
  102008. * Define the collision ellipsoid of the camera.
  102009. * This is helpful for simulating a camera body, like a player's body.
  102010. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102011. */
  102012. ellipsoid: Vector3;
  102013. /**
  102014. * Define an offset for the position of the ellipsoid around the camera.
  102015. * This can be helpful if the camera is attached away from the player's body center,
  102016. * such as at its head.
  102017. */
  102018. ellipsoidOffset: Vector3;
  102019. /**
  102020. * Enable or disable collisions of the camera with the rest of the scene objects.
  102021. */
  102022. checkCollisions: boolean;
  102023. /**
  102024. * Enable or disable gravity on the camera.
  102025. */
  102026. applyGravity: boolean;
  102027. /**
  102028. * Define the current direction the camera is moving to.
  102029. */
  102030. cameraDirection: Vector3;
  102031. /**
  102032. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102033. * This overrides and empties cameraRotation.
  102034. */
  102035. rotationQuaternion: Quaternion;
  102036. /**
  102037. * Track Roll to maintain the wanted Rolling when looking around.
  102038. */
  102039. _trackRoll: number;
  102040. /**
  102041. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102042. */
  102043. rollCorrect: number;
  102044. /**
  102045. * Mimic a banked turn, Rolling the camera when Yawing.
  102046. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102047. */
  102048. bankedTurn: boolean;
  102049. /**
  102050. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102051. */
  102052. bankedTurnLimit: number;
  102053. /**
  102054. * Value of 0 disables the banked Roll.
  102055. * Value of 1 is equal to the Yaw angle in radians.
  102056. */
  102057. bankedTurnMultiplier: number;
  102058. /**
  102059. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102060. */
  102061. inputs: FlyCameraInputsManager;
  102062. /**
  102063. * Gets the input sensibility for mouse input.
  102064. * Higher values reduce sensitivity.
  102065. */
  102066. /**
  102067. * Sets the input sensibility for a mouse input.
  102068. * Higher values reduce sensitivity.
  102069. */
  102070. angularSensibility: number;
  102071. /**
  102072. * Get the keys for camera movement forward.
  102073. */
  102074. /**
  102075. * Set the keys for camera movement forward.
  102076. */
  102077. keysForward: number[];
  102078. /**
  102079. * Get the keys for camera movement backward.
  102080. */
  102081. keysBackward: number[];
  102082. /**
  102083. * Get the keys for camera movement up.
  102084. */
  102085. /**
  102086. * Set the keys for camera movement up.
  102087. */
  102088. keysUp: number[];
  102089. /**
  102090. * Get the keys for camera movement down.
  102091. */
  102092. /**
  102093. * Set the keys for camera movement down.
  102094. */
  102095. keysDown: number[];
  102096. /**
  102097. * Get the keys for camera movement left.
  102098. */
  102099. /**
  102100. * Set the keys for camera movement left.
  102101. */
  102102. keysLeft: number[];
  102103. /**
  102104. * Set the keys for camera movement right.
  102105. */
  102106. /**
  102107. * Set the keys for camera movement right.
  102108. */
  102109. keysRight: number[];
  102110. /**
  102111. * Event raised when the camera collides with a mesh in the scene.
  102112. */
  102113. onCollide: (collidedMesh: AbstractMesh) => void;
  102114. private _collider;
  102115. private _needMoveForGravity;
  102116. private _oldPosition;
  102117. private _diffPosition;
  102118. private _newPosition;
  102119. /** @hidden */
  102120. _localDirection: Vector3;
  102121. /** @hidden */
  102122. _transformedDirection: Vector3;
  102123. /**
  102124. * Instantiates a FlyCamera.
  102125. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102126. * such as in a 3D Space Shooter or a Flight Simulator.
  102127. * @param name Define the name of the camera in the scene.
  102128. * @param position Define the starting position of the camera in the scene.
  102129. * @param scene Define the scene the camera belongs to.
  102130. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102131. */
  102132. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102133. /**
  102134. * Attach a control to the HTML DOM element.
  102135. * @param element Defines the element that listens to the input events.
  102136. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102137. */
  102138. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102139. /**
  102140. * Detach a control from the HTML DOM element.
  102141. * The camera will stop reacting to that input.
  102142. * @param element Defines the element that listens to the input events.
  102143. */
  102144. detachControl(element: HTMLElement): void;
  102145. private _collisionMask;
  102146. /**
  102147. * Get the mask that the camera ignores in collision events.
  102148. */
  102149. /**
  102150. * Set the mask that the camera ignores in collision events.
  102151. */
  102152. collisionMask: number;
  102153. /** @hidden */
  102154. _collideWithWorld(displacement: Vector3): void;
  102155. /** @hidden */
  102156. private _onCollisionPositionChange;
  102157. /** @hidden */
  102158. _checkInputs(): void;
  102159. /** @hidden */
  102160. _decideIfNeedsToMove(): boolean;
  102161. /** @hidden */
  102162. _updatePosition(): void;
  102163. /**
  102164. * Restore the Roll to its target value at the rate specified.
  102165. * @param rate - Higher means slower restoring.
  102166. * @hidden
  102167. */
  102168. restoreRoll(rate: number): void;
  102169. /**
  102170. * Destroy the camera and release the current resources held by it.
  102171. */
  102172. dispose(): void;
  102173. /**
  102174. * Get the current object class name.
  102175. * @returns the class name.
  102176. */
  102177. getClassName(): string;
  102178. }
  102179. }
  102180. declare module BABYLON {
  102181. /**
  102182. * Listen to keyboard events to control the camera.
  102183. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102184. */
  102185. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  102186. /**
  102187. * Defines the camera the input is attached to.
  102188. */
  102189. camera: FlyCamera;
  102190. /**
  102191. * The list of keyboard keys used to control the forward move of the camera.
  102192. */
  102193. keysForward: number[];
  102194. /**
  102195. * The list of keyboard keys used to control the backward move of the camera.
  102196. */
  102197. keysBackward: number[];
  102198. /**
  102199. * The list of keyboard keys used to control the forward move of the camera.
  102200. */
  102201. keysUp: number[];
  102202. /**
  102203. * The list of keyboard keys used to control the backward move of the camera.
  102204. */
  102205. keysDown: number[];
  102206. /**
  102207. * The list of keyboard keys used to control the right strafe move of the camera.
  102208. */
  102209. keysRight: number[];
  102210. /**
  102211. * The list of keyboard keys used to control the left strafe move of the camera.
  102212. */
  102213. keysLeft: number[];
  102214. private _keys;
  102215. private _onCanvasBlurObserver;
  102216. private _onKeyboardObserver;
  102217. private _engine;
  102218. private _scene;
  102219. /**
  102220. * Attach the input controls to a specific dom element to get the input from.
  102221. * @param element Defines the element the controls should be listened from
  102222. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102223. */
  102224. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102225. /**
  102226. * Detach the current controls from the specified dom element.
  102227. * @param element Defines the element to stop listening the inputs from
  102228. */
  102229. detachControl(element: Nullable<HTMLElement>): void;
  102230. /**
  102231. * Gets the class name of the current intput.
  102232. * @returns the class name
  102233. */
  102234. getClassName(): string;
  102235. /** @hidden */
  102236. _onLostFocus(e: FocusEvent): void;
  102237. /**
  102238. * Get the friendly name associated with the input class.
  102239. * @returns the input friendly name
  102240. */
  102241. getSimpleName(): string;
  102242. /**
  102243. * Update the current camera state depending on the inputs that have been used this frame.
  102244. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102245. */
  102246. checkInputs(): void;
  102247. }
  102248. }
  102249. declare module BABYLON {
  102250. /**
  102251. * Manage the mouse wheel inputs to control a follow camera.
  102252. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102253. */
  102254. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  102255. /**
  102256. * Defines the camera the input is attached to.
  102257. */
  102258. camera: FollowCamera;
  102259. /**
  102260. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  102261. */
  102262. axisControlRadius: boolean;
  102263. /**
  102264. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  102265. */
  102266. axisControlHeight: boolean;
  102267. /**
  102268. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  102269. */
  102270. axisControlRotation: boolean;
  102271. /**
  102272. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  102273. * relation to mouseWheel events.
  102274. */
  102275. wheelPrecision: number;
  102276. /**
  102277. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  102278. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  102279. */
  102280. wheelDeltaPercentage: number;
  102281. private _wheel;
  102282. private _observer;
  102283. /**
  102284. * Attach the input controls to a specific dom element to get the input from.
  102285. * @param element Defines the element the controls should be listened from
  102286. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102287. */
  102288. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102289. /**
  102290. * Detach the current controls from the specified dom element.
  102291. * @param element Defines the element to stop listening the inputs from
  102292. */
  102293. detachControl(element: Nullable<HTMLElement>): void;
  102294. /**
  102295. * Gets the class name of the current intput.
  102296. * @returns the class name
  102297. */
  102298. getClassName(): string;
  102299. /**
  102300. * Get the friendly name associated with the input class.
  102301. * @returns the input friendly name
  102302. */
  102303. getSimpleName(): string;
  102304. }
  102305. }
  102306. declare module BABYLON {
  102307. /**
  102308. * Manage the pointers inputs to control an follow camera.
  102309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102310. */
  102311. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  102312. /**
  102313. * Defines the camera the input is attached to.
  102314. */
  102315. camera: FollowCamera;
  102316. /**
  102317. * Gets the class name of the current input.
  102318. * @returns the class name
  102319. */
  102320. getClassName(): string;
  102321. /**
  102322. * Defines the pointer angular sensibility along the X axis or how fast is
  102323. * the camera rotating.
  102324. * A negative number will reverse the axis direction.
  102325. */
  102326. angularSensibilityX: number;
  102327. /**
  102328. * Defines the pointer angular sensibility along the Y axis or how fast is
  102329. * the camera rotating.
  102330. * A negative number will reverse the axis direction.
  102331. */
  102332. angularSensibilityY: number;
  102333. /**
  102334. * Defines the pointer pinch precision or how fast is the camera zooming.
  102335. * A negative number will reverse the axis direction.
  102336. */
  102337. pinchPrecision: number;
  102338. /**
  102339. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  102340. * from 0.
  102341. * It defines the percentage of current camera.radius to use as delta when
  102342. * pinch zoom is used.
  102343. */
  102344. pinchDeltaPercentage: number;
  102345. /**
  102346. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  102347. */
  102348. axisXControlRadius: boolean;
  102349. /**
  102350. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  102351. */
  102352. axisXControlHeight: boolean;
  102353. /**
  102354. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  102355. */
  102356. axisXControlRotation: boolean;
  102357. /**
  102358. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  102359. */
  102360. axisYControlRadius: boolean;
  102361. /**
  102362. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  102363. */
  102364. axisYControlHeight: boolean;
  102365. /**
  102366. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  102367. */
  102368. axisYControlRotation: boolean;
  102369. /**
  102370. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  102371. */
  102372. axisPinchControlRadius: boolean;
  102373. /**
  102374. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  102375. */
  102376. axisPinchControlHeight: boolean;
  102377. /**
  102378. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  102379. */
  102380. axisPinchControlRotation: boolean;
  102381. /**
  102382. * Log error messages if basic misconfiguration has occurred.
  102383. */
  102384. warningEnable: boolean;
  102385. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  102386. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  102387. private _warningCounter;
  102388. private _warning;
  102389. }
  102390. }
  102391. declare module BABYLON {
  102392. /**
  102393. * Default Inputs manager for the FollowCamera.
  102394. * It groups all the default supported inputs for ease of use.
  102395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102396. */
  102397. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  102398. /**
  102399. * Instantiates a new FollowCameraInputsManager.
  102400. * @param camera Defines the camera the inputs belong to
  102401. */
  102402. constructor(camera: FollowCamera);
  102403. /**
  102404. * Add keyboard input support to the input manager.
  102405. * @returns the current input manager
  102406. */
  102407. addKeyboard(): FollowCameraInputsManager;
  102408. /**
  102409. * Add mouse wheel input support to the input manager.
  102410. * @returns the current input manager
  102411. */
  102412. addMouseWheel(): FollowCameraInputsManager;
  102413. /**
  102414. * Add pointers input support to the input manager.
  102415. * @returns the current input manager
  102416. */
  102417. addPointers(): FollowCameraInputsManager;
  102418. /**
  102419. * Add orientation input support to the input manager.
  102420. * @returns the current input manager
  102421. */
  102422. addVRDeviceOrientation(): FollowCameraInputsManager;
  102423. }
  102424. }
  102425. declare module BABYLON {
  102426. /**
  102427. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102428. * an arc rotate version arcFollowCamera are available.
  102429. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102430. */
  102431. export class FollowCamera extends TargetCamera {
  102432. /**
  102433. * Distance the follow camera should follow an object at
  102434. */
  102435. radius: number;
  102436. /**
  102437. * Minimum allowed distance of the camera to the axis of rotation
  102438. * (The camera can not get closer).
  102439. * This can help limiting how the Camera is able to move in the scene.
  102440. */
  102441. lowerRadiusLimit: Nullable<number>;
  102442. /**
  102443. * Maximum allowed distance of the camera to the axis of rotation
  102444. * (The camera can not get further).
  102445. * This can help limiting how the Camera is able to move in the scene.
  102446. */
  102447. upperRadiusLimit: Nullable<number>;
  102448. /**
  102449. * Define a rotation offset between the camera and the object it follows
  102450. */
  102451. rotationOffset: number;
  102452. /**
  102453. * Minimum allowed angle to camera position relative to target object.
  102454. * This can help limiting how the Camera is able to move in the scene.
  102455. */
  102456. lowerRotationOffsetLimit: Nullable<number>;
  102457. /**
  102458. * Maximum allowed angle to camera position relative to target object.
  102459. * This can help limiting how the Camera is able to move in the scene.
  102460. */
  102461. upperRotationOffsetLimit: Nullable<number>;
  102462. /**
  102463. * Define a height offset between the camera and the object it follows.
  102464. * It can help following an object from the top (like a car chaing a plane)
  102465. */
  102466. heightOffset: number;
  102467. /**
  102468. * Minimum allowed height of camera position relative to target object.
  102469. * This can help limiting how the Camera is able to move in the scene.
  102470. */
  102471. lowerHeightOffsetLimit: Nullable<number>;
  102472. /**
  102473. * Maximum allowed height of camera position relative to target object.
  102474. * This can help limiting how the Camera is able to move in the scene.
  102475. */
  102476. upperHeightOffsetLimit: Nullable<number>;
  102477. /**
  102478. * Define how fast the camera can accelerate to follow it s target.
  102479. */
  102480. cameraAcceleration: number;
  102481. /**
  102482. * Define the speed limit of the camera following an object.
  102483. */
  102484. maxCameraSpeed: number;
  102485. /**
  102486. * Define the target of the camera.
  102487. */
  102488. lockedTarget: Nullable<AbstractMesh>;
  102489. /**
  102490. * Defines the input associated with the camera.
  102491. */
  102492. inputs: FollowCameraInputsManager;
  102493. /**
  102494. * Instantiates the follow camera.
  102495. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102496. * @param name Define the name of the camera in the scene
  102497. * @param position Define the position of the camera
  102498. * @param scene Define the scene the camera belong to
  102499. * @param lockedTarget Define the target of the camera
  102500. */
  102501. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102502. private _follow;
  102503. /**
  102504. * Attached controls to the current camera.
  102505. * @param element Defines the element the controls should be listened from
  102506. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102507. */
  102508. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102509. /**
  102510. * Detach the current controls from the camera.
  102511. * The camera will stop reacting to inputs.
  102512. * @param element Defines the element to stop listening the inputs from
  102513. */
  102514. detachControl(element: HTMLElement): void;
  102515. /** @hidden */
  102516. _checkInputs(): void;
  102517. private _checkLimits;
  102518. /**
  102519. * Gets the camera class name.
  102520. * @returns the class name
  102521. */
  102522. getClassName(): string;
  102523. }
  102524. /**
  102525. * Arc Rotate version of the follow camera.
  102526. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102527. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102528. */
  102529. export class ArcFollowCamera extends TargetCamera {
  102530. /** The longitudinal angle of the camera */
  102531. alpha: number;
  102532. /** The latitudinal angle of the camera */
  102533. beta: number;
  102534. /** The radius of the camera from its target */
  102535. radius: number;
  102536. /** Define the camera target (the messh it should follow) */
  102537. target: Nullable<AbstractMesh>;
  102538. private _cartesianCoordinates;
  102539. /**
  102540. * Instantiates a new ArcFollowCamera
  102541. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102542. * @param name Define the name of the camera
  102543. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102544. * @param beta Define the rotation angle of the camera around the elevation axis
  102545. * @param radius Define the radius of the camera from its target point
  102546. * @param target Define the target of the camera
  102547. * @param scene Define the scene the camera belongs to
  102548. */
  102549. constructor(name: string,
  102550. /** The longitudinal angle of the camera */
  102551. alpha: number,
  102552. /** The latitudinal angle of the camera */
  102553. beta: number,
  102554. /** The radius of the camera from its target */
  102555. radius: number,
  102556. /** Define the camera target (the messh it should follow) */
  102557. target: Nullable<AbstractMesh>, scene: Scene);
  102558. private _follow;
  102559. /** @hidden */
  102560. _checkInputs(): void;
  102561. /**
  102562. * Returns the class name of the object.
  102563. * It is mostly used internally for serialization purposes.
  102564. */
  102565. getClassName(): string;
  102566. }
  102567. }
  102568. declare module BABYLON {
  102569. /**
  102570. * Manage the keyboard inputs to control the movement of a follow camera.
  102571. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102572. */
  102573. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102574. /**
  102575. * Defines the camera the input is attached to.
  102576. */
  102577. camera: FollowCamera;
  102578. /**
  102579. * Defines the list of key codes associated with the up action (increase heightOffset)
  102580. */
  102581. keysHeightOffsetIncr: number[];
  102582. /**
  102583. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102584. */
  102585. keysHeightOffsetDecr: number[];
  102586. /**
  102587. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102588. */
  102589. keysHeightOffsetModifierAlt: boolean;
  102590. /**
  102591. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102592. */
  102593. keysHeightOffsetModifierCtrl: boolean;
  102594. /**
  102595. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102596. */
  102597. keysHeightOffsetModifierShift: boolean;
  102598. /**
  102599. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102600. */
  102601. keysRotationOffsetIncr: number[];
  102602. /**
  102603. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102604. */
  102605. keysRotationOffsetDecr: number[];
  102606. /**
  102607. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102608. */
  102609. keysRotationOffsetModifierAlt: boolean;
  102610. /**
  102611. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102612. */
  102613. keysRotationOffsetModifierCtrl: boolean;
  102614. /**
  102615. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102616. */
  102617. keysRotationOffsetModifierShift: boolean;
  102618. /**
  102619. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102620. */
  102621. keysRadiusIncr: number[];
  102622. /**
  102623. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102624. */
  102625. keysRadiusDecr: number[];
  102626. /**
  102627. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102628. */
  102629. keysRadiusModifierAlt: boolean;
  102630. /**
  102631. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102632. */
  102633. keysRadiusModifierCtrl: boolean;
  102634. /**
  102635. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102636. */
  102637. keysRadiusModifierShift: boolean;
  102638. /**
  102639. * Defines the rate of change of heightOffset.
  102640. */
  102641. heightSensibility: number;
  102642. /**
  102643. * Defines the rate of change of rotationOffset.
  102644. */
  102645. rotationSensibility: number;
  102646. /**
  102647. * Defines the rate of change of radius.
  102648. */
  102649. radiusSensibility: number;
  102650. private _keys;
  102651. private _ctrlPressed;
  102652. private _altPressed;
  102653. private _shiftPressed;
  102654. private _onCanvasBlurObserver;
  102655. private _onKeyboardObserver;
  102656. private _engine;
  102657. private _scene;
  102658. /**
  102659. * Attach the input controls to a specific dom element to get the input from.
  102660. * @param element Defines the element the controls should be listened from
  102661. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102662. */
  102663. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102664. /**
  102665. * Detach the current controls from the specified dom element.
  102666. * @param element Defines the element to stop listening the inputs from
  102667. */
  102668. detachControl(element: Nullable<HTMLElement>): void;
  102669. /**
  102670. * Update the current camera state depending on the inputs that have been used this frame.
  102671. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102672. */
  102673. checkInputs(): void;
  102674. /**
  102675. * Gets the class name of the current input.
  102676. * @returns the class name
  102677. */
  102678. getClassName(): string;
  102679. /**
  102680. * Get the friendly name associated with the input class.
  102681. * @returns the input friendly name
  102682. */
  102683. getSimpleName(): string;
  102684. /**
  102685. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102686. * allow modification of the heightOffset value.
  102687. */
  102688. private _modifierHeightOffset;
  102689. /**
  102690. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102691. * allow modification of the rotationOffset value.
  102692. */
  102693. private _modifierRotationOffset;
  102694. /**
  102695. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102696. * allow modification of the radius value.
  102697. */
  102698. private _modifierRadius;
  102699. }
  102700. }
  102701. declare module BABYLON {
  102702. interface FreeCameraInputsManager {
  102703. /**
  102704. * @hidden
  102705. */
  102706. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102707. /**
  102708. * Add orientation input support to the input manager.
  102709. * @returns the current input manager
  102710. */
  102711. addDeviceOrientation(): FreeCameraInputsManager;
  102712. }
  102713. /**
  102714. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102715. * Screen rotation is taken into account.
  102716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102717. */
  102718. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102719. private _camera;
  102720. private _screenOrientationAngle;
  102721. private _constantTranform;
  102722. private _screenQuaternion;
  102723. private _alpha;
  102724. private _beta;
  102725. private _gamma;
  102726. /**
  102727. * Can be used to detect if a device orientation sensor is availible on a device
  102728. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102729. * @returns a promise that will resolve on orientation change
  102730. */
  102731. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102732. /**
  102733. * @hidden
  102734. */
  102735. _onDeviceOrientationChangedObservable: Observable<void>;
  102736. /**
  102737. * Instantiates a new input
  102738. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102739. */
  102740. constructor();
  102741. /**
  102742. * Define the camera controlled by the input.
  102743. */
  102744. camera: FreeCamera;
  102745. /**
  102746. * Attach the input controls to a specific dom element to get the input from.
  102747. * @param element Defines the element the controls should be listened from
  102748. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102749. */
  102750. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102751. private _orientationChanged;
  102752. private _deviceOrientation;
  102753. /**
  102754. * Detach the current controls from the specified dom element.
  102755. * @param element Defines the element to stop listening the inputs from
  102756. */
  102757. detachControl(element: Nullable<HTMLElement>): void;
  102758. /**
  102759. * Update the current camera state depending on the inputs that have been used this frame.
  102760. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102761. */
  102762. checkInputs(): void;
  102763. /**
  102764. * Gets the class name of the current intput.
  102765. * @returns the class name
  102766. */
  102767. getClassName(): string;
  102768. /**
  102769. * Get the friendly name associated with the input class.
  102770. * @returns the input friendly name
  102771. */
  102772. getSimpleName(): string;
  102773. }
  102774. }
  102775. declare module BABYLON {
  102776. /**
  102777. * Manage the gamepad inputs to control a free camera.
  102778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102779. */
  102780. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102781. /**
  102782. * Define the camera the input is attached to.
  102783. */
  102784. camera: FreeCamera;
  102785. /**
  102786. * Define the Gamepad controlling the input
  102787. */
  102788. gamepad: Nullable<Gamepad>;
  102789. /**
  102790. * Defines the gamepad rotation sensiblity.
  102791. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102792. */
  102793. gamepadAngularSensibility: number;
  102794. /**
  102795. * Defines the gamepad move sensiblity.
  102796. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102797. */
  102798. gamepadMoveSensibility: number;
  102799. private _onGamepadConnectedObserver;
  102800. private _onGamepadDisconnectedObserver;
  102801. private _cameraTransform;
  102802. private _deltaTransform;
  102803. private _vector3;
  102804. private _vector2;
  102805. /**
  102806. * Attach the input controls to a specific dom element to get the input from.
  102807. * @param element Defines the element the controls should be listened from
  102808. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102809. */
  102810. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102811. /**
  102812. * Detach the current controls from the specified dom element.
  102813. * @param element Defines the element to stop listening the inputs from
  102814. */
  102815. detachControl(element: Nullable<HTMLElement>): void;
  102816. /**
  102817. * Update the current camera state depending on the inputs that have been used this frame.
  102818. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102819. */
  102820. checkInputs(): void;
  102821. /**
  102822. * Gets the class name of the current intput.
  102823. * @returns the class name
  102824. */
  102825. getClassName(): string;
  102826. /**
  102827. * Get the friendly name associated with the input class.
  102828. * @returns the input friendly name
  102829. */
  102830. getSimpleName(): string;
  102831. }
  102832. }
  102833. declare module BABYLON {
  102834. /**
  102835. * Defines the potential axis of a Joystick
  102836. */
  102837. export enum JoystickAxis {
  102838. /** X axis */
  102839. X = 0,
  102840. /** Y axis */
  102841. Y = 1,
  102842. /** Z axis */
  102843. Z = 2
  102844. }
  102845. /**
  102846. * Class used to define virtual joystick (used in touch mode)
  102847. */
  102848. export class VirtualJoystick {
  102849. /**
  102850. * Gets or sets a boolean indicating that left and right values must be inverted
  102851. */
  102852. reverseLeftRight: boolean;
  102853. /**
  102854. * Gets or sets a boolean indicating that up and down values must be inverted
  102855. */
  102856. reverseUpDown: boolean;
  102857. /**
  102858. * Gets the offset value for the position (ie. the change of the position value)
  102859. */
  102860. deltaPosition: Vector3;
  102861. /**
  102862. * Gets a boolean indicating if the virtual joystick was pressed
  102863. */
  102864. pressed: boolean;
  102865. /**
  102866. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102867. */
  102868. static Canvas: Nullable<HTMLCanvasElement>;
  102869. private static _globalJoystickIndex;
  102870. private static vjCanvasContext;
  102871. private static vjCanvasWidth;
  102872. private static vjCanvasHeight;
  102873. private static halfWidth;
  102874. private _action;
  102875. private _axisTargetedByLeftAndRight;
  102876. private _axisTargetedByUpAndDown;
  102877. private _joystickSensibility;
  102878. private _inversedSensibility;
  102879. private _joystickPointerID;
  102880. private _joystickColor;
  102881. private _joystickPointerPos;
  102882. private _joystickPreviousPointerPos;
  102883. private _joystickPointerStartPos;
  102884. private _deltaJoystickVector;
  102885. private _leftJoystick;
  102886. private _touches;
  102887. private _onPointerDownHandlerRef;
  102888. private _onPointerMoveHandlerRef;
  102889. private _onPointerUpHandlerRef;
  102890. private _onResize;
  102891. /**
  102892. * Creates a new virtual joystick
  102893. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102894. */
  102895. constructor(leftJoystick?: boolean);
  102896. /**
  102897. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102898. * @param newJoystickSensibility defines the new sensibility
  102899. */
  102900. setJoystickSensibility(newJoystickSensibility: number): void;
  102901. private _onPointerDown;
  102902. private _onPointerMove;
  102903. private _onPointerUp;
  102904. /**
  102905. * Change the color of the virtual joystick
  102906. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102907. */
  102908. setJoystickColor(newColor: string): void;
  102909. /**
  102910. * Defines a callback to call when the joystick is touched
  102911. * @param action defines the callback
  102912. */
  102913. setActionOnTouch(action: () => any): void;
  102914. /**
  102915. * Defines which axis you'd like to control for left & right
  102916. * @param axis defines the axis to use
  102917. */
  102918. setAxisForLeftRight(axis: JoystickAxis): void;
  102919. /**
  102920. * Defines which axis you'd like to control for up & down
  102921. * @param axis defines the axis to use
  102922. */
  102923. setAxisForUpDown(axis: JoystickAxis): void;
  102924. private _drawVirtualJoystick;
  102925. /**
  102926. * Release internal HTML canvas
  102927. */
  102928. releaseCanvas(): void;
  102929. }
  102930. }
  102931. declare module BABYLON {
  102932. interface FreeCameraInputsManager {
  102933. /**
  102934. * Add virtual joystick input support to the input manager.
  102935. * @returns the current input manager
  102936. */
  102937. addVirtualJoystick(): FreeCameraInputsManager;
  102938. }
  102939. /**
  102940. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102941. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102942. */
  102943. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102944. /**
  102945. * Defines the camera the input is attached to.
  102946. */
  102947. camera: FreeCamera;
  102948. private _leftjoystick;
  102949. private _rightjoystick;
  102950. /**
  102951. * Gets the left stick of the virtual joystick.
  102952. * @returns The virtual Joystick
  102953. */
  102954. getLeftJoystick(): VirtualJoystick;
  102955. /**
  102956. * Gets the right stick of the virtual joystick.
  102957. * @returns The virtual Joystick
  102958. */
  102959. getRightJoystick(): VirtualJoystick;
  102960. /**
  102961. * Update the current camera state depending on the inputs that have been used this frame.
  102962. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102963. */
  102964. checkInputs(): void;
  102965. /**
  102966. * Attach the input controls to a specific dom element to get the input from.
  102967. * @param element Defines the element the controls should be listened from
  102968. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102969. */
  102970. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102971. /**
  102972. * Detach the current controls from the specified dom element.
  102973. * @param element Defines the element to stop listening the inputs from
  102974. */
  102975. detachControl(element: Nullable<HTMLElement>): void;
  102976. /**
  102977. * Gets the class name of the current intput.
  102978. * @returns the class name
  102979. */
  102980. getClassName(): string;
  102981. /**
  102982. * Get the friendly name associated with the input class.
  102983. * @returns the input friendly name
  102984. */
  102985. getSimpleName(): string;
  102986. }
  102987. }
  102988. declare module BABYLON {
  102989. /**
  102990. * This represents a FPS type of camera controlled by touch.
  102991. * This is like a universal camera minus the Gamepad controls.
  102992. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102993. */
  102994. export class TouchCamera extends FreeCamera {
  102995. /**
  102996. * Defines the touch sensibility for rotation.
  102997. * The higher the faster.
  102998. */
  102999. touchAngularSensibility: number;
  103000. /**
  103001. * Defines the touch sensibility for move.
  103002. * The higher the faster.
  103003. */
  103004. touchMoveSensibility: number;
  103005. /**
  103006. * Instantiates a new touch camera.
  103007. * This represents a FPS type of camera controlled by touch.
  103008. * This is like a universal camera minus the Gamepad controls.
  103009. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103010. * @param name Define the name of the camera in the scene
  103011. * @param position Define the start position of the camera in the scene
  103012. * @param scene Define the scene the camera belongs to
  103013. */
  103014. constructor(name: string, position: Vector3, scene: Scene);
  103015. /**
  103016. * Gets the current object class name.
  103017. * @return the class name
  103018. */
  103019. getClassName(): string;
  103020. /** @hidden */
  103021. _setupInputs(): void;
  103022. }
  103023. }
  103024. declare module BABYLON {
  103025. /**
  103026. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103027. * being tilted forward or back and left or right.
  103028. */
  103029. export class DeviceOrientationCamera extends FreeCamera {
  103030. private _initialQuaternion;
  103031. private _quaternionCache;
  103032. private _tmpDragQuaternion;
  103033. private _disablePointerInputWhenUsingDeviceOrientation;
  103034. /**
  103035. * Creates a new device orientation camera
  103036. * @param name The name of the camera
  103037. * @param position The start position camera
  103038. * @param scene The scene the camera belongs to
  103039. */
  103040. constructor(name: string, position: Vector3, scene: Scene);
  103041. /**
  103042. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103043. */
  103044. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103045. private _dragFactor;
  103046. /**
  103047. * Enabled turning on the y axis when the orientation sensor is active
  103048. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103049. */
  103050. enableHorizontalDragging(dragFactor?: number): void;
  103051. /**
  103052. * Gets the current instance class name ("DeviceOrientationCamera").
  103053. * This helps avoiding instanceof at run time.
  103054. * @returns the class name
  103055. */
  103056. getClassName(): string;
  103057. /**
  103058. * @hidden
  103059. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103060. */
  103061. _checkInputs(): void;
  103062. /**
  103063. * Reset the camera to its default orientation on the specified axis only.
  103064. * @param axis The axis to reset
  103065. */
  103066. resetToCurrentRotation(axis?: Axis): void;
  103067. }
  103068. }
  103069. declare module BABYLON {
  103070. /**
  103071. * Defines supported buttons for XBox360 compatible gamepads
  103072. */
  103073. export enum Xbox360Button {
  103074. /** A */
  103075. A = 0,
  103076. /** B */
  103077. B = 1,
  103078. /** X */
  103079. X = 2,
  103080. /** Y */
  103081. Y = 3,
  103082. /** Start */
  103083. Start = 4,
  103084. /** Back */
  103085. Back = 5,
  103086. /** Left button */
  103087. LB = 6,
  103088. /** Right button */
  103089. RB = 7,
  103090. /** Left stick */
  103091. LeftStick = 8,
  103092. /** Right stick */
  103093. RightStick = 9
  103094. }
  103095. /** Defines values for XBox360 DPad */
  103096. export enum Xbox360Dpad {
  103097. /** Up */
  103098. Up = 0,
  103099. /** Down */
  103100. Down = 1,
  103101. /** Left */
  103102. Left = 2,
  103103. /** Right */
  103104. Right = 3
  103105. }
  103106. /**
  103107. * Defines a XBox360 gamepad
  103108. */
  103109. export class Xbox360Pad extends Gamepad {
  103110. private _leftTrigger;
  103111. private _rightTrigger;
  103112. private _onlefttriggerchanged;
  103113. private _onrighttriggerchanged;
  103114. private _onbuttondown;
  103115. private _onbuttonup;
  103116. private _ondpaddown;
  103117. private _ondpadup;
  103118. /** Observable raised when a button is pressed */
  103119. onButtonDownObservable: Observable<Xbox360Button>;
  103120. /** Observable raised when a button is released */
  103121. onButtonUpObservable: Observable<Xbox360Button>;
  103122. /** Observable raised when a pad is pressed */
  103123. onPadDownObservable: Observable<Xbox360Dpad>;
  103124. /** Observable raised when a pad is released */
  103125. onPadUpObservable: Observable<Xbox360Dpad>;
  103126. private _buttonA;
  103127. private _buttonB;
  103128. private _buttonX;
  103129. private _buttonY;
  103130. private _buttonBack;
  103131. private _buttonStart;
  103132. private _buttonLB;
  103133. private _buttonRB;
  103134. private _buttonLeftStick;
  103135. private _buttonRightStick;
  103136. private _dPadUp;
  103137. private _dPadDown;
  103138. private _dPadLeft;
  103139. private _dPadRight;
  103140. private _isXboxOnePad;
  103141. /**
  103142. * Creates a new XBox360 gamepad object
  103143. * @param id defines the id of this gamepad
  103144. * @param index defines its index
  103145. * @param gamepad defines the internal HTML gamepad object
  103146. * @param xboxOne defines if it is a XBox One gamepad
  103147. */
  103148. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  103149. /**
  103150. * Defines the callback to call when left trigger is pressed
  103151. * @param callback defines the callback to use
  103152. */
  103153. onlefttriggerchanged(callback: (value: number) => void): void;
  103154. /**
  103155. * Defines the callback to call when right trigger is pressed
  103156. * @param callback defines the callback to use
  103157. */
  103158. onrighttriggerchanged(callback: (value: number) => void): void;
  103159. /**
  103160. * Gets the left trigger value
  103161. */
  103162. /**
  103163. * Sets the left trigger value
  103164. */
  103165. leftTrigger: number;
  103166. /**
  103167. * Gets the right trigger value
  103168. */
  103169. /**
  103170. * Sets the right trigger value
  103171. */
  103172. rightTrigger: number;
  103173. /**
  103174. * Defines the callback to call when a button is pressed
  103175. * @param callback defines the callback to use
  103176. */
  103177. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  103178. /**
  103179. * Defines the callback to call when a button is released
  103180. * @param callback defines the callback to use
  103181. */
  103182. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  103183. /**
  103184. * Defines the callback to call when a pad is pressed
  103185. * @param callback defines the callback to use
  103186. */
  103187. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  103188. /**
  103189. * Defines the callback to call when a pad is released
  103190. * @param callback defines the callback to use
  103191. */
  103192. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  103193. private _setButtonValue;
  103194. private _setDPadValue;
  103195. /**
  103196. * Gets the value of the `A` button
  103197. */
  103198. /**
  103199. * Sets the value of the `A` button
  103200. */
  103201. buttonA: number;
  103202. /**
  103203. * Gets the value of the `B` button
  103204. */
  103205. /**
  103206. * Sets the value of the `B` button
  103207. */
  103208. buttonB: number;
  103209. /**
  103210. * Gets the value of the `X` button
  103211. */
  103212. /**
  103213. * Sets the value of the `X` button
  103214. */
  103215. buttonX: number;
  103216. /**
  103217. * Gets the value of the `Y` button
  103218. */
  103219. /**
  103220. * Sets the value of the `Y` button
  103221. */
  103222. buttonY: number;
  103223. /**
  103224. * Gets the value of the `Start` button
  103225. */
  103226. /**
  103227. * Sets the value of the `Start` button
  103228. */
  103229. buttonStart: number;
  103230. /**
  103231. * Gets the value of the `Back` button
  103232. */
  103233. /**
  103234. * Sets the value of the `Back` button
  103235. */
  103236. buttonBack: number;
  103237. /**
  103238. * Gets the value of the `Left` button
  103239. */
  103240. /**
  103241. * Sets the value of the `Left` button
  103242. */
  103243. buttonLB: number;
  103244. /**
  103245. * Gets the value of the `Right` button
  103246. */
  103247. /**
  103248. * Sets the value of the `Right` button
  103249. */
  103250. buttonRB: number;
  103251. /**
  103252. * Gets the value of the Left joystick
  103253. */
  103254. /**
  103255. * Sets the value of the Left joystick
  103256. */
  103257. buttonLeftStick: number;
  103258. /**
  103259. * Gets the value of the Right joystick
  103260. */
  103261. /**
  103262. * Sets the value of the Right joystick
  103263. */
  103264. buttonRightStick: number;
  103265. /**
  103266. * Gets the value of D-pad up
  103267. */
  103268. /**
  103269. * Sets the value of D-pad up
  103270. */
  103271. dPadUp: number;
  103272. /**
  103273. * Gets the value of D-pad down
  103274. */
  103275. /**
  103276. * Sets the value of D-pad down
  103277. */
  103278. dPadDown: number;
  103279. /**
  103280. * Gets the value of D-pad left
  103281. */
  103282. /**
  103283. * Sets the value of D-pad left
  103284. */
  103285. dPadLeft: number;
  103286. /**
  103287. * Gets the value of D-pad right
  103288. */
  103289. /**
  103290. * Sets the value of D-pad right
  103291. */
  103292. dPadRight: number;
  103293. /**
  103294. * Force the gamepad to synchronize with device values
  103295. */
  103296. update(): void;
  103297. /**
  103298. * Disposes the gamepad
  103299. */
  103300. dispose(): void;
  103301. }
  103302. }
  103303. declare module BABYLON {
  103304. /**
  103305. * Defines supported buttons for DualShock compatible gamepads
  103306. */
  103307. export enum DualShockButton {
  103308. /** Cross */
  103309. Cross = 0,
  103310. /** Circle */
  103311. Circle = 1,
  103312. /** Square */
  103313. Square = 2,
  103314. /** Triangle */
  103315. Triangle = 3,
  103316. /** Options */
  103317. Options = 4,
  103318. /** Share */
  103319. Share = 5,
  103320. /** L1 */
  103321. L1 = 6,
  103322. /** R1 */
  103323. R1 = 7,
  103324. /** Left stick */
  103325. LeftStick = 8,
  103326. /** Right stick */
  103327. RightStick = 9
  103328. }
  103329. /** Defines values for DualShock DPad */
  103330. export enum DualShockDpad {
  103331. /** Up */
  103332. Up = 0,
  103333. /** Down */
  103334. Down = 1,
  103335. /** Left */
  103336. Left = 2,
  103337. /** Right */
  103338. Right = 3
  103339. }
  103340. /**
  103341. * Defines a DualShock gamepad
  103342. */
  103343. export class DualShockPad extends Gamepad {
  103344. private _leftTrigger;
  103345. private _rightTrigger;
  103346. private _onlefttriggerchanged;
  103347. private _onrighttriggerchanged;
  103348. private _onbuttondown;
  103349. private _onbuttonup;
  103350. private _ondpaddown;
  103351. private _ondpadup;
  103352. /** Observable raised when a button is pressed */
  103353. onButtonDownObservable: Observable<DualShockButton>;
  103354. /** Observable raised when a button is released */
  103355. onButtonUpObservable: Observable<DualShockButton>;
  103356. /** Observable raised when a pad is pressed */
  103357. onPadDownObservable: Observable<DualShockDpad>;
  103358. /** Observable raised when a pad is released */
  103359. onPadUpObservable: Observable<DualShockDpad>;
  103360. private _buttonCross;
  103361. private _buttonCircle;
  103362. private _buttonSquare;
  103363. private _buttonTriangle;
  103364. private _buttonShare;
  103365. private _buttonOptions;
  103366. private _buttonL1;
  103367. private _buttonR1;
  103368. private _buttonLeftStick;
  103369. private _buttonRightStick;
  103370. private _dPadUp;
  103371. private _dPadDown;
  103372. private _dPadLeft;
  103373. private _dPadRight;
  103374. /**
  103375. * Creates a new DualShock gamepad object
  103376. * @param id defines the id of this gamepad
  103377. * @param index defines its index
  103378. * @param gamepad defines the internal HTML gamepad object
  103379. */
  103380. constructor(id: string, index: number, gamepad: any);
  103381. /**
  103382. * Defines the callback to call when left trigger is pressed
  103383. * @param callback defines the callback to use
  103384. */
  103385. onlefttriggerchanged(callback: (value: number) => void): void;
  103386. /**
  103387. * Defines the callback to call when right trigger is pressed
  103388. * @param callback defines the callback to use
  103389. */
  103390. onrighttriggerchanged(callback: (value: number) => void): void;
  103391. /**
  103392. * Gets the left trigger value
  103393. */
  103394. /**
  103395. * Sets the left trigger value
  103396. */
  103397. leftTrigger: number;
  103398. /**
  103399. * Gets the right trigger value
  103400. */
  103401. /**
  103402. * Sets the right trigger value
  103403. */
  103404. rightTrigger: number;
  103405. /**
  103406. * Defines the callback to call when a button is pressed
  103407. * @param callback defines the callback to use
  103408. */
  103409. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103410. /**
  103411. * Defines the callback to call when a button is released
  103412. * @param callback defines the callback to use
  103413. */
  103414. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103415. /**
  103416. * Defines the callback to call when a pad is pressed
  103417. * @param callback defines the callback to use
  103418. */
  103419. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103420. /**
  103421. * Defines the callback to call when a pad is released
  103422. * @param callback defines the callback to use
  103423. */
  103424. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103425. private _setButtonValue;
  103426. private _setDPadValue;
  103427. /**
  103428. * Gets the value of the `Cross` button
  103429. */
  103430. /**
  103431. * Sets the value of the `Cross` button
  103432. */
  103433. buttonCross: number;
  103434. /**
  103435. * Gets the value of the `Circle` button
  103436. */
  103437. /**
  103438. * Sets the value of the `Circle` button
  103439. */
  103440. buttonCircle: number;
  103441. /**
  103442. * Gets the value of the `Square` button
  103443. */
  103444. /**
  103445. * Sets the value of the `Square` button
  103446. */
  103447. buttonSquare: number;
  103448. /**
  103449. * Gets the value of the `Triangle` button
  103450. */
  103451. /**
  103452. * Sets the value of the `Triangle` button
  103453. */
  103454. buttonTriangle: number;
  103455. /**
  103456. * Gets the value of the `Options` button
  103457. */
  103458. /**
  103459. * Sets the value of the `Options` button
  103460. */
  103461. buttonOptions: number;
  103462. /**
  103463. * Gets the value of the `Share` button
  103464. */
  103465. /**
  103466. * Sets the value of the `Share` button
  103467. */
  103468. buttonShare: number;
  103469. /**
  103470. * Gets the value of the `L1` button
  103471. */
  103472. /**
  103473. * Sets the value of the `L1` button
  103474. */
  103475. buttonL1: number;
  103476. /**
  103477. * Gets the value of the `R1` button
  103478. */
  103479. /**
  103480. * Sets the value of the `R1` button
  103481. */
  103482. buttonR1: number;
  103483. /**
  103484. * Gets the value of the Left joystick
  103485. */
  103486. /**
  103487. * Sets the value of the Left joystick
  103488. */
  103489. buttonLeftStick: number;
  103490. /**
  103491. * Gets the value of the Right joystick
  103492. */
  103493. /**
  103494. * Sets the value of the Right joystick
  103495. */
  103496. buttonRightStick: number;
  103497. /**
  103498. * Gets the value of D-pad up
  103499. */
  103500. /**
  103501. * Sets the value of D-pad up
  103502. */
  103503. dPadUp: number;
  103504. /**
  103505. * Gets the value of D-pad down
  103506. */
  103507. /**
  103508. * Sets the value of D-pad down
  103509. */
  103510. dPadDown: number;
  103511. /**
  103512. * Gets the value of D-pad left
  103513. */
  103514. /**
  103515. * Sets the value of D-pad left
  103516. */
  103517. dPadLeft: number;
  103518. /**
  103519. * Gets the value of D-pad right
  103520. */
  103521. /**
  103522. * Sets the value of D-pad right
  103523. */
  103524. dPadRight: number;
  103525. /**
  103526. * Force the gamepad to synchronize with device values
  103527. */
  103528. update(): void;
  103529. /**
  103530. * Disposes the gamepad
  103531. */
  103532. dispose(): void;
  103533. }
  103534. }
  103535. declare module BABYLON {
  103536. /**
  103537. * Manager for handling gamepads
  103538. */
  103539. export class GamepadManager {
  103540. private _scene?;
  103541. private _babylonGamepads;
  103542. private _oneGamepadConnected;
  103543. /** @hidden */
  103544. _isMonitoring: boolean;
  103545. private _gamepadEventSupported;
  103546. private _gamepadSupport;
  103547. /**
  103548. * observable to be triggered when the gamepad controller has been connected
  103549. */
  103550. onGamepadConnectedObservable: Observable<Gamepad>;
  103551. /**
  103552. * observable to be triggered when the gamepad controller has been disconnected
  103553. */
  103554. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103555. private _onGamepadConnectedEvent;
  103556. private _onGamepadDisconnectedEvent;
  103557. /**
  103558. * Initializes the gamepad manager
  103559. * @param _scene BabylonJS scene
  103560. */
  103561. constructor(_scene?: Scene | undefined);
  103562. /**
  103563. * The gamepads in the game pad manager
  103564. */
  103565. readonly gamepads: Gamepad[];
  103566. /**
  103567. * Get the gamepad controllers based on type
  103568. * @param type The type of gamepad controller
  103569. * @returns Nullable gamepad
  103570. */
  103571. getGamepadByType(type?: number): Nullable<Gamepad>;
  103572. /**
  103573. * Disposes the gamepad manager
  103574. */
  103575. dispose(): void;
  103576. private _addNewGamepad;
  103577. private _startMonitoringGamepads;
  103578. private _stopMonitoringGamepads;
  103579. /** @hidden */
  103580. _checkGamepadsStatus(): void;
  103581. private _updateGamepadObjects;
  103582. }
  103583. }
  103584. declare module BABYLON {
  103585. interface Scene {
  103586. /** @hidden */
  103587. _gamepadManager: Nullable<GamepadManager>;
  103588. /**
  103589. * Gets the gamepad manager associated with the scene
  103590. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103591. */
  103592. gamepadManager: GamepadManager;
  103593. }
  103594. /**
  103595. * Interface representing a free camera inputs manager
  103596. */
  103597. interface FreeCameraInputsManager {
  103598. /**
  103599. * Adds gamepad input support to the FreeCameraInputsManager.
  103600. * @returns the FreeCameraInputsManager
  103601. */
  103602. addGamepad(): FreeCameraInputsManager;
  103603. }
  103604. /**
  103605. * Interface representing an arc rotate camera inputs manager
  103606. */
  103607. interface ArcRotateCameraInputsManager {
  103608. /**
  103609. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103610. * @returns the camera inputs manager
  103611. */
  103612. addGamepad(): ArcRotateCameraInputsManager;
  103613. }
  103614. /**
  103615. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103616. */
  103617. export class GamepadSystemSceneComponent implements ISceneComponent {
  103618. /**
  103619. * The component name helpfull to identify the component in the list of scene components.
  103620. */
  103621. readonly name: string;
  103622. /**
  103623. * The scene the component belongs to.
  103624. */
  103625. scene: Scene;
  103626. /**
  103627. * Creates a new instance of the component for the given scene
  103628. * @param scene Defines the scene to register the component in
  103629. */
  103630. constructor(scene: Scene);
  103631. /**
  103632. * Registers the component in a given scene
  103633. */
  103634. register(): void;
  103635. /**
  103636. * Rebuilds the elements related to this component in case of
  103637. * context lost for instance.
  103638. */
  103639. rebuild(): void;
  103640. /**
  103641. * Disposes the component and the associated ressources
  103642. */
  103643. dispose(): void;
  103644. private _beforeCameraUpdate;
  103645. }
  103646. }
  103647. declare module BABYLON {
  103648. /**
  103649. * 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,
  103650. * which still works and will still be found in many Playgrounds.
  103651. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103652. */
  103653. export class UniversalCamera extends TouchCamera {
  103654. /**
  103655. * Defines the gamepad rotation sensiblity.
  103656. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103657. */
  103658. gamepadAngularSensibility: number;
  103659. /**
  103660. * Defines the gamepad move sensiblity.
  103661. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103662. */
  103663. gamepadMoveSensibility: number;
  103664. /**
  103665. * 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,
  103666. * which still works and will still be found in many Playgrounds.
  103667. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103668. * @param name Define the name of the camera in the scene
  103669. * @param position Define the start position of the camera in the scene
  103670. * @param scene Define the scene the camera belongs to
  103671. */
  103672. constructor(name: string, position: Vector3, scene: Scene);
  103673. /**
  103674. * Gets the current object class name.
  103675. * @return the class name
  103676. */
  103677. getClassName(): string;
  103678. }
  103679. }
  103680. declare module BABYLON {
  103681. /**
  103682. * This represents a FPS type of camera. This is only here for back compat purpose.
  103683. * Please use the UniversalCamera instead as both are identical.
  103684. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103685. */
  103686. export class GamepadCamera extends UniversalCamera {
  103687. /**
  103688. * Instantiates a new Gamepad Camera
  103689. * This represents a FPS type of camera. This is only here for back compat purpose.
  103690. * Please use the UniversalCamera instead as both are identical.
  103691. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103692. * @param name Define the name of the camera in the scene
  103693. * @param position Define the start position of the camera in the scene
  103694. * @param scene Define the scene the camera belongs to
  103695. */
  103696. constructor(name: string, position: Vector3, scene: Scene);
  103697. /**
  103698. * Gets the current object class name.
  103699. * @return the class name
  103700. */
  103701. getClassName(): string;
  103702. }
  103703. }
  103704. declare module BABYLON {
  103705. /** @hidden */
  103706. export var passPixelShader: {
  103707. name: string;
  103708. shader: string;
  103709. };
  103710. }
  103711. declare module BABYLON {
  103712. /** @hidden */
  103713. export var passCubePixelShader: {
  103714. name: string;
  103715. shader: string;
  103716. };
  103717. }
  103718. declare module BABYLON {
  103719. /**
  103720. * PassPostProcess which produces an output the same as it's input
  103721. */
  103722. export class PassPostProcess extends PostProcess {
  103723. /**
  103724. * Creates the PassPostProcess
  103725. * @param name The name of the effect.
  103726. * @param options The required width/height ratio to downsize to before computing the render pass.
  103727. * @param camera The camera to apply the render pass to.
  103728. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103729. * @param engine The engine which the post process will be applied. (default: current engine)
  103730. * @param reusable If the post process can be reused on the same frame. (default: false)
  103731. * @param textureType The type of texture to be used when performing the post processing.
  103732. * @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)
  103733. */
  103734. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103735. }
  103736. /**
  103737. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103738. */
  103739. export class PassCubePostProcess extends PostProcess {
  103740. private _face;
  103741. /**
  103742. * Gets or sets the cube face to display.
  103743. * * 0 is +X
  103744. * * 1 is -X
  103745. * * 2 is +Y
  103746. * * 3 is -Y
  103747. * * 4 is +Z
  103748. * * 5 is -Z
  103749. */
  103750. face: number;
  103751. /**
  103752. * Creates the PassCubePostProcess
  103753. * @param name The name of the effect.
  103754. * @param options The required width/height ratio to downsize to before computing the render pass.
  103755. * @param camera The camera to apply the render pass to.
  103756. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103757. * @param engine The engine which the post process will be applied. (default: current engine)
  103758. * @param reusable If the post process can be reused on the same frame. (default: false)
  103759. * @param textureType The type of texture to be used when performing the post processing.
  103760. * @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)
  103761. */
  103762. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103763. }
  103764. }
  103765. declare module BABYLON {
  103766. /** @hidden */
  103767. export var anaglyphPixelShader: {
  103768. name: string;
  103769. shader: string;
  103770. };
  103771. }
  103772. declare module BABYLON {
  103773. /**
  103774. * Postprocess used to generate anaglyphic rendering
  103775. */
  103776. export class AnaglyphPostProcess extends PostProcess {
  103777. private _passedProcess;
  103778. /**
  103779. * Creates a new AnaglyphPostProcess
  103780. * @param name defines postprocess name
  103781. * @param options defines creation options or target ratio scale
  103782. * @param rigCameras defines cameras using this postprocess
  103783. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103784. * @param engine defines hosting engine
  103785. * @param reusable defines if the postprocess will be reused multiple times per frame
  103786. */
  103787. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103788. }
  103789. }
  103790. declare module BABYLON {
  103791. /**
  103792. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103793. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103794. */
  103795. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103796. /**
  103797. * Creates a new AnaglyphArcRotateCamera
  103798. * @param name defines camera name
  103799. * @param alpha defines alpha angle (in radians)
  103800. * @param beta defines beta angle (in radians)
  103801. * @param radius defines radius
  103802. * @param target defines camera target
  103803. * @param interaxialDistance defines distance between each color axis
  103804. * @param scene defines the hosting scene
  103805. */
  103806. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103807. /**
  103808. * Gets camera class name
  103809. * @returns AnaglyphArcRotateCamera
  103810. */
  103811. getClassName(): string;
  103812. }
  103813. }
  103814. declare module BABYLON {
  103815. /**
  103816. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103817. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103818. */
  103819. export class AnaglyphFreeCamera extends FreeCamera {
  103820. /**
  103821. * Creates a new AnaglyphFreeCamera
  103822. * @param name defines camera name
  103823. * @param position defines initial position
  103824. * @param interaxialDistance defines distance between each color axis
  103825. * @param scene defines the hosting scene
  103826. */
  103827. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103828. /**
  103829. * Gets camera class name
  103830. * @returns AnaglyphFreeCamera
  103831. */
  103832. getClassName(): string;
  103833. }
  103834. }
  103835. declare module BABYLON {
  103836. /**
  103837. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103838. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103839. */
  103840. export class AnaglyphGamepadCamera extends GamepadCamera {
  103841. /**
  103842. * Creates a new AnaglyphGamepadCamera
  103843. * @param name defines camera name
  103844. * @param position defines initial position
  103845. * @param interaxialDistance defines distance between each color axis
  103846. * @param scene defines the hosting scene
  103847. */
  103848. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103849. /**
  103850. * Gets camera class name
  103851. * @returns AnaglyphGamepadCamera
  103852. */
  103853. getClassName(): string;
  103854. }
  103855. }
  103856. declare module BABYLON {
  103857. /**
  103858. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103859. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103860. */
  103861. export class AnaglyphUniversalCamera extends UniversalCamera {
  103862. /**
  103863. * Creates a new AnaglyphUniversalCamera
  103864. * @param name defines camera name
  103865. * @param position defines initial position
  103866. * @param interaxialDistance defines distance between each color axis
  103867. * @param scene defines the hosting scene
  103868. */
  103869. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103870. /**
  103871. * Gets camera class name
  103872. * @returns AnaglyphUniversalCamera
  103873. */
  103874. getClassName(): string;
  103875. }
  103876. }
  103877. declare module BABYLON {
  103878. /** @hidden */
  103879. export var stereoscopicInterlacePixelShader: {
  103880. name: string;
  103881. shader: string;
  103882. };
  103883. }
  103884. declare module BABYLON {
  103885. /**
  103886. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  103887. */
  103888. export class StereoscopicInterlacePostProcess extends PostProcess {
  103889. private _stepSize;
  103890. private _passedProcess;
  103891. /**
  103892. * Initializes a StereoscopicInterlacePostProcess
  103893. * @param name The name of the effect.
  103894. * @param rigCameras The rig cameras to be appled to the post process
  103895. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  103896. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103897. * @param engine The engine which the post process will be applied. (default: current engine)
  103898. * @param reusable If the post process can be reused on the same frame. (default: false)
  103899. */
  103900. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  103901. }
  103902. }
  103903. declare module BABYLON {
  103904. /**
  103905. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  103906. * @see http://doc.babylonjs.com/features/cameras
  103907. */
  103908. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  103909. /**
  103910. * Creates a new StereoscopicArcRotateCamera
  103911. * @param name defines camera name
  103912. * @param alpha defines alpha angle (in radians)
  103913. * @param beta defines beta angle (in radians)
  103914. * @param radius defines radius
  103915. * @param target defines camera target
  103916. * @param interaxialDistance defines distance between each color axis
  103917. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103918. * @param scene defines the hosting scene
  103919. */
  103920. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103921. /**
  103922. * Gets camera class name
  103923. * @returns StereoscopicArcRotateCamera
  103924. */
  103925. getClassName(): string;
  103926. }
  103927. }
  103928. declare module BABYLON {
  103929. /**
  103930. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  103931. * @see http://doc.babylonjs.com/features/cameras
  103932. */
  103933. export class StereoscopicFreeCamera extends FreeCamera {
  103934. /**
  103935. * Creates a new StereoscopicFreeCamera
  103936. * @param name defines camera name
  103937. * @param position defines initial position
  103938. * @param interaxialDistance defines distance between each color axis
  103939. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103940. * @param scene defines the hosting scene
  103941. */
  103942. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103943. /**
  103944. * Gets camera class name
  103945. * @returns StereoscopicFreeCamera
  103946. */
  103947. getClassName(): string;
  103948. }
  103949. }
  103950. declare module BABYLON {
  103951. /**
  103952. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  103953. * @see http://doc.babylonjs.com/features/cameras
  103954. */
  103955. export class StereoscopicGamepadCamera extends GamepadCamera {
  103956. /**
  103957. * Creates a new StereoscopicGamepadCamera
  103958. * @param name defines camera name
  103959. * @param position defines initial position
  103960. * @param interaxialDistance defines distance between each color axis
  103961. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103962. * @param scene defines the hosting scene
  103963. */
  103964. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103965. /**
  103966. * Gets camera class name
  103967. * @returns StereoscopicGamepadCamera
  103968. */
  103969. getClassName(): string;
  103970. }
  103971. }
  103972. declare module BABYLON {
  103973. /**
  103974. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  103975. * @see http://doc.babylonjs.com/features/cameras
  103976. */
  103977. export class StereoscopicUniversalCamera extends UniversalCamera {
  103978. /**
  103979. * Creates a new StereoscopicUniversalCamera
  103980. * @param name defines camera name
  103981. * @param position defines initial position
  103982. * @param interaxialDistance defines distance between each color axis
  103983. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103984. * @param scene defines the hosting scene
  103985. */
  103986. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103987. /**
  103988. * Gets camera class name
  103989. * @returns StereoscopicUniversalCamera
  103990. */
  103991. getClassName(): string;
  103992. }
  103993. }
  103994. declare module BABYLON {
  103995. /**
  103996. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  103997. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103998. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103999. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104000. */
  104001. export class VirtualJoysticksCamera extends FreeCamera {
  104002. /**
  104003. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104004. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104005. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104006. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104007. * @param name Define the name of the camera in the scene
  104008. * @param position Define the start position of the camera in the scene
  104009. * @param scene Define the scene the camera belongs to
  104010. */
  104011. constructor(name: string, position: Vector3, scene: Scene);
  104012. /**
  104013. * Gets the current object class name.
  104014. * @return the class name
  104015. */
  104016. getClassName(): string;
  104017. }
  104018. }
  104019. declare module BABYLON {
  104020. /**
  104021. * This represents all the required metrics to create a VR camera.
  104022. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104023. */
  104024. export class VRCameraMetrics {
  104025. /**
  104026. * Define the horizontal resolution off the screen.
  104027. */
  104028. hResolution: number;
  104029. /**
  104030. * Define the vertical resolution off the screen.
  104031. */
  104032. vResolution: number;
  104033. /**
  104034. * Define the horizontal screen size.
  104035. */
  104036. hScreenSize: number;
  104037. /**
  104038. * Define the vertical screen size.
  104039. */
  104040. vScreenSize: number;
  104041. /**
  104042. * Define the vertical screen center position.
  104043. */
  104044. vScreenCenter: number;
  104045. /**
  104046. * Define the distance of the eyes to the screen.
  104047. */
  104048. eyeToScreenDistance: number;
  104049. /**
  104050. * Define the distance between both lenses
  104051. */
  104052. lensSeparationDistance: number;
  104053. /**
  104054. * Define the distance between both viewer's eyes.
  104055. */
  104056. interpupillaryDistance: number;
  104057. /**
  104058. * Define the distortion factor of the VR postprocess.
  104059. * Please, touch with care.
  104060. */
  104061. distortionK: number[];
  104062. /**
  104063. * Define the chromatic aberration correction factors for the VR post process.
  104064. */
  104065. chromaAbCorrection: number[];
  104066. /**
  104067. * Define the scale factor of the post process.
  104068. * The smaller the better but the slower.
  104069. */
  104070. postProcessScaleFactor: number;
  104071. /**
  104072. * Define an offset for the lens center.
  104073. */
  104074. lensCenterOffset: number;
  104075. /**
  104076. * Define if the current vr camera should compensate the distortion of the lense or not.
  104077. */
  104078. compensateDistortion: boolean;
  104079. /**
  104080. * Defines if multiview should be enabled when rendering (Default: false)
  104081. */
  104082. multiviewEnabled: boolean;
  104083. /**
  104084. * Gets the rendering aspect ratio based on the provided resolutions.
  104085. */
  104086. readonly aspectRatio: number;
  104087. /**
  104088. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104089. */
  104090. readonly aspectRatioFov: number;
  104091. /**
  104092. * @hidden
  104093. */
  104094. readonly leftHMatrix: Matrix;
  104095. /**
  104096. * @hidden
  104097. */
  104098. readonly rightHMatrix: Matrix;
  104099. /**
  104100. * @hidden
  104101. */
  104102. readonly leftPreViewMatrix: Matrix;
  104103. /**
  104104. * @hidden
  104105. */
  104106. readonly rightPreViewMatrix: Matrix;
  104107. /**
  104108. * Get the default VRMetrics based on the most generic setup.
  104109. * @returns the default vr metrics
  104110. */
  104111. static GetDefault(): VRCameraMetrics;
  104112. }
  104113. }
  104114. declare module BABYLON {
  104115. /** @hidden */
  104116. export var vrDistortionCorrectionPixelShader: {
  104117. name: string;
  104118. shader: string;
  104119. };
  104120. }
  104121. declare module BABYLON {
  104122. /**
  104123. * VRDistortionCorrectionPostProcess used for mobile VR
  104124. */
  104125. export class VRDistortionCorrectionPostProcess extends PostProcess {
  104126. private _isRightEye;
  104127. private _distortionFactors;
  104128. private _postProcessScaleFactor;
  104129. private _lensCenterOffset;
  104130. private _scaleIn;
  104131. private _scaleFactor;
  104132. private _lensCenter;
  104133. /**
  104134. * Initializes the VRDistortionCorrectionPostProcess
  104135. * @param name The name of the effect.
  104136. * @param camera The camera to apply the render pass to.
  104137. * @param isRightEye If this is for the right eye distortion
  104138. * @param vrMetrics All the required metrics for the VR camera
  104139. */
  104140. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104141. }
  104142. }
  104143. declare module BABYLON {
  104144. /**
  104145. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104146. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104147. */
  104148. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  104149. /**
  104150. * Creates a new VRDeviceOrientationArcRotateCamera
  104151. * @param name defines camera name
  104152. * @param alpha defines the camera rotation along the logitudinal axis
  104153. * @param beta defines the camera rotation along the latitudinal axis
  104154. * @param radius defines the camera distance from its target
  104155. * @param target defines the camera target
  104156. * @param scene defines the scene the camera belongs to
  104157. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104158. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104159. */
  104160. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104161. /**
  104162. * Gets camera class name
  104163. * @returns VRDeviceOrientationArcRotateCamera
  104164. */
  104165. getClassName(): string;
  104166. }
  104167. }
  104168. declare module BABYLON {
  104169. /**
  104170. * Camera used to simulate VR rendering (based on FreeCamera)
  104171. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104172. */
  104173. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  104174. /**
  104175. * Creates a new VRDeviceOrientationFreeCamera
  104176. * @param name defines camera name
  104177. * @param position defines the start position of the camera
  104178. * @param scene defines the scene the camera belongs to
  104179. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104180. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104181. */
  104182. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104183. /**
  104184. * Gets camera class name
  104185. * @returns VRDeviceOrientationFreeCamera
  104186. */
  104187. getClassName(): string;
  104188. }
  104189. }
  104190. declare module BABYLON {
  104191. /**
  104192. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  104193. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104194. */
  104195. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  104196. /**
  104197. * Creates a new VRDeviceOrientationGamepadCamera
  104198. * @param name defines camera name
  104199. * @param position defines the start position of the camera
  104200. * @param scene defines the scene the camera belongs to
  104201. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104202. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104203. */
  104204. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104205. /**
  104206. * Gets camera class name
  104207. * @returns VRDeviceOrientationGamepadCamera
  104208. */
  104209. getClassName(): string;
  104210. }
  104211. }
  104212. declare module BABYLON {
  104213. /**
  104214. * Base class of materials working in push mode in babylon JS
  104215. * @hidden
  104216. */
  104217. export class PushMaterial extends Material {
  104218. protected _activeEffect: Effect;
  104219. protected _normalMatrix: Matrix;
  104220. /**
  104221. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  104222. * This means that the material can keep using a previous shader while a new one is being compiled.
  104223. * This is mostly used when shader parallel compilation is supported (true by default)
  104224. */
  104225. allowShaderHotSwapping: boolean;
  104226. constructor(name: string, scene: Scene);
  104227. getEffect(): Effect;
  104228. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  104229. /**
  104230. * Binds the given world matrix to the active effect
  104231. *
  104232. * @param world the matrix to bind
  104233. */
  104234. bindOnlyWorldMatrix(world: Matrix): void;
  104235. /**
  104236. * Binds the given normal matrix to the active effect
  104237. *
  104238. * @param normalMatrix the matrix to bind
  104239. */
  104240. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  104241. bind(world: Matrix, mesh?: Mesh): void;
  104242. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  104243. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  104244. }
  104245. }
  104246. declare module BABYLON {
  104247. /**
  104248. * This groups all the flags used to control the materials channel.
  104249. */
  104250. export class MaterialFlags {
  104251. private static _DiffuseTextureEnabled;
  104252. /**
  104253. * Are diffuse textures enabled in the application.
  104254. */
  104255. static DiffuseTextureEnabled: boolean;
  104256. private static _AmbientTextureEnabled;
  104257. /**
  104258. * Are ambient textures enabled in the application.
  104259. */
  104260. static AmbientTextureEnabled: boolean;
  104261. private static _OpacityTextureEnabled;
  104262. /**
  104263. * Are opacity textures enabled in the application.
  104264. */
  104265. static OpacityTextureEnabled: boolean;
  104266. private static _ReflectionTextureEnabled;
  104267. /**
  104268. * Are reflection textures enabled in the application.
  104269. */
  104270. static ReflectionTextureEnabled: boolean;
  104271. private static _EmissiveTextureEnabled;
  104272. /**
  104273. * Are emissive textures enabled in the application.
  104274. */
  104275. static EmissiveTextureEnabled: boolean;
  104276. private static _SpecularTextureEnabled;
  104277. /**
  104278. * Are specular textures enabled in the application.
  104279. */
  104280. static SpecularTextureEnabled: boolean;
  104281. private static _BumpTextureEnabled;
  104282. /**
  104283. * Are bump textures enabled in the application.
  104284. */
  104285. static BumpTextureEnabled: boolean;
  104286. private static _LightmapTextureEnabled;
  104287. /**
  104288. * Are lightmap textures enabled in the application.
  104289. */
  104290. static LightmapTextureEnabled: boolean;
  104291. private static _RefractionTextureEnabled;
  104292. /**
  104293. * Are refraction textures enabled in the application.
  104294. */
  104295. static RefractionTextureEnabled: boolean;
  104296. private static _ColorGradingTextureEnabled;
  104297. /**
  104298. * Are color grading textures enabled in the application.
  104299. */
  104300. static ColorGradingTextureEnabled: boolean;
  104301. private static _FresnelEnabled;
  104302. /**
  104303. * Are fresnels enabled in the application.
  104304. */
  104305. static FresnelEnabled: boolean;
  104306. private static _ClearCoatTextureEnabled;
  104307. /**
  104308. * Are clear coat textures enabled in the application.
  104309. */
  104310. static ClearCoatTextureEnabled: boolean;
  104311. private static _ClearCoatBumpTextureEnabled;
  104312. /**
  104313. * Are clear coat bump textures enabled in the application.
  104314. */
  104315. static ClearCoatBumpTextureEnabled: boolean;
  104316. private static _ClearCoatTintTextureEnabled;
  104317. /**
  104318. * Are clear coat tint textures enabled in the application.
  104319. */
  104320. static ClearCoatTintTextureEnabled: boolean;
  104321. private static _SheenTextureEnabled;
  104322. /**
  104323. * Are sheen textures enabled in the application.
  104324. */
  104325. static SheenTextureEnabled: boolean;
  104326. private static _AnisotropicTextureEnabled;
  104327. /**
  104328. * Are anisotropic textures enabled in the application.
  104329. */
  104330. static AnisotropicTextureEnabled: boolean;
  104331. private static _ThicknessTextureEnabled;
  104332. /**
  104333. * Are thickness textures enabled in the application.
  104334. */
  104335. static ThicknessTextureEnabled: boolean;
  104336. }
  104337. }
  104338. declare module BABYLON {
  104339. /** @hidden */
  104340. export var defaultFragmentDeclaration: {
  104341. name: string;
  104342. shader: string;
  104343. };
  104344. }
  104345. declare module BABYLON {
  104346. /** @hidden */
  104347. export var defaultUboDeclaration: {
  104348. name: string;
  104349. shader: string;
  104350. };
  104351. }
  104352. declare module BABYLON {
  104353. /** @hidden */
  104354. export var lightFragmentDeclaration: {
  104355. name: string;
  104356. shader: string;
  104357. };
  104358. }
  104359. declare module BABYLON {
  104360. /** @hidden */
  104361. export var lightUboDeclaration: {
  104362. name: string;
  104363. shader: string;
  104364. };
  104365. }
  104366. declare module BABYLON {
  104367. /** @hidden */
  104368. export var lightsFragmentFunctions: {
  104369. name: string;
  104370. shader: string;
  104371. };
  104372. }
  104373. declare module BABYLON {
  104374. /** @hidden */
  104375. export var shadowsFragmentFunctions: {
  104376. name: string;
  104377. shader: string;
  104378. };
  104379. }
  104380. declare module BABYLON {
  104381. /** @hidden */
  104382. export var fresnelFunction: {
  104383. name: string;
  104384. shader: string;
  104385. };
  104386. }
  104387. declare module BABYLON {
  104388. /** @hidden */
  104389. export var reflectionFunction: {
  104390. name: string;
  104391. shader: string;
  104392. };
  104393. }
  104394. declare module BABYLON {
  104395. /** @hidden */
  104396. export var bumpFragmentFunctions: {
  104397. name: string;
  104398. shader: string;
  104399. };
  104400. }
  104401. declare module BABYLON {
  104402. /** @hidden */
  104403. export var logDepthDeclaration: {
  104404. name: string;
  104405. shader: string;
  104406. };
  104407. }
  104408. declare module BABYLON {
  104409. /** @hidden */
  104410. export var bumpFragment: {
  104411. name: string;
  104412. shader: string;
  104413. };
  104414. }
  104415. declare module BABYLON {
  104416. /** @hidden */
  104417. export var depthPrePass: {
  104418. name: string;
  104419. shader: string;
  104420. };
  104421. }
  104422. declare module BABYLON {
  104423. /** @hidden */
  104424. export var lightFragment: {
  104425. name: string;
  104426. shader: string;
  104427. };
  104428. }
  104429. declare module BABYLON {
  104430. /** @hidden */
  104431. export var logDepthFragment: {
  104432. name: string;
  104433. shader: string;
  104434. };
  104435. }
  104436. declare module BABYLON {
  104437. /** @hidden */
  104438. export var defaultPixelShader: {
  104439. name: string;
  104440. shader: string;
  104441. };
  104442. }
  104443. declare module BABYLON {
  104444. /** @hidden */
  104445. export var defaultVertexDeclaration: {
  104446. name: string;
  104447. shader: string;
  104448. };
  104449. }
  104450. declare module BABYLON {
  104451. /** @hidden */
  104452. export var bumpVertexDeclaration: {
  104453. name: string;
  104454. shader: string;
  104455. };
  104456. }
  104457. declare module BABYLON {
  104458. /** @hidden */
  104459. export var bumpVertex: {
  104460. name: string;
  104461. shader: string;
  104462. };
  104463. }
  104464. declare module BABYLON {
  104465. /** @hidden */
  104466. export var fogVertex: {
  104467. name: string;
  104468. shader: string;
  104469. };
  104470. }
  104471. declare module BABYLON {
  104472. /** @hidden */
  104473. export var shadowsVertex: {
  104474. name: string;
  104475. shader: string;
  104476. };
  104477. }
  104478. declare module BABYLON {
  104479. /** @hidden */
  104480. export var pointCloudVertex: {
  104481. name: string;
  104482. shader: string;
  104483. };
  104484. }
  104485. declare module BABYLON {
  104486. /** @hidden */
  104487. export var logDepthVertex: {
  104488. name: string;
  104489. shader: string;
  104490. };
  104491. }
  104492. declare module BABYLON {
  104493. /** @hidden */
  104494. export var defaultVertexShader: {
  104495. name: string;
  104496. shader: string;
  104497. };
  104498. }
  104499. declare module BABYLON {
  104500. /** @hidden */
  104501. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104502. MAINUV1: boolean;
  104503. MAINUV2: boolean;
  104504. DIFFUSE: boolean;
  104505. DIFFUSEDIRECTUV: number;
  104506. AMBIENT: boolean;
  104507. AMBIENTDIRECTUV: number;
  104508. OPACITY: boolean;
  104509. OPACITYDIRECTUV: number;
  104510. OPACITYRGB: boolean;
  104511. REFLECTION: boolean;
  104512. EMISSIVE: boolean;
  104513. EMISSIVEDIRECTUV: number;
  104514. SPECULAR: boolean;
  104515. SPECULARDIRECTUV: number;
  104516. BUMP: boolean;
  104517. BUMPDIRECTUV: number;
  104518. PARALLAX: boolean;
  104519. PARALLAXOCCLUSION: boolean;
  104520. SPECULAROVERALPHA: boolean;
  104521. CLIPPLANE: boolean;
  104522. CLIPPLANE2: boolean;
  104523. CLIPPLANE3: boolean;
  104524. CLIPPLANE4: boolean;
  104525. ALPHATEST: boolean;
  104526. DEPTHPREPASS: boolean;
  104527. ALPHAFROMDIFFUSE: boolean;
  104528. POINTSIZE: boolean;
  104529. FOG: boolean;
  104530. SPECULARTERM: boolean;
  104531. DIFFUSEFRESNEL: boolean;
  104532. OPACITYFRESNEL: boolean;
  104533. REFLECTIONFRESNEL: boolean;
  104534. REFRACTIONFRESNEL: boolean;
  104535. EMISSIVEFRESNEL: boolean;
  104536. FRESNEL: boolean;
  104537. NORMAL: boolean;
  104538. UV1: boolean;
  104539. UV2: boolean;
  104540. VERTEXCOLOR: boolean;
  104541. VERTEXALPHA: boolean;
  104542. NUM_BONE_INFLUENCERS: number;
  104543. BonesPerMesh: number;
  104544. BONETEXTURE: boolean;
  104545. INSTANCES: boolean;
  104546. GLOSSINESS: boolean;
  104547. ROUGHNESS: boolean;
  104548. EMISSIVEASILLUMINATION: boolean;
  104549. LINKEMISSIVEWITHDIFFUSE: boolean;
  104550. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104551. LIGHTMAP: boolean;
  104552. LIGHTMAPDIRECTUV: number;
  104553. OBJECTSPACE_NORMALMAP: boolean;
  104554. USELIGHTMAPASSHADOWMAP: boolean;
  104555. REFLECTIONMAP_3D: boolean;
  104556. REFLECTIONMAP_SPHERICAL: boolean;
  104557. REFLECTIONMAP_PLANAR: boolean;
  104558. REFLECTIONMAP_CUBIC: boolean;
  104559. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104560. REFLECTIONMAP_PROJECTION: boolean;
  104561. REFLECTIONMAP_SKYBOX: boolean;
  104562. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104563. REFLECTIONMAP_EXPLICIT: boolean;
  104564. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104565. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104566. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104567. INVERTCUBICMAP: boolean;
  104568. LOGARITHMICDEPTH: boolean;
  104569. REFRACTION: boolean;
  104570. REFRACTIONMAP_3D: boolean;
  104571. REFLECTIONOVERALPHA: boolean;
  104572. TWOSIDEDLIGHTING: boolean;
  104573. SHADOWFLOAT: boolean;
  104574. MORPHTARGETS: boolean;
  104575. MORPHTARGETS_NORMAL: boolean;
  104576. MORPHTARGETS_TANGENT: boolean;
  104577. MORPHTARGETS_UV: boolean;
  104578. NUM_MORPH_INFLUENCERS: number;
  104579. NONUNIFORMSCALING: boolean;
  104580. PREMULTIPLYALPHA: boolean;
  104581. IMAGEPROCESSING: boolean;
  104582. VIGNETTE: boolean;
  104583. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104584. VIGNETTEBLENDMODEOPAQUE: boolean;
  104585. TONEMAPPING: boolean;
  104586. TONEMAPPING_ACES: boolean;
  104587. CONTRAST: boolean;
  104588. COLORCURVES: boolean;
  104589. COLORGRADING: boolean;
  104590. COLORGRADING3D: boolean;
  104591. SAMPLER3DGREENDEPTH: boolean;
  104592. SAMPLER3DBGRMAP: boolean;
  104593. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104594. MULTIVIEW: boolean;
  104595. /**
  104596. * If the reflection texture on this material is in linear color space
  104597. * @hidden
  104598. */
  104599. IS_REFLECTION_LINEAR: boolean;
  104600. /**
  104601. * If the refraction texture on this material is in linear color space
  104602. * @hidden
  104603. */
  104604. IS_REFRACTION_LINEAR: boolean;
  104605. EXPOSURE: boolean;
  104606. constructor();
  104607. setReflectionMode(modeToEnable: string): void;
  104608. }
  104609. /**
  104610. * This is the default material used in Babylon. It is the best trade off between quality
  104611. * and performances.
  104612. * @see http://doc.babylonjs.com/babylon101/materials
  104613. */
  104614. export class StandardMaterial extends PushMaterial {
  104615. private _diffuseTexture;
  104616. /**
  104617. * The basic texture of the material as viewed under a light.
  104618. */
  104619. diffuseTexture: Nullable<BaseTexture>;
  104620. private _ambientTexture;
  104621. /**
  104622. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104623. */
  104624. ambientTexture: Nullable<BaseTexture>;
  104625. private _opacityTexture;
  104626. /**
  104627. * Define the transparency of the material from a texture.
  104628. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104629. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104630. */
  104631. opacityTexture: Nullable<BaseTexture>;
  104632. private _reflectionTexture;
  104633. /**
  104634. * Define the texture used to display the reflection.
  104635. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104636. */
  104637. reflectionTexture: Nullable<BaseTexture>;
  104638. private _emissiveTexture;
  104639. /**
  104640. * Define texture of the material as if self lit.
  104641. * This will be mixed in the final result even in the absence of light.
  104642. */
  104643. emissiveTexture: Nullable<BaseTexture>;
  104644. private _specularTexture;
  104645. /**
  104646. * Define how the color and intensity of the highlight given by the light in the material.
  104647. */
  104648. specularTexture: Nullable<BaseTexture>;
  104649. private _bumpTexture;
  104650. /**
  104651. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104652. * 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.
  104653. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104654. */
  104655. bumpTexture: Nullable<BaseTexture>;
  104656. private _lightmapTexture;
  104657. /**
  104658. * Complex lighting can be computationally expensive to compute at runtime.
  104659. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104660. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104661. */
  104662. lightmapTexture: Nullable<BaseTexture>;
  104663. private _refractionTexture;
  104664. /**
  104665. * Define the texture used to display the refraction.
  104666. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104667. */
  104668. refractionTexture: Nullable<BaseTexture>;
  104669. /**
  104670. * The color of the material lit by the environmental background lighting.
  104671. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104672. */
  104673. ambientColor: Color3;
  104674. /**
  104675. * The basic color of the material as viewed under a light.
  104676. */
  104677. diffuseColor: Color3;
  104678. /**
  104679. * Define how the color and intensity of the highlight given by the light in the material.
  104680. */
  104681. specularColor: Color3;
  104682. /**
  104683. * Define the color of the material as if self lit.
  104684. * This will be mixed in the final result even in the absence of light.
  104685. */
  104686. emissiveColor: Color3;
  104687. /**
  104688. * Defines how sharp are the highlights in the material.
  104689. * The bigger the value the sharper giving a more glossy feeling to the result.
  104690. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104691. */
  104692. specularPower: number;
  104693. private _useAlphaFromDiffuseTexture;
  104694. /**
  104695. * Does the transparency come from the diffuse texture alpha channel.
  104696. */
  104697. useAlphaFromDiffuseTexture: boolean;
  104698. private _useEmissiveAsIllumination;
  104699. /**
  104700. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104701. */
  104702. useEmissiveAsIllumination: boolean;
  104703. private _linkEmissiveWithDiffuse;
  104704. /**
  104705. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104706. * the emissive level when the final color is close to one.
  104707. */
  104708. linkEmissiveWithDiffuse: boolean;
  104709. private _useSpecularOverAlpha;
  104710. /**
  104711. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104712. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104713. */
  104714. useSpecularOverAlpha: boolean;
  104715. private _useReflectionOverAlpha;
  104716. /**
  104717. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104718. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104719. */
  104720. useReflectionOverAlpha: boolean;
  104721. private _disableLighting;
  104722. /**
  104723. * Does lights from the scene impacts this material.
  104724. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104725. */
  104726. disableLighting: boolean;
  104727. private _useObjectSpaceNormalMap;
  104728. /**
  104729. * Allows using an object space normal map (instead of tangent space).
  104730. */
  104731. useObjectSpaceNormalMap: boolean;
  104732. private _useParallax;
  104733. /**
  104734. * Is parallax enabled or not.
  104735. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104736. */
  104737. useParallax: boolean;
  104738. private _useParallaxOcclusion;
  104739. /**
  104740. * Is parallax occlusion enabled or not.
  104741. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104742. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104743. */
  104744. useParallaxOcclusion: boolean;
  104745. /**
  104746. * 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.
  104747. */
  104748. parallaxScaleBias: number;
  104749. private _roughness;
  104750. /**
  104751. * Helps to define how blurry the reflections should appears in the material.
  104752. */
  104753. roughness: number;
  104754. /**
  104755. * In case of refraction, define the value of the index of refraction.
  104756. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104757. */
  104758. indexOfRefraction: number;
  104759. /**
  104760. * Invert the refraction texture alongside the y axis.
  104761. * It can be useful with procedural textures or probe for instance.
  104762. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104763. */
  104764. invertRefractionY: boolean;
  104765. /**
  104766. * Defines the alpha limits in alpha test mode.
  104767. */
  104768. alphaCutOff: number;
  104769. private _useLightmapAsShadowmap;
  104770. /**
  104771. * In case of light mapping, define whether the map contains light or shadow informations.
  104772. */
  104773. useLightmapAsShadowmap: boolean;
  104774. private _diffuseFresnelParameters;
  104775. /**
  104776. * Define the diffuse fresnel parameters of the material.
  104777. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104778. */
  104779. diffuseFresnelParameters: FresnelParameters;
  104780. private _opacityFresnelParameters;
  104781. /**
  104782. * Define the opacity fresnel parameters of the material.
  104783. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104784. */
  104785. opacityFresnelParameters: FresnelParameters;
  104786. private _reflectionFresnelParameters;
  104787. /**
  104788. * Define the reflection fresnel parameters of the material.
  104789. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104790. */
  104791. reflectionFresnelParameters: FresnelParameters;
  104792. private _refractionFresnelParameters;
  104793. /**
  104794. * Define the refraction fresnel parameters of the material.
  104795. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104796. */
  104797. refractionFresnelParameters: FresnelParameters;
  104798. private _emissiveFresnelParameters;
  104799. /**
  104800. * Define the emissive fresnel parameters of the material.
  104801. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104802. */
  104803. emissiveFresnelParameters: FresnelParameters;
  104804. private _useReflectionFresnelFromSpecular;
  104805. /**
  104806. * If true automatically deducts the fresnels values from the material specularity.
  104807. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104808. */
  104809. useReflectionFresnelFromSpecular: boolean;
  104810. private _useGlossinessFromSpecularMapAlpha;
  104811. /**
  104812. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104813. */
  104814. useGlossinessFromSpecularMapAlpha: boolean;
  104815. private _maxSimultaneousLights;
  104816. /**
  104817. * Defines the maximum number of lights that can be used in the material
  104818. */
  104819. maxSimultaneousLights: number;
  104820. private _invertNormalMapX;
  104821. /**
  104822. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104823. */
  104824. invertNormalMapX: boolean;
  104825. private _invertNormalMapY;
  104826. /**
  104827. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104828. */
  104829. invertNormalMapY: boolean;
  104830. private _twoSidedLighting;
  104831. /**
  104832. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104833. */
  104834. twoSidedLighting: boolean;
  104835. /**
  104836. * Default configuration related to image processing available in the standard Material.
  104837. */
  104838. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104839. /**
  104840. * Gets the image processing configuration used either in this material.
  104841. */
  104842. /**
  104843. * Sets the Default image processing configuration used either in the this material.
  104844. *
  104845. * If sets to null, the scene one is in use.
  104846. */
  104847. imageProcessingConfiguration: ImageProcessingConfiguration;
  104848. /**
  104849. * Keep track of the image processing observer to allow dispose and replace.
  104850. */
  104851. private _imageProcessingObserver;
  104852. /**
  104853. * Attaches a new image processing configuration to the Standard Material.
  104854. * @param configuration
  104855. */
  104856. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104857. /**
  104858. * Gets wether the color curves effect is enabled.
  104859. */
  104860. /**
  104861. * Sets wether the color curves effect is enabled.
  104862. */
  104863. cameraColorCurvesEnabled: boolean;
  104864. /**
  104865. * Gets wether the color grading effect is enabled.
  104866. */
  104867. /**
  104868. * Gets wether the color grading effect is enabled.
  104869. */
  104870. cameraColorGradingEnabled: boolean;
  104871. /**
  104872. * Gets wether tonemapping is enabled or not.
  104873. */
  104874. /**
  104875. * Sets wether tonemapping is enabled or not
  104876. */
  104877. cameraToneMappingEnabled: boolean;
  104878. /**
  104879. * The camera exposure used on this material.
  104880. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104881. * This corresponds to a photographic exposure.
  104882. */
  104883. /**
  104884. * The camera exposure used on this material.
  104885. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104886. * This corresponds to a photographic exposure.
  104887. */
  104888. cameraExposure: number;
  104889. /**
  104890. * Gets The camera contrast used on this material.
  104891. */
  104892. /**
  104893. * Sets The camera contrast used on this material.
  104894. */
  104895. cameraContrast: number;
  104896. /**
  104897. * Gets the Color Grading 2D Lookup Texture.
  104898. */
  104899. /**
  104900. * Sets the Color Grading 2D Lookup Texture.
  104901. */
  104902. cameraColorGradingTexture: Nullable<BaseTexture>;
  104903. /**
  104904. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104905. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104906. * 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;
  104907. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104908. */
  104909. /**
  104910. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104911. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104912. * 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;
  104913. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104914. */
  104915. cameraColorCurves: Nullable<ColorCurves>;
  104916. /**
  104917. * Custom callback helping to override the default shader used in the material.
  104918. */
  104919. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  104920. protected _renderTargets: SmartArray<RenderTargetTexture>;
  104921. protected _worldViewProjectionMatrix: Matrix;
  104922. protected _globalAmbientColor: Color3;
  104923. protected _useLogarithmicDepth: boolean;
  104924. /**
  104925. * Instantiates a new standard material.
  104926. * This is the default material used in Babylon. It is the best trade off between quality
  104927. * and performances.
  104928. * @see http://doc.babylonjs.com/babylon101/materials
  104929. * @param name Define the name of the material in the scene
  104930. * @param scene Define the scene the material belong to
  104931. */
  104932. constructor(name: string, scene: Scene);
  104933. /**
  104934. * Gets a boolean indicating that current material needs to register RTT
  104935. */
  104936. readonly hasRenderTargetTextures: boolean;
  104937. /**
  104938. * Gets the current class name of the material e.g. "StandardMaterial"
  104939. * Mainly use in serialization.
  104940. * @returns the class name
  104941. */
  104942. getClassName(): string;
  104943. /**
  104944. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  104945. * You can try switching to logarithmic depth.
  104946. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  104947. */
  104948. useLogarithmicDepth: boolean;
  104949. /**
  104950. * Specifies if the material will require alpha blending
  104951. * @returns a boolean specifying if alpha blending is needed
  104952. */
  104953. needAlphaBlending(): boolean;
  104954. /**
  104955. * Specifies if this material should be rendered in alpha test mode
  104956. * @returns a boolean specifying if an alpha test is needed.
  104957. */
  104958. needAlphaTesting(): boolean;
  104959. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  104960. /**
  104961. * Get the texture used for alpha test purpose.
  104962. * @returns the diffuse texture in case of the standard material.
  104963. */
  104964. getAlphaTestTexture(): Nullable<BaseTexture>;
  104965. /**
  104966. * Get if the submesh is ready to be used and all its information available.
  104967. * Child classes can use it to update shaders
  104968. * @param mesh defines the mesh to check
  104969. * @param subMesh defines which submesh to check
  104970. * @param useInstances specifies that instances should be used
  104971. * @returns a boolean indicating that the submesh is ready or not
  104972. */
  104973. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  104974. /**
  104975. * Builds the material UBO layouts.
  104976. * Used internally during the effect preparation.
  104977. */
  104978. buildUniformLayout(): void;
  104979. /**
  104980. * Unbinds the material from the mesh
  104981. */
  104982. unbind(): void;
  104983. /**
  104984. * Binds the submesh to this material by preparing the effect and shader to draw
  104985. * @param world defines the world transformation matrix
  104986. * @param mesh defines the mesh containing the submesh
  104987. * @param subMesh defines the submesh to bind the material to
  104988. */
  104989. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  104990. /**
  104991. * Get the list of animatables in the material.
  104992. * @returns the list of animatables object used in the material
  104993. */
  104994. getAnimatables(): IAnimatable[];
  104995. /**
  104996. * Gets the active textures from the material
  104997. * @returns an array of textures
  104998. */
  104999. getActiveTextures(): BaseTexture[];
  105000. /**
  105001. * Specifies if the material uses a texture
  105002. * @param texture defines the texture to check against the material
  105003. * @returns a boolean specifying if the material uses the texture
  105004. */
  105005. hasTexture(texture: BaseTexture): boolean;
  105006. /**
  105007. * Disposes the material
  105008. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105009. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105010. */
  105011. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105012. /**
  105013. * Makes a duplicate of the material, and gives it a new name
  105014. * @param name defines the new name for the duplicated material
  105015. * @returns the cloned material
  105016. */
  105017. clone(name: string): StandardMaterial;
  105018. /**
  105019. * Serializes this material in a JSON representation
  105020. * @returns the serialized material object
  105021. */
  105022. serialize(): any;
  105023. /**
  105024. * Creates a standard material from parsed material data
  105025. * @param source defines the JSON representation of the material
  105026. * @param scene defines the hosting scene
  105027. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105028. * @returns a new standard material
  105029. */
  105030. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105031. /**
  105032. * Are diffuse textures enabled in the application.
  105033. */
  105034. static DiffuseTextureEnabled: boolean;
  105035. /**
  105036. * Are ambient textures enabled in the application.
  105037. */
  105038. static AmbientTextureEnabled: boolean;
  105039. /**
  105040. * Are opacity textures enabled in the application.
  105041. */
  105042. static OpacityTextureEnabled: boolean;
  105043. /**
  105044. * Are reflection textures enabled in the application.
  105045. */
  105046. static ReflectionTextureEnabled: boolean;
  105047. /**
  105048. * Are emissive textures enabled in the application.
  105049. */
  105050. static EmissiveTextureEnabled: boolean;
  105051. /**
  105052. * Are specular textures enabled in the application.
  105053. */
  105054. static SpecularTextureEnabled: boolean;
  105055. /**
  105056. * Are bump textures enabled in the application.
  105057. */
  105058. static BumpTextureEnabled: boolean;
  105059. /**
  105060. * Are lightmap textures enabled in the application.
  105061. */
  105062. static LightmapTextureEnabled: boolean;
  105063. /**
  105064. * Are refraction textures enabled in the application.
  105065. */
  105066. static RefractionTextureEnabled: boolean;
  105067. /**
  105068. * Are color grading textures enabled in the application.
  105069. */
  105070. static ColorGradingTextureEnabled: boolean;
  105071. /**
  105072. * Are fresnels enabled in the application.
  105073. */
  105074. static FresnelEnabled: boolean;
  105075. }
  105076. }
  105077. declare module BABYLON {
  105078. /**
  105079. * A class extending Texture allowing drawing on a texture
  105080. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105081. */
  105082. export class DynamicTexture extends Texture {
  105083. private _generateMipMaps;
  105084. private _canvas;
  105085. private _context;
  105086. private _engine;
  105087. /**
  105088. * Creates a DynamicTexture
  105089. * @param name defines the name of the texture
  105090. * @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
  105091. * @param scene defines the scene where you want the texture
  105092. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105093. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105094. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105095. */
  105096. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105097. /**
  105098. * Get the current class name of the texture useful for serialization or dynamic coding.
  105099. * @returns "DynamicTexture"
  105100. */
  105101. getClassName(): string;
  105102. /**
  105103. * Gets the current state of canRescale
  105104. */
  105105. readonly canRescale: boolean;
  105106. private _recreate;
  105107. /**
  105108. * Scales the texture
  105109. * @param ratio the scale factor to apply to both width and height
  105110. */
  105111. scale(ratio: number): void;
  105112. /**
  105113. * Resizes the texture
  105114. * @param width the new width
  105115. * @param height the new height
  105116. */
  105117. scaleTo(width: number, height: number): void;
  105118. /**
  105119. * Gets the context of the canvas used by the texture
  105120. * @returns the canvas context of the dynamic texture
  105121. */
  105122. getContext(): CanvasRenderingContext2D;
  105123. /**
  105124. * Clears the texture
  105125. */
  105126. clear(): void;
  105127. /**
  105128. * Updates the texture
  105129. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105130. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105131. */
  105132. update(invertY?: boolean, premulAlpha?: boolean): void;
  105133. /**
  105134. * Draws text onto the texture
  105135. * @param text defines the text to be drawn
  105136. * @param x defines the placement of the text from the left
  105137. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105138. * @param font defines the font to be used with font-style, font-size, font-name
  105139. * @param color defines the color used for the text
  105140. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105141. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105142. * @param update defines whether texture is immediately update (default is true)
  105143. */
  105144. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105145. /**
  105146. * Clones the texture
  105147. * @returns the clone of the texture.
  105148. */
  105149. clone(): DynamicTexture;
  105150. /**
  105151. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  105152. * @returns a serialized dynamic texture object
  105153. */
  105154. serialize(): any;
  105155. /** @hidden */
  105156. _rebuild(): void;
  105157. }
  105158. }
  105159. declare module BABYLON {
  105160. /** @hidden */
  105161. export var imageProcessingPixelShader: {
  105162. name: string;
  105163. shader: string;
  105164. };
  105165. }
  105166. declare module BABYLON {
  105167. /**
  105168. * ImageProcessingPostProcess
  105169. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  105170. */
  105171. export class ImageProcessingPostProcess extends PostProcess {
  105172. /**
  105173. * Default configuration related to image processing available in the PBR Material.
  105174. */
  105175. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105176. /**
  105177. * Gets the image processing configuration used either in this material.
  105178. */
  105179. /**
  105180. * Sets the Default image processing configuration used either in the this material.
  105181. *
  105182. * If sets to null, the scene one is in use.
  105183. */
  105184. imageProcessingConfiguration: ImageProcessingConfiguration;
  105185. /**
  105186. * Keep track of the image processing observer to allow dispose and replace.
  105187. */
  105188. private _imageProcessingObserver;
  105189. /**
  105190. * Attaches a new image processing configuration to the PBR Material.
  105191. * @param configuration
  105192. */
  105193. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  105194. /**
  105195. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105196. */
  105197. /**
  105198. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105199. */
  105200. colorCurves: Nullable<ColorCurves>;
  105201. /**
  105202. * Gets wether the color curves effect is enabled.
  105203. */
  105204. /**
  105205. * Sets wether the color curves effect is enabled.
  105206. */
  105207. colorCurvesEnabled: boolean;
  105208. /**
  105209. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105210. */
  105211. /**
  105212. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105213. */
  105214. colorGradingTexture: Nullable<BaseTexture>;
  105215. /**
  105216. * Gets wether the color grading effect is enabled.
  105217. */
  105218. /**
  105219. * Gets wether the color grading effect is enabled.
  105220. */
  105221. colorGradingEnabled: boolean;
  105222. /**
  105223. * Gets exposure used in the effect.
  105224. */
  105225. /**
  105226. * Sets exposure used in the effect.
  105227. */
  105228. exposure: number;
  105229. /**
  105230. * Gets wether tonemapping is enabled or not.
  105231. */
  105232. /**
  105233. * Sets wether tonemapping is enabled or not
  105234. */
  105235. toneMappingEnabled: boolean;
  105236. /**
  105237. * Gets the type of tone mapping effect.
  105238. */
  105239. /**
  105240. * Sets the type of tone mapping effect.
  105241. */
  105242. toneMappingType: number;
  105243. /**
  105244. * Gets contrast used in the effect.
  105245. */
  105246. /**
  105247. * Sets contrast used in the effect.
  105248. */
  105249. contrast: number;
  105250. /**
  105251. * Gets Vignette stretch size.
  105252. */
  105253. /**
  105254. * Sets Vignette stretch size.
  105255. */
  105256. vignetteStretch: number;
  105257. /**
  105258. * Gets Vignette centre X Offset.
  105259. */
  105260. /**
  105261. * Sets Vignette centre X Offset.
  105262. */
  105263. vignetteCentreX: number;
  105264. /**
  105265. * Gets Vignette centre Y Offset.
  105266. */
  105267. /**
  105268. * Sets Vignette centre Y Offset.
  105269. */
  105270. vignetteCentreY: number;
  105271. /**
  105272. * Gets Vignette weight or intensity of the vignette effect.
  105273. */
  105274. /**
  105275. * Sets Vignette weight or intensity of the vignette effect.
  105276. */
  105277. vignetteWeight: number;
  105278. /**
  105279. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105280. * if vignetteEnabled is set to true.
  105281. */
  105282. /**
  105283. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105284. * if vignetteEnabled is set to true.
  105285. */
  105286. vignetteColor: Color4;
  105287. /**
  105288. * Gets Camera field of view used by the Vignette effect.
  105289. */
  105290. /**
  105291. * Sets Camera field of view used by the Vignette effect.
  105292. */
  105293. vignetteCameraFov: number;
  105294. /**
  105295. * Gets the vignette blend mode allowing different kind of effect.
  105296. */
  105297. /**
  105298. * Sets the vignette blend mode allowing different kind of effect.
  105299. */
  105300. vignetteBlendMode: number;
  105301. /**
  105302. * Gets wether the vignette effect is enabled.
  105303. */
  105304. /**
  105305. * Sets wether the vignette effect is enabled.
  105306. */
  105307. vignetteEnabled: boolean;
  105308. private _fromLinearSpace;
  105309. /**
  105310. * Gets wether the input of the processing is in Gamma or Linear Space.
  105311. */
  105312. /**
  105313. * Sets wether the input of the processing is in Gamma or Linear Space.
  105314. */
  105315. fromLinearSpace: boolean;
  105316. /**
  105317. * Defines cache preventing GC.
  105318. */
  105319. private _defines;
  105320. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  105321. /**
  105322. * "ImageProcessingPostProcess"
  105323. * @returns "ImageProcessingPostProcess"
  105324. */
  105325. getClassName(): string;
  105326. protected _updateParameters(): void;
  105327. dispose(camera?: Camera): void;
  105328. }
  105329. }
  105330. declare module BABYLON {
  105331. /**
  105332. * Class containing static functions to help procedurally build meshes
  105333. */
  105334. export class GroundBuilder {
  105335. /**
  105336. * Creates a ground mesh
  105337. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  105338. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  105339. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105340. * @param name defines the name of the mesh
  105341. * @param options defines the options used to create the mesh
  105342. * @param scene defines the hosting scene
  105343. * @returns the ground mesh
  105344. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  105345. */
  105346. static CreateGround(name: string, options: {
  105347. width?: number;
  105348. height?: number;
  105349. subdivisions?: number;
  105350. subdivisionsX?: number;
  105351. subdivisionsY?: number;
  105352. updatable?: boolean;
  105353. }, scene: any): Mesh;
  105354. /**
  105355. * Creates a tiled ground mesh
  105356. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  105357. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  105358. * * 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
  105359. * * 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
  105360. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105361. * @param name defines the name of the mesh
  105362. * @param options defines the options used to create the mesh
  105363. * @param scene defines the hosting scene
  105364. * @returns the tiled ground mesh
  105365. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  105366. */
  105367. static CreateTiledGround(name: string, options: {
  105368. xmin: number;
  105369. zmin: number;
  105370. xmax: number;
  105371. zmax: number;
  105372. subdivisions?: {
  105373. w: number;
  105374. h: number;
  105375. };
  105376. precision?: {
  105377. w: number;
  105378. h: number;
  105379. };
  105380. updatable?: boolean;
  105381. }, scene?: Nullable<Scene>): Mesh;
  105382. /**
  105383. * Creates a ground mesh from a height map
  105384. * * The parameter `url` sets the URL of the height map image resource.
  105385. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  105386. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  105387. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  105388. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  105389. * * 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.
  105390. * * 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).
  105391. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  105392. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105393. * @param name defines the name of the mesh
  105394. * @param url defines the url to the height map
  105395. * @param options defines the options used to create the mesh
  105396. * @param scene defines the hosting scene
  105397. * @returns the ground mesh
  105398. * @see https://doc.babylonjs.com/babylon101/height_map
  105399. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  105400. */
  105401. static CreateGroundFromHeightMap(name: string, url: string, options: {
  105402. width?: number;
  105403. height?: number;
  105404. subdivisions?: number;
  105405. minHeight?: number;
  105406. maxHeight?: number;
  105407. colorFilter?: Color3;
  105408. alphaFilter?: number;
  105409. updatable?: boolean;
  105410. onReady?: (mesh: GroundMesh) => void;
  105411. }, scene?: Nullable<Scene>): GroundMesh;
  105412. }
  105413. }
  105414. declare module BABYLON {
  105415. /**
  105416. * Class containing static functions to help procedurally build meshes
  105417. */
  105418. export class TorusBuilder {
  105419. /**
  105420. * Creates a torus mesh
  105421. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105422. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105423. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105424. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105425. * * If you create a double-sided mesh, you can choose what parts of 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
  105426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105427. * @param name defines the name of the mesh
  105428. * @param options defines the options used to create the mesh
  105429. * @param scene defines the hosting scene
  105430. * @returns the torus mesh
  105431. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105432. */
  105433. static CreateTorus(name: string, options: {
  105434. diameter?: number;
  105435. thickness?: number;
  105436. tessellation?: number;
  105437. updatable?: boolean;
  105438. sideOrientation?: number;
  105439. frontUVs?: Vector4;
  105440. backUVs?: Vector4;
  105441. }, scene: any): Mesh;
  105442. }
  105443. }
  105444. declare module BABYLON {
  105445. /**
  105446. * Class containing static functions to help procedurally build meshes
  105447. */
  105448. export class CylinderBuilder {
  105449. /**
  105450. * Creates a cylinder or a cone mesh
  105451. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105452. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105453. * * 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.
  105454. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105455. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105456. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105457. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105458. * * 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).
  105459. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105460. * * 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).
  105461. * * 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
  105462. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105463. * * 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
  105464. * * 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.
  105465. * * If `enclose` is false, a ring surface is one element.
  105466. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105467. * * 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
  105468. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105469. * * If you create a double-sided mesh, you can choose what parts of 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
  105470. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105471. * @param name defines the name of the mesh
  105472. * @param options defines the options used to create the mesh
  105473. * @param scene defines the hosting scene
  105474. * @returns the cylinder mesh
  105475. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105476. */
  105477. static CreateCylinder(name: string, options: {
  105478. height?: number;
  105479. diameterTop?: number;
  105480. diameterBottom?: number;
  105481. diameter?: number;
  105482. tessellation?: number;
  105483. subdivisions?: number;
  105484. arc?: number;
  105485. faceColors?: Color4[];
  105486. faceUV?: Vector4[];
  105487. updatable?: boolean;
  105488. hasRings?: boolean;
  105489. enclose?: boolean;
  105490. cap?: number;
  105491. sideOrientation?: number;
  105492. frontUVs?: Vector4;
  105493. backUVs?: Vector4;
  105494. }, scene: any): Mesh;
  105495. }
  105496. }
  105497. declare module BABYLON {
  105498. /**
  105499. * Options to modify the vr teleportation behavior.
  105500. */
  105501. export interface VRTeleportationOptions {
  105502. /**
  105503. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105504. */
  105505. floorMeshName?: string;
  105506. /**
  105507. * A list of meshes to be used as the teleportation floor. (default: empty)
  105508. */
  105509. floorMeshes?: Mesh[];
  105510. }
  105511. /**
  105512. * Options to modify the vr experience helper's behavior.
  105513. */
  105514. export interface VRExperienceHelperOptions extends WebVROptions {
  105515. /**
  105516. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105517. */
  105518. createDeviceOrientationCamera?: boolean;
  105519. /**
  105520. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105521. */
  105522. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105523. /**
  105524. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105525. */
  105526. laserToggle?: boolean;
  105527. /**
  105528. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105529. */
  105530. floorMeshes?: Mesh[];
  105531. /**
  105532. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105533. */
  105534. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105535. }
  105536. /**
  105537. * Event containing information after VR has been entered
  105538. */
  105539. export class OnAfterEnteringVRObservableEvent {
  105540. /**
  105541. * If entering vr was successful
  105542. */
  105543. success: boolean;
  105544. }
  105545. /**
  105546. * Helps to quickly add VR support to an existing scene.
  105547. * See http://doc.babylonjs.com/how_to/webvr_helper
  105548. */
  105549. export class VRExperienceHelper {
  105550. /** Options to modify the vr experience helper's behavior. */
  105551. webVROptions: VRExperienceHelperOptions;
  105552. private _scene;
  105553. private _position;
  105554. private _btnVR;
  105555. private _btnVRDisplayed;
  105556. private _webVRsupported;
  105557. private _webVRready;
  105558. private _webVRrequesting;
  105559. private _webVRpresenting;
  105560. private _hasEnteredVR;
  105561. private _fullscreenVRpresenting;
  105562. private _canvas;
  105563. private _webVRCamera;
  105564. private _vrDeviceOrientationCamera;
  105565. private _deviceOrientationCamera;
  105566. private _existingCamera;
  105567. private _onKeyDown;
  105568. private _onVrDisplayPresentChange;
  105569. private _onVRDisplayChanged;
  105570. private _onVRRequestPresentStart;
  105571. private _onVRRequestPresentComplete;
  105572. /**
  105573. * 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)
  105574. */
  105575. enableGazeEvenWhenNoPointerLock: boolean;
  105576. /**
  105577. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105578. */
  105579. exitVROnDoubleTap: boolean;
  105580. /**
  105581. * Observable raised right before entering VR.
  105582. */
  105583. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105584. /**
  105585. * Observable raised when entering VR has completed.
  105586. */
  105587. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105588. /**
  105589. * Observable raised when exiting VR.
  105590. */
  105591. onExitingVRObservable: Observable<VRExperienceHelper>;
  105592. /**
  105593. * Observable raised when controller mesh is loaded.
  105594. */
  105595. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105596. /** Return this.onEnteringVRObservable
  105597. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105598. */
  105599. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105600. /** Return this.onExitingVRObservable
  105601. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105602. */
  105603. readonly onExitingVR: Observable<VRExperienceHelper>;
  105604. /** Return this.onControllerMeshLoadedObservable
  105605. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105606. */
  105607. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105608. private _rayLength;
  105609. private _useCustomVRButton;
  105610. private _teleportationRequested;
  105611. private _teleportActive;
  105612. private _floorMeshName;
  105613. private _floorMeshesCollection;
  105614. private _rotationAllowed;
  105615. private _teleportBackwardsVector;
  105616. private _teleportationTarget;
  105617. private _isDefaultTeleportationTarget;
  105618. private _postProcessMove;
  105619. private _teleportationFillColor;
  105620. private _teleportationBorderColor;
  105621. private _rotationAngle;
  105622. private _haloCenter;
  105623. private _cameraGazer;
  105624. private _padSensibilityUp;
  105625. private _padSensibilityDown;
  105626. private _leftController;
  105627. private _rightController;
  105628. /**
  105629. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105630. */
  105631. onNewMeshSelected: Observable<AbstractMesh>;
  105632. /**
  105633. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  105634. * This observable will provide the mesh and the controller used to select the mesh
  105635. */
  105636. onMeshSelectedWithController: Observable<{
  105637. mesh: AbstractMesh;
  105638. controller: WebVRController;
  105639. }>;
  105640. /**
  105641. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105642. */
  105643. onNewMeshPicked: Observable<PickingInfo>;
  105644. private _circleEase;
  105645. /**
  105646. * Observable raised before camera teleportation
  105647. */
  105648. onBeforeCameraTeleport: Observable<Vector3>;
  105649. /**
  105650. * Observable raised after camera teleportation
  105651. */
  105652. onAfterCameraTeleport: Observable<Vector3>;
  105653. /**
  105654. * Observable raised when current selected mesh gets unselected
  105655. */
  105656. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105657. private _raySelectionPredicate;
  105658. /**
  105659. * To be optionaly changed by user to define custom ray selection
  105660. */
  105661. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105662. /**
  105663. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105664. */
  105665. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105666. /**
  105667. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105668. */
  105669. teleportationEnabled: boolean;
  105670. private _defaultHeight;
  105671. private _teleportationInitialized;
  105672. private _interactionsEnabled;
  105673. private _interactionsRequested;
  105674. private _displayGaze;
  105675. private _displayLaserPointer;
  105676. /**
  105677. * The mesh used to display where the user is going to teleport.
  105678. */
  105679. /**
  105680. * Sets the mesh to be used to display where the user is going to teleport.
  105681. */
  105682. teleportationTarget: Mesh;
  105683. /**
  105684. * 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
  105685. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105686. * See http://doc.babylonjs.com/resources/baking_transformations
  105687. */
  105688. gazeTrackerMesh: Mesh;
  105689. /**
  105690. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105691. */
  105692. updateGazeTrackerScale: boolean;
  105693. /**
  105694. * If the gaze trackers color should be updated when selecting meshes
  105695. */
  105696. updateGazeTrackerColor: boolean;
  105697. /**
  105698. * The gaze tracking mesh corresponding to the left controller
  105699. */
  105700. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105701. /**
  105702. * The gaze tracking mesh corresponding to the right controller
  105703. */
  105704. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105705. /**
  105706. * If the ray of the gaze should be displayed.
  105707. */
  105708. /**
  105709. * Sets if the ray of the gaze should be displayed.
  105710. */
  105711. displayGaze: boolean;
  105712. /**
  105713. * If the ray of the LaserPointer should be displayed.
  105714. */
  105715. /**
  105716. * Sets if the ray of the LaserPointer should be displayed.
  105717. */
  105718. displayLaserPointer: boolean;
  105719. /**
  105720. * The deviceOrientationCamera used as the camera when not in VR.
  105721. */
  105722. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105723. /**
  105724. * Based on the current WebVR support, returns the current VR camera used.
  105725. */
  105726. readonly currentVRCamera: Nullable<Camera>;
  105727. /**
  105728. * The webVRCamera which is used when in VR.
  105729. */
  105730. readonly webVRCamera: WebVRFreeCamera;
  105731. /**
  105732. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105733. */
  105734. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105735. /**
  105736. * The html button that is used to trigger entering into VR.
  105737. */
  105738. readonly vrButton: Nullable<HTMLButtonElement>;
  105739. private readonly _teleportationRequestInitiated;
  105740. /**
  105741. * Defines wether or not Pointer lock should be requested when switching to
  105742. * full screen.
  105743. */
  105744. requestPointerLockOnFullScreen: boolean;
  105745. /**
  105746. * Instantiates a VRExperienceHelper.
  105747. * Helps to quickly add VR support to an existing scene.
  105748. * @param scene The scene the VRExperienceHelper belongs to.
  105749. * @param webVROptions Options to modify the vr experience helper's behavior.
  105750. */
  105751. constructor(scene: Scene,
  105752. /** Options to modify the vr experience helper's behavior. */
  105753. webVROptions?: VRExperienceHelperOptions);
  105754. private _onDefaultMeshLoaded;
  105755. private _onResize;
  105756. private _onFullscreenChange;
  105757. /**
  105758. * Gets a value indicating if we are currently in VR mode.
  105759. */
  105760. readonly isInVRMode: boolean;
  105761. private onVrDisplayPresentChange;
  105762. private onVRDisplayChanged;
  105763. private moveButtonToBottomRight;
  105764. private displayVRButton;
  105765. private updateButtonVisibility;
  105766. private _cachedAngularSensibility;
  105767. /**
  105768. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105769. * Otherwise, will use the fullscreen API.
  105770. */
  105771. enterVR(): void;
  105772. /**
  105773. * Attempt to exit VR, or fullscreen.
  105774. */
  105775. exitVR(): void;
  105776. /**
  105777. * The position of the vr experience helper.
  105778. */
  105779. /**
  105780. * Sets the position of the vr experience helper.
  105781. */
  105782. position: Vector3;
  105783. /**
  105784. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105785. */
  105786. enableInteractions(): void;
  105787. private readonly _noControllerIsActive;
  105788. private beforeRender;
  105789. private _isTeleportationFloor;
  105790. /**
  105791. * Adds a floor mesh to be used for teleportation.
  105792. * @param floorMesh the mesh to be used for teleportation.
  105793. */
  105794. addFloorMesh(floorMesh: Mesh): void;
  105795. /**
  105796. * Removes a floor mesh from being used for teleportation.
  105797. * @param floorMesh the mesh to be removed.
  105798. */
  105799. removeFloorMesh(floorMesh: Mesh): void;
  105800. /**
  105801. * Enables interactions and teleportation using the VR controllers and gaze.
  105802. * @param vrTeleportationOptions options to modify teleportation behavior.
  105803. */
  105804. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105805. private _onNewGamepadConnected;
  105806. private _tryEnableInteractionOnController;
  105807. private _onNewGamepadDisconnected;
  105808. private _enableInteractionOnController;
  105809. private _checkTeleportWithRay;
  105810. private _checkRotate;
  105811. private _checkTeleportBackwards;
  105812. private _enableTeleportationOnController;
  105813. private _createTeleportationCircles;
  105814. private _displayTeleportationTarget;
  105815. private _hideTeleportationTarget;
  105816. private _rotateCamera;
  105817. private _moveTeleportationSelectorTo;
  105818. private _workingVector;
  105819. private _workingQuaternion;
  105820. private _workingMatrix;
  105821. /**
  105822. * Teleports the users feet to the desired location
  105823. * @param location The location where the user's feet should be placed
  105824. */
  105825. teleportCamera(location: Vector3): void;
  105826. private _convertNormalToDirectionOfRay;
  105827. private _castRayAndSelectObject;
  105828. private _notifySelectedMeshUnselected;
  105829. /**
  105830. * Sets the color of the laser ray from the vr controllers.
  105831. * @param color new color for the ray.
  105832. */
  105833. changeLaserColor(color: Color3): void;
  105834. /**
  105835. * Sets the color of the ray from the vr headsets gaze.
  105836. * @param color new color for the ray.
  105837. */
  105838. changeGazeColor(color: Color3): void;
  105839. /**
  105840. * Exits VR and disposes of the vr experience helper
  105841. */
  105842. dispose(): void;
  105843. /**
  105844. * Gets the name of the VRExperienceHelper class
  105845. * @returns "VRExperienceHelper"
  105846. */
  105847. getClassName(): string;
  105848. }
  105849. }
  105850. declare module BABYLON {
  105851. /**
  105852. * Manages an XRSession to work with Babylon's engine
  105853. * @see https://doc.babylonjs.com/how_to/webxr
  105854. */
  105855. export class WebXRSessionManager implements IDisposable {
  105856. private scene;
  105857. /**
  105858. * Fires every time a new xrFrame arrives which can be used to update the camera
  105859. */
  105860. onXRFrameObservable: Observable<any>;
  105861. /**
  105862. * Fires when the xr session is ended either by the device or manually done
  105863. */
  105864. onXRSessionEnded: Observable<any>;
  105865. /**
  105866. * Underlying xr session
  105867. */
  105868. session: XRSession;
  105869. /**
  105870. * Type of reference space used when creating the session
  105871. */
  105872. referenceSpace: XRReferenceSpace;
  105873. /** @hidden */
  105874. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105875. /**
  105876. * Current XR frame
  105877. */
  105878. currentFrame: Nullable<XRFrame>;
  105879. private _xrNavigator;
  105880. private baseLayer;
  105881. /**
  105882. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105883. * @param scene The scene which the session should be created for
  105884. */
  105885. constructor(scene: Scene);
  105886. /**
  105887. * Initializes the manager
  105888. * After initialization enterXR can be called to start an XR session
  105889. * @returns Promise which resolves after it is initialized
  105890. */
  105891. initializeAsync(): Promise<void>;
  105892. /**
  105893. * Initializes an xr session
  105894. * @param xrSessionMode mode to initialize
  105895. * @returns a promise which will resolve once the session has been initialized
  105896. */
  105897. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  105898. /**
  105899. * Sets the reference space on the xr session
  105900. * @param referenceSpace space to set
  105901. * @returns a promise that will resolve once the reference space has been set
  105902. */
  105903. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  105904. /**
  105905. * Updates the render state of the session
  105906. * @param state state to set
  105907. * @returns a promise that resolves once the render state has been updated
  105908. */
  105909. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  105910. /**
  105911. * Starts rendering to the xr layer
  105912. * @returns a promise that will resolve once rendering has started
  105913. */
  105914. startRenderingToXRAsync(): Promise<void>;
  105915. /**
  105916. * Stops the xrSession and restores the renderloop
  105917. * @returns Promise which resolves after it exits XR
  105918. */
  105919. exitXRAsync(): Promise<unknown>;
  105920. /**
  105921. * Checks if a session would be supported for the creation options specified
  105922. * @param sessionMode session mode to check if supported eg. immersive-vr
  105923. * @returns true if supported
  105924. */
  105925. supportsSessionAsync(sessionMode: XRSessionMode): any;
  105926. /**
  105927. * @hidden
  105928. * Converts the render layer of xrSession to a render target
  105929. * @param session session to create render target for
  105930. * @param scene scene the new render target should be created for
  105931. */
  105932. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  105933. /**
  105934. * Disposes of the session manager
  105935. */
  105936. dispose(): void;
  105937. }
  105938. }
  105939. declare module BABYLON {
  105940. /**
  105941. * WebXR Camera which holds the views for the xrSession
  105942. * @see https://doc.babylonjs.com/how_to/webxr
  105943. */
  105944. export class WebXRCamera extends FreeCamera {
  105945. private static _TmpMatrix;
  105946. /**
  105947. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  105948. * @param name the name of the camera
  105949. * @param scene the scene to add the camera to
  105950. */
  105951. constructor(name: string, scene: Scene);
  105952. private _updateNumberOfRigCameras;
  105953. /** @hidden */
  105954. _updateForDualEyeDebugging(pupilDistance?: number): void;
  105955. /**
  105956. * Updates the cameras position from the current pose information of the XR session
  105957. * @param xrSessionManager the session containing pose information
  105958. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  105959. */
  105960. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  105961. }
  105962. }
  105963. declare module BABYLON {
  105964. /**
  105965. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  105966. */
  105967. export class WebXRManagedOutputCanvas implements IDisposable {
  105968. private helper;
  105969. private _canvas;
  105970. /**
  105971. * xrpresent context of the canvas which can be used to display/mirror xr content
  105972. */
  105973. canvasContext: WebGLRenderingContext;
  105974. /**
  105975. * xr layer for the canvas
  105976. */
  105977. xrLayer: Nullable<XRWebGLLayer>;
  105978. /**
  105979. * Initializes the xr layer for the session
  105980. * @param xrSession xr session
  105981. * @returns a promise that will resolve once the XR Layer has been created
  105982. */
  105983. initializeXRLayerAsync(xrSession: any): any;
  105984. /**
  105985. * Initializes the canvas to be added/removed upon entering/exiting xr
  105986. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  105987. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  105988. */
  105989. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  105990. /**
  105991. * Disposes of the object
  105992. */
  105993. dispose(): void;
  105994. private _setManagedOutputCanvas;
  105995. private _addCanvas;
  105996. private _removeCanvas;
  105997. }
  105998. }
  105999. declare module BABYLON {
  106000. /**
  106001. * States of the webXR experience
  106002. */
  106003. export enum WebXRState {
  106004. /**
  106005. * Transitioning to being in XR mode
  106006. */
  106007. ENTERING_XR = 0,
  106008. /**
  106009. * Transitioning to non XR mode
  106010. */
  106011. EXITING_XR = 1,
  106012. /**
  106013. * In XR mode and presenting
  106014. */
  106015. IN_XR = 2,
  106016. /**
  106017. * Not entered XR mode
  106018. */
  106019. NOT_IN_XR = 3
  106020. }
  106021. /**
  106022. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106023. * @see https://doc.babylonjs.com/how_to/webxr
  106024. */
  106025. export class WebXRExperienceHelper implements IDisposable {
  106026. private scene;
  106027. /**
  106028. * 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
  106029. */
  106030. container: AbstractMesh;
  106031. /**
  106032. * Camera used to render xr content
  106033. */
  106034. camera: WebXRCamera;
  106035. /**
  106036. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106037. */
  106038. state: WebXRState;
  106039. private _setState;
  106040. private static _TmpVector;
  106041. /**
  106042. * Fires when the state of the experience helper has changed
  106043. */
  106044. onStateChangedObservable: Observable<WebXRState>;
  106045. /** Session manager used to keep track of xr session */
  106046. sessionManager: WebXRSessionManager;
  106047. private _nonVRCamera;
  106048. private _originalSceneAutoClear;
  106049. private _supported;
  106050. /**
  106051. * Creates the experience helper
  106052. * @param scene the scene to attach the experience helper to
  106053. * @returns a promise for the experience helper
  106054. */
  106055. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106056. /**
  106057. * Creates a WebXRExperienceHelper
  106058. * @param scene The scene the helper should be created in
  106059. */
  106060. private constructor();
  106061. /**
  106062. * Exits XR mode and returns the scene to its original state
  106063. * @returns promise that resolves after xr mode has exited
  106064. */
  106065. exitXRAsync(): Promise<unknown>;
  106066. /**
  106067. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106068. * @param sessionCreationOptions options for the XR session
  106069. * @param referenceSpaceType frame of reference of the XR session
  106070. * @param outputCanvas the output canvas that will be used to enter XR mode
  106071. * @returns promise that resolves after xr mode has entered
  106072. */
  106073. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106074. /**
  106075. * Updates the global position of the camera by moving the camera's container
  106076. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106077. * @param position The desired global position of the camera
  106078. */
  106079. setPositionOfCameraUsingContainer(position: Vector3): void;
  106080. /**
  106081. * Rotates the xr camera by rotating the camera's container around the camera's position
  106082. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106083. * @param rotation the desired quaternion rotation to apply to the camera
  106084. */
  106085. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106086. /**
  106087. * Disposes of the experience helper
  106088. */
  106089. dispose(): void;
  106090. }
  106091. }
  106092. declare module BABYLON {
  106093. /**
  106094. * Button which can be used to enter a different mode of XR
  106095. */
  106096. export class WebXREnterExitUIButton {
  106097. /** button element */
  106098. element: HTMLElement;
  106099. /** XR initialization options for the button */
  106100. sessionMode: XRSessionMode;
  106101. /** Reference space type */
  106102. referenceSpaceType: XRReferenceSpaceType;
  106103. /**
  106104. * Creates a WebXREnterExitUIButton
  106105. * @param element button element
  106106. * @param sessionMode XR initialization session mode
  106107. * @param referenceSpaceType the type of reference space to be used
  106108. */
  106109. constructor(
  106110. /** button element */
  106111. element: HTMLElement,
  106112. /** XR initialization options for the button */
  106113. sessionMode: XRSessionMode,
  106114. /** Reference space type */
  106115. referenceSpaceType: XRReferenceSpaceType);
  106116. /**
  106117. * Overwritable function which can be used to update the button's visuals when the state changes
  106118. * @param activeButton the current active button in the UI
  106119. */
  106120. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  106121. }
  106122. /**
  106123. * Options to create the webXR UI
  106124. */
  106125. export class WebXREnterExitUIOptions {
  106126. /**
  106127. * Context to enter xr with
  106128. */
  106129. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  106130. /**
  106131. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106132. */
  106133. customButtons?: Array<WebXREnterExitUIButton>;
  106134. }
  106135. /**
  106136. * UI to allow the user to enter/exit XR mode
  106137. */
  106138. export class WebXREnterExitUI implements IDisposable {
  106139. private scene;
  106140. private _overlay;
  106141. private _buttons;
  106142. private _activeButton;
  106143. /**
  106144. * Fired every time the active button is changed.
  106145. *
  106146. * When xr is entered via a button that launches xr that button will be the callback parameter
  106147. *
  106148. * When exiting xr the callback parameter will be null)
  106149. */
  106150. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  106151. /**
  106152. * Creates UI to allow the user to enter/exit XR mode
  106153. * @param scene the scene to add the ui to
  106154. * @param helper the xr experience helper to enter/exit xr with
  106155. * @param options options to configure the UI
  106156. * @returns the created ui
  106157. */
  106158. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  106159. private constructor();
  106160. private _updateButtons;
  106161. /**
  106162. * Disposes of the object
  106163. */
  106164. dispose(): void;
  106165. }
  106166. }
  106167. declare module BABYLON {
  106168. /**
  106169. * Represents an XR input
  106170. */
  106171. export class WebXRController {
  106172. private scene;
  106173. /** The underlying input source for the controller */
  106174. inputSource: XRInputSource;
  106175. private parentContainer;
  106176. /**
  106177. * 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
  106178. */
  106179. grip?: AbstractMesh;
  106180. /**
  106181. * Pointer which can be used to select objects or attach a visible laser to
  106182. */
  106183. pointer: AbstractMesh;
  106184. /**
  106185. * Event that fires when the controller is removed/disposed
  106186. */
  106187. onDisposeObservable: Observable<{}>;
  106188. private _tmpMatrix;
  106189. private _tmpQuaternion;
  106190. private _tmpVector;
  106191. /**
  106192. * Creates the controller
  106193. * @see https://doc.babylonjs.com/how_to/webxr
  106194. * @param scene the scene which the controller should be associated to
  106195. * @param inputSource the underlying input source for the controller
  106196. * @param parentContainer parent that the controller meshes should be children of
  106197. */
  106198. constructor(scene: Scene,
  106199. /** The underlying input source for the controller */
  106200. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  106201. /**
  106202. * Updates the controller pose based on the given XRFrame
  106203. * @param xrFrame xr frame to update the pose with
  106204. * @param referenceSpace reference space to use
  106205. */
  106206. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  106207. /**
  106208. * Gets a world space ray coming from the controller
  106209. * @param result the resulting ray
  106210. */
  106211. getWorldPointerRayToRef(result: Ray): void;
  106212. /**
  106213. * Disposes of the object
  106214. */
  106215. dispose(): void;
  106216. }
  106217. }
  106218. declare module BABYLON {
  106219. /**
  106220. * XR input used to track XR inputs such as controllers/rays
  106221. */
  106222. export class WebXRInput implements IDisposable {
  106223. /**
  106224. * Base experience the input listens to
  106225. */
  106226. baseExperience: WebXRExperienceHelper;
  106227. /**
  106228. * XR controllers being tracked
  106229. */
  106230. controllers: Array<WebXRController>;
  106231. private _frameObserver;
  106232. private _stateObserver;
  106233. /**
  106234. * Event when a controller has been connected/added
  106235. */
  106236. onControllerAddedObservable: Observable<WebXRController>;
  106237. /**
  106238. * Event when a controller has been removed/disconnected
  106239. */
  106240. onControllerRemovedObservable: Observable<WebXRController>;
  106241. /**
  106242. * Initializes the WebXRInput
  106243. * @param baseExperience experience helper which the input should be created for
  106244. */
  106245. constructor(
  106246. /**
  106247. * Base experience the input listens to
  106248. */
  106249. baseExperience: WebXRExperienceHelper);
  106250. private _onInputSourcesChange;
  106251. private _addAndRemoveControllers;
  106252. /**
  106253. * Disposes of the object
  106254. */
  106255. dispose(): void;
  106256. }
  106257. }
  106258. declare module BABYLON {
  106259. /**
  106260. * Enables teleportation
  106261. */
  106262. export class WebXRControllerTeleportation {
  106263. private _teleportationFillColor;
  106264. private _teleportationBorderColor;
  106265. private _tmpRay;
  106266. private _tmpVector;
  106267. /**
  106268. * Creates a WebXRControllerTeleportation
  106269. * @param input input manager to add teleportation to
  106270. * @param floorMeshes floormeshes which can be teleported to
  106271. */
  106272. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  106273. }
  106274. }
  106275. declare module BABYLON {
  106276. /**
  106277. * Handles pointer input automatically for the pointer of XR controllers
  106278. */
  106279. export class WebXRControllerPointerSelection {
  106280. private static _idCounter;
  106281. private _tmpRay;
  106282. /**
  106283. * Creates a WebXRControllerPointerSelection
  106284. * @param input input manager to setup pointer selection
  106285. */
  106286. constructor(input: WebXRInput);
  106287. private _convertNormalToDirectionOfRay;
  106288. private _updatePointerDistance;
  106289. }
  106290. }
  106291. declare module BABYLON {
  106292. /**
  106293. * Class used to represent data loading progression
  106294. */
  106295. export class SceneLoaderProgressEvent {
  106296. /** defines if data length to load can be evaluated */
  106297. readonly lengthComputable: boolean;
  106298. /** defines the loaded data length */
  106299. readonly loaded: number;
  106300. /** defines the data length to load */
  106301. readonly total: number;
  106302. /**
  106303. * Create a new progress event
  106304. * @param lengthComputable defines if data length to load can be evaluated
  106305. * @param loaded defines the loaded data length
  106306. * @param total defines the data length to load
  106307. */
  106308. constructor(
  106309. /** defines if data length to load can be evaluated */
  106310. lengthComputable: boolean,
  106311. /** defines the loaded data length */
  106312. loaded: number,
  106313. /** defines the data length to load */
  106314. total: number);
  106315. /**
  106316. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  106317. * @param event defines the source event
  106318. * @returns a new SceneLoaderProgressEvent
  106319. */
  106320. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  106321. }
  106322. /**
  106323. * Interface used by SceneLoader plugins to define supported file extensions
  106324. */
  106325. export interface ISceneLoaderPluginExtensions {
  106326. /**
  106327. * Defines the list of supported extensions
  106328. */
  106329. [extension: string]: {
  106330. isBinary: boolean;
  106331. };
  106332. }
  106333. /**
  106334. * Interface used by SceneLoader plugin factory
  106335. */
  106336. export interface ISceneLoaderPluginFactory {
  106337. /**
  106338. * Defines the name of the factory
  106339. */
  106340. name: string;
  106341. /**
  106342. * Function called to create a new plugin
  106343. * @return the new plugin
  106344. */
  106345. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  106346. /**
  106347. * Boolean indicating if the plugin can direct load specific data
  106348. */
  106349. canDirectLoad?: (data: string) => boolean;
  106350. }
  106351. /**
  106352. * Interface used to define a SceneLoader plugin
  106353. */
  106354. export interface ISceneLoaderPlugin {
  106355. /**
  106356. * The friendly name of this plugin.
  106357. */
  106358. name: string;
  106359. /**
  106360. * The file extensions supported by this plugin.
  106361. */
  106362. extensions: string | ISceneLoaderPluginExtensions;
  106363. /**
  106364. * Import meshes into a scene.
  106365. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106366. * @param scene The scene to import into
  106367. * @param data The data to import
  106368. * @param rootUrl The root url for scene and resources
  106369. * @param meshes The meshes array to import into
  106370. * @param particleSystems The particle systems array to import into
  106371. * @param skeletons The skeletons array to import into
  106372. * @param onError The callback when import fails
  106373. * @returns True if successful or false otherwise
  106374. */
  106375. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  106376. /**
  106377. * Load into a scene.
  106378. * @param scene The scene to load into
  106379. * @param data The data to import
  106380. * @param rootUrl The root url for scene and resources
  106381. * @param onError The callback when import fails
  106382. * @returns true if successful or false otherwise
  106383. */
  106384. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  106385. /**
  106386. * The callback that returns true if the data can be directly loaded.
  106387. */
  106388. canDirectLoad?: (data: string) => boolean;
  106389. /**
  106390. * The callback that allows custom handling of the root url based on the response url.
  106391. */
  106392. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106393. /**
  106394. * Load into an asset container.
  106395. * @param scene The scene to load into
  106396. * @param data The data to import
  106397. * @param rootUrl The root url for scene and resources
  106398. * @param onError The callback when import fails
  106399. * @returns The loaded asset container
  106400. */
  106401. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  106402. }
  106403. /**
  106404. * Interface used to define an async SceneLoader plugin
  106405. */
  106406. export interface ISceneLoaderPluginAsync {
  106407. /**
  106408. * The friendly name of this plugin.
  106409. */
  106410. name: string;
  106411. /**
  106412. * The file extensions supported by this plugin.
  106413. */
  106414. extensions: string | ISceneLoaderPluginExtensions;
  106415. /**
  106416. * Import meshes into a scene.
  106417. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106418. * @param scene The scene to import into
  106419. * @param data The data to import
  106420. * @param rootUrl The root url for scene and resources
  106421. * @param onProgress The callback when the load progresses
  106422. * @param fileName Defines the name of the file to load
  106423. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106424. */
  106425. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106426. meshes: AbstractMesh[];
  106427. particleSystems: IParticleSystem[];
  106428. skeletons: Skeleton[];
  106429. animationGroups: AnimationGroup[];
  106430. }>;
  106431. /**
  106432. * Load into a scene.
  106433. * @param scene The scene to load into
  106434. * @param data The data to import
  106435. * @param rootUrl The root url for scene and resources
  106436. * @param onProgress The callback when the load progresses
  106437. * @param fileName Defines the name of the file to load
  106438. * @returns Nothing
  106439. */
  106440. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106441. /**
  106442. * The callback that returns true if the data can be directly loaded.
  106443. */
  106444. canDirectLoad?: (data: string) => boolean;
  106445. /**
  106446. * The callback that allows custom handling of the root url based on the response url.
  106447. */
  106448. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106449. /**
  106450. * Load into an asset container.
  106451. * @param scene The scene to load into
  106452. * @param data The data to import
  106453. * @param rootUrl The root url for scene and resources
  106454. * @param onProgress The callback when the load progresses
  106455. * @param fileName Defines the name of the file to load
  106456. * @returns The loaded asset container
  106457. */
  106458. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106459. }
  106460. /**
  106461. * Class used to load scene from various file formats using registered plugins
  106462. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106463. */
  106464. export class SceneLoader {
  106465. /**
  106466. * No logging while loading
  106467. */
  106468. static readonly NO_LOGGING: number;
  106469. /**
  106470. * Minimal logging while loading
  106471. */
  106472. static readonly MINIMAL_LOGGING: number;
  106473. /**
  106474. * Summary logging while loading
  106475. */
  106476. static readonly SUMMARY_LOGGING: number;
  106477. /**
  106478. * Detailled logging while loading
  106479. */
  106480. static readonly DETAILED_LOGGING: number;
  106481. /**
  106482. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106483. */
  106484. static ForceFullSceneLoadingForIncremental: boolean;
  106485. /**
  106486. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106487. */
  106488. static ShowLoadingScreen: boolean;
  106489. /**
  106490. * Defines the current logging level (while loading the scene)
  106491. * @ignorenaming
  106492. */
  106493. static loggingLevel: number;
  106494. /**
  106495. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106496. */
  106497. static CleanBoneMatrixWeights: boolean;
  106498. /**
  106499. * Event raised when a plugin is used to load a scene
  106500. */
  106501. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106502. private static _registeredPlugins;
  106503. private static _getDefaultPlugin;
  106504. private static _getPluginForExtension;
  106505. private static _getPluginForDirectLoad;
  106506. private static _getPluginForFilename;
  106507. private static _getDirectLoad;
  106508. private static _loadData;
  106509. private static _getFileInfo;
  106510. /**
  106511. * Gets a plugin that can load the given extension
  106512. * @param extension defines the extension to load
  106513. * @returns a plugin or null if none works
  106514. */
  106515. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106516. /**
  106517. * Gets a boolean indicating that the given extension can be loaded
  106518. * @param extension defines the extension to load
  106519. * @returns true if the extension is supported
  106520. */
  106521. static IsPluginForExtensionAvailable(extension: string): boolean;
  106522. /**
  106523. * Adds a new plugin to the list of registered plugins
  106524. * @param plugin defines the plugin to add
  106525. */
  106526. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106527. /**
  106528. * Import meshes into a scene
  106529. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106530. * @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)
  106531. * @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)
  106532. * @param scene the instance of BABYLON.Scene to append to
  106533. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106534. * @param onProgress a callback with a progress event for each file being loaded
  106535. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106536. * @param pluginExtension the extension used to determine the plugin
  106537. * @returns The loaded plugin
  106538. */
  106539. 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>;
  106540. /**
  106541. * Import meshes into a scene
  106542. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106543. * @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)
  106544. * @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)
  106545. * @param scene the instance of BABYLON.Scene to append to
  106546. * @param onProgress a callback with a progress event for each file being loaded
  106547. * @param pluginExtension the extension used to determine the plugin
  106548. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106549. */
  106550. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106551. meshes: AbstractMesh[];
  106552. particleSystems: IParticleSystem[];
  106553. skeletons: Skeleton[];
  106554. animationGroups: AnimationGroup[];
  106555. }>;
  106556. /**
  106557. * Load a scene
  106558. * @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)
  106559. * @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)
  106560. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106561. * @param onSuccess a callback with the scene when import succeeds
  106562. * @param onProgress a callback with a progress event for each file being loaded
  106563. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106564. * @param pluginExtension the extension used to determine the plugin
  106565. * @returns The loaded plugin
  106566. */
  106567. 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>;
  106568. /**
  106569. * Load a scene
  106570. * @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)
  106571. * @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)
  106572. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106573. * @param onProgress a callback with a progress event for each file being loaded
  106574. * @param pluginExtension the extension used to determine the plugin
  106575. * @returns The loaded scene
  106576. */
  106577. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106578. /**
  106579. * Append a scene
  106580. * @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)
  106581. * @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)
  106582. * @param scene is the instance of BABYLON.Scene to append to
  106583. * @param onSuccess a callback with the scene when import succeeds
  106584. * @param onProgress a callback with a progress event for each file being loaded
  106585. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106586. * @param pluginExtension the extension used to determine the plugin
  106587. * @returns The loaded plugin
  106588. */
  106589. 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>;
  106590. /**
  106591. * Append a scene
  106592. * @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)
  106593. * @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)
  106594. * @param scene is the instance of BABYLON.Scene to append to
  106595. * @param onProgress a callback with a progress event for each file being loaded
  106596. * @param pluginExtension the extension used to determine the plugin
  106597. * @returns The given scene
  106598. */
  106599. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106600. /**
  106601. * Load a scene into an asset container
  106602. * @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)
  106603. * @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)
  106604. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106605. * @param onSuccess a callback with the scene when import succeeds
  106606. * @param onProgress a callback with a progress event for each file being loaded
  106607. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106608. * @param pluginExtension the extension used to determine the plugin
  106609. * @returns The loaded plugin
  106610. */
  106611. 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>;
  106612. /**
  106613. * Load a scene into an asset container
  106614. * @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)
  106615. * @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)
  106616. * @param scene is the instance of Scene to append to
  106617. * @param onProgress a callback with a progress event for each file being loaded
  106618. * @param pluginExtension the extension used to determine the plugin
  106619. * @returns The loaded asset container
  106620. */
  106621. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106622. }
  106623. }
  106624. declare module BABYLON {
  106625. /**
  106626. * Generic Controller
  106627. */
  106628. export class GenericController extends WebVRController {
  106629. /**
  106630. * Base Url for the controller model.
  106631. */
  106632. static readonly MODEL_BASE_URL: string;
  106633. /**
  106634. * File name for the controller model.
  106635. */
  106636. static readonly MODEL_FILENAME: string;
  106637. /**
  106638. * Creates a new GenericController from a gamepad
  106639. * @param vrGamepad the gamepad that the controller should be created from
  106640. */
  106641. constructor(vrGamepad: any);
  106642. /**
  106643. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106644. * @param scene scene in which to add meshes
  106645. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106646. */
  106647. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106648. /**
  106649. * Called once for each button that changed state since the last frame
  106650. * @param buttonIdx Which button index changed
  106651. * @param state New state of the button
  106652. * @param changes Which properties on the state changed since last frame
  106653. */
  106654. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106655. }
  106656. }
  106657. declare module BABYLON {
  106658. /**
  106659. * Defines the WindowsMotionController object that the state of the windows motion controller
  106660. */
  106661. export class WindowsMotionController extends WebVRController {
  106662. /**
  106663. * The base url used to load the left and right controller models
  106664. */
  106665. static MODEL_BASE_URL: string;
  106666. /**
  106667. * The name of the left controller model file
  106668. */
  106669. static MODEL_LEFT_FILENAME: string;
  106670. /**
  106671. * The name of the right controller model file
  106672. */
  106673. static MODEL_RIGHT_FILENAME: string;
  106674. /**
  106675. * The controller name prefix for this controller type
  106676. */
  106677. static readonly GAMEPAD_ID_PREFIX: string;
  106678. /**
  106679. * The controller id pattern for this controller type
  106680. */
  106681. private static readonly GAMEPAD_ID_PATTERN;
  106682. private _loadedMeshInfo;
  106683. private readonly _mapping;
  106684. /**
  106685. * Fired when the trackpad on this controller is clicked
  106686. */
  106687. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106688. /**
  106689. * Fired when the trackpad on this controller is modified
  106690. */
  106691. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106692. /**
  106693. * The current x and y values of this controller's trackpad
  106694. */
  106695. trackpad: StickValues;
  106696. /**
  106697. * Creates a new WindowsMotionController from a gamepad
  106698. * @param vrGamepad the gamepad that the controller should be created from
  106699. */
  106700. constructor(vrGamepad: any);
  106701. /**
  106702. * Fired when the trigger on this controller is modified
  106703. */
  106704. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106705. /**
  106706. * Fired when the menu button on this controller is modified
  106707. */
  106708. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106709. /**
  106710. * Fired when the grip button on this controller is modified
  106711. */
  106712. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106713. /**
  106714. * Fired when the thumbstick button on this controller is modified
  106715. */
  106716. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106717. /**
  106718. * Fired when the touchpad button on this controller is modified
  106719. */
  106720. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106721. /**
  106722. * Fired when the touchpad values on this controller are modified
  106723. */
  106724. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106725. private _updateTrackpad;
  106726. /**
  106727. * Called once per frame by the engine.
  106728. */
  106729. update(): void;
  106730. /**
  106731. * Called once for each button that changed state since the last frame
  106732. * @param buttonIdx Which button index changed
  106733. * @param state New state of the button
  106734. * @param changes Which properties on the state changed since last frame
  106735. */
  106736. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106737. /**
  106738. * Moves the buttons on the controller mesh based on their current state
  106739. * @param buttonName the name of the button to move
  106740. * @param buttonValue the value of the button which determines the buttons new position
  106741. */
  106742. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106743. /**
  106744. * Moves the axis on the controller mesh based on its current state
  106745. * @param axis the index of the axis
  106746. * @param axisValue the value of the axis which determines the meshes new position
  106747. * @hidden
  106748. */
  106749. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106750. /**
  106751. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106752. * @param scene scene in which to add meshes
  106753. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106754. */
  106755. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106756. /**
  106757. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106758. * can be transformed by button presses and axes values, based on this._mapping.
  106759. *
  106760. * @param scene scene in which the meshes exist
  106761. * @param meshes list of meshes that make up the controller model to process
  106762. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106763. */
  106764. private processModel;
  106765. private createMeshInfo;
  106766. /**
  106767. * Gets the ray of the controller in the direction the controller is pointing
  106768. * @param length the length the resulting ray should be
  106769. * @returns a ray in the direction the controller is pointing
  106770. */
  106771. getForwardRay(length?: number): Ray;
  106772. /**
  106773. * Disposes of the controller
  106774. */
  106775. dispose(): void;
  106776. }
  106777. }
  106778. declare module BABYLON {
  106779. /**
  106780. * Oculus Touch Controller
  106781. */
  106782. export class OculusTouchController extends WebVRController {
  106783. /**
  106784. * Base Url for the controller model.
  106785. */
  106786. static MODEL_BASE_URL: string;
  106787. /**
  106788. * File name for the left controller model.
  106789. */
  106790. static MODEL_LEFT_FILENAME: string;
  106791. /**
  106792. * File name for the right controller model.
  106793. */
  106794. static MODEL_RIGHT_FILENAME: string;
  106795. /**
  106796. * Base Url for the Quest controller model.
  106797. */
  106798. static QUEST_MODEL_BASE_URL: string;
  106799. /**
  106800. * @hidden
  106801. * If the controllers are running on a device that needs the updated Quest controller models
  106802. */
  106803. static _IsQuest: boolean;
  106804. /**
  106805. * Fired when the secondary trigger on this controller is modified
  106806. */
  106807. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106808. /**
  106809. * Fired when the thumb rest on this controller is modified
  106810. */
  106811. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106812. /**
  106813. * Creates a new OculusTouchController from a gamepad
  106814. * @param vrGamepad the gamepad that the controller should be created from
  106815. */
  106816. constructor(vrGamepad: any);
  106817. /**
  106818. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106819. * @param scene scene in which to add meshes
  106820. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106821. */
  106822. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106823. /**
  106824. * Fired when the A button on this controller is modified
  106825. */
  106826. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106827. /**
  106828. * Fired when the B button on this controller is modified
  106829. */
  106830. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106831. /**
  106832. * Fired when the X button on this controller is modified
  106833. */
  106834. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106835. /**
  106836. * Fired when the Y button on this controller is modified
  106837. */
  106838. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106839. /**
  106840. * Called once for each button that changed state since the last frame
  106841. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106842. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106843. * 2) secondary trigger (same)
  106844. * 3) A (right) X (left), touch, pressed = value
  106845. * 4) B / Y
  106846. * 5) thumb rest
  106847. * @param buttonIdx Which button index changed
  106848. * @param state New state of the button
  106849. * @param changes Which properties on the state changed since last frame
  106850. */
  106851. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106852. }
  106853. }
  106854. declare module BABYLON {
  106855. /**
  106856. * Vive Controller
  106857. */
  106858. export class ViveController extends WebVRController {
  106859. /**
  106860. * Base Url for the controller model.
  106861. */
  106862. static MODEL_BASE_URL: string;
  106863. /**
  106864. * File name for the controller model.
  106865. */
  106866. static MODEL_FILENAME: string;
  106867. /**
  106868. * Creates a new ViveController from a gamepad
  106869. * @param vrGamepad the gamepad that the controller should be created from
  106870. */
  106871. constructor(vrGamepad: any);
  106872. /**
  106873. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106874. * @param scene scene in which to add meshes
  106875. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106876. */
  106877. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106878. /**
  106879. * Fired when the left button on this controller is modified
  106880. */
  106881. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106882. /**
  106883. * Fired when the right button on this controller is modified
  106884. */
  106885. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106886. /**
  106887. * Fired when the menu button on this controller is modified
  106888. */
  106889. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106890. /**
  106891. * Called once for each button that changed state since the last frame
  106892. * Vive mapping:
  106893. * 0: touchpad
  106894. * 1: trigger
  106895. * 2: left AND right buttons
  106896. * 3: menu button
  106897. * @param buttonIdx Which button index changed
  106898. * @param state New state of the button
  106899. * @param changes Which properties on the state changed since last frame
  106900. */
  106901. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106902. }
  106903. }
  106904. declare module BABYLON {
  106905. /**
  106906. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  106907. */
  106908. export class WebXRControllerModelLoader {
  106909. /**
  106910. * Creates the WebXRControllerModelLoader
  106911. * @param input xr input that creates the controllers
  106912. */
  106913. constructor(input: WebXRInput);
  106914. }
  106915. }
  106916. declare module BABYLON {
  106917. /**
  106918. * Contains an array of blocks representing the octree
  106919. */
  106920. export interface IOctreeContainer<T> {
  106921. /**
  106922. * Blocks within the octree
  106923. */
  106924. blocks: Array<OctreeBlock<T>>;
  106925. }
  106926. /**
  106927. * Class used to store a cell in an octree
  106928. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106929. */
  106930. export class OctreeBlock<T> {
  106931. /**
  106932. * Gets the content of the current block
  106933. */
  106934. entries: T[];
  106935. /**
  106936. * Gets the list of block children
  106937. */
  106938. blocks: Array<OctreeBlock<T>>;
  106939. private _depth;
  106940. private _maxDepth;
  106941. private _capacity;
  106942. private _minPoint;
  106943. private _maxPoint;
  106944. private _boundingVectors;
  106945. private _creationFunc;
  106946. /**
  106947. * Creates a new block
  106948. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  106949. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  106950. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106951. * @param depth defines the current depth of this block in the octree
  106952. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  106953. * @param creationFunc defines a callback to call when an element is added to the block
  106954. */
  106955. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  106956. /**
  106957. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106958. */
  106959. readonly capacity: number;
  106960. /**
  106961. * Gets the minimum vector (in world space) of the block's bounding box
  106962. */
  106963. readonly minPoint: Vector3;
  106964. /**
  106965. * Gets the maximum vector (in world space) of the block's bounding box
  106966. */
  106967. readonly maxPoint: Vector3;
  106968. /**
  106969. * Add a new element to this block
  106970. * @param entry defines the element to add
  106971. */
  106972. addEntry(entry: T): void;
  106973. /**
  106974. * Remove an element from this block
  106975. * @param entry defines the element to remove
  106976. */
  106977. removeEntry(entry: T): void;
  106978. /**
  106979. * Add an array of elements to this block
  106980. * @param entries defines the array of elements to add
  106981. */
  106982. addEntries(entries: T[]): void;
  106983. /**
  106984. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106985. * @param frustumPlanes defines the frustum planes to test
  106986. * @param selection defines the array to store current content if selection is positive
  106987. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106988. */
  106989. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106990. /**
  106991. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106992. * @param sphereCenter defines the bounding sphere center
  106993. * @param sphereRadius defines the bounding sphere radius
  106994. * @param selection defines the array to store current content if selection is positive
  106995. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106996. */
  106997. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106998. /**
  106999. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107000. * @param ray defines the ray to test with
  107001. * @param selection defines the array to store current content if selection is positive
  107002. */
  107003. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107004. /**
  107005. * Subdivide the content into child blocks (this block will then be empty)
  107006. */
  107007. createInnerBlocks(): void;
  107008. /**
  107009. * @hidden
  107010. */
  107011. 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;
  107012. }
  107013. }
  107014. declare module BABYLON {
  107015. /**
  107016. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107017. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107018. */
  107019. export class Octree<T> {
  107020. /** 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.) */
  107021. maxDepth: number;
  107022. /**
  107023. * Blocks within the octree containing objects
  107024. */
  107025. blocks: Array<OctreeBlock<T>>;
  107026. /**
  107027. * Content stored in the octree
  107028. */
  107029. dynamicContent: T[];
  107030. private _maxBlockCapacity;
  107031. private _selectionContent;
  107032. private _creationFunc;
  107033. /**
  107034. * Creates a octree
  107035. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107036. * @param creationFunc function to be used to instatiate the octree
  107037. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107038. * @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.)
  107039. */
  107040. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107041. /** 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.) */
  107042. maxDepth?: number);
  107043. /**
  107044. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107045. * @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);
  107046. * @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);
  107047. * @param entries meshes to be added to the octree blocks
  107048. */
  107049. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107050. /**
  107051. * Adds a mesh to the octree
  107052. * @param entry Mesh to add to the octree
  107053. */
  107054. addMesh(entry: T): void;
  107055. /**
  107056. * Remove an element from the octree
  107057. * @param entry defines the element to remove
  107058. */
  107059. removeMesh(entry: T): void;
  107060. /**
  107061. * Selects an array of meshes within the frustum
  107062. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107063. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107064. * @returns array of meshes within the frustum
  107065. */
  107066. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107067. /**
  107068. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107069. * @param sphereCenter defines the bounding sphere center
  107070. * @param sphereRadius defines the bounding sphere radius
  107071. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107072. * @returns an array of objects that intersect the sphere
  107073. */
  107074. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107075. /**
  107076. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107077. * @param ray defines the ray to test with
  107078. * @returns array of intersected objects
  107079. */
  107080. intersectsRay(ray: Ray): SmartArray<T>;
  107081. /**
  107082. * Adds a mesh into the octree block if it intersects the block
  107083. */
  107084. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107085. /**
  107086. * Adds a submesh into the octree block if it intersects the block
  107087. */
  107088. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107089. }
  107090. }
  107091. declare module BABYLON {
  107092. interface Scene {
  107093. /**
  107094. * @hidden
  107095. * Backing Filed
  107096. */
  107097. _selectionOctree: Octree<AbstractMesh>;
  107098. /**
  107099. * Gets the octree used to boost mesh selection (picking)
  107100. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107101. */
  107102. selectionOctree: Octree<AbstractMesh>;
  107103. /**
  107104. * Creates or updates the octree used to boost selection (picking)
  107105. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107106. * @param maxCapacity defines the maximum capacity per leaf
  107107. * @param maxDepth defines the maximum depth of the octree
  107108. * @returns an octree of AbstractMesh
  107109. */
  107110. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107111. }
  107112. interface AbstractMesh {
  107113. /**
  107114. * @hidden
  107115. * Backing Field
  107116. */
  107117. _submeshesOctree: Octree<SubMesh>;
  107118. /**
  107119. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  107120. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  107121. * @param maxCapacity defines the maximum size of each block (64 by default)
  107122. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  107123. * @returns the new octree
  107124. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  107125. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107126. */
  107127. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  107128. }
  107129. /**
  107130. * Defines the octree scene component responsible to manage any octrees
  107131. * in a given scene.
  107132. */
  107133. export class OctreeSceneComponent {
  107134. /**
  107135. * The component name help to identify the component in the list of scene components.
  107136. */
  107137. readonly name: string;
  107138. /**
  107139. * The scene the component belongs to.
  107140. */
  107141. scene: Scene;
  107142. /**
  107143. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107144. */
  107145. readonly checksIsEnabled: boolean;
  107146. /**
  107147. * Creates a new instance of the component for the given scene
  107148. * @param scene Defines the scene to register the component in
  107149. */
  107150. constructor(scene: Scene);
  107151. /**
  107152. * Registers the component in a given scene
  107153. */
  107154. register(): void;
  107155. /**
  107156. * Return the list of active meshes
  107157. * @returns the list of active meshes
  107158. */
  107159. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  107160. /**
  107161. * Return the list of active sub meshes
  107162. * @param mesh The mesh to get the candidates sub meshes from
  107163. * @returns the list of active sub meshes
  107164. */
  107165. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  107166. private _tempRay;
  107167. /**
  107168. * Return the list of sub meshes intersecting with a given local ray
  107169. * @param mesh defines the mesh to find the submesh for
  107170. * @param localRay defines the ray in local space
  107171. * @returns the list of intersecting sub meshes
  107172. */
  107173. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  107174. /**
  107175. * Return the list of sub meshes colliding with a collider
  107176. * @param mesh defines the mesh to find the submesh for
  107177. * @param collider defines the collider to evaluate the collision against
  107178. * @returns the list of colliding sub meshes
  107179. */
  107180. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  107181. /**
  107182. * Rebuilds the elements related to this component in case of
  107183. * context lost for instance.
  107184. */
  107185. rebuild(): void;
  107186. /**
  107187. * Disposes the component and the associated ressources.
  107188. */
  107189. dispose(): void;
  107190. }
  107191. }
  107192. declare module BABYLON {
  107193. /**
  107194. * Renders a layer on top of an existing scene
  107195. */
  107196. export class UtilityLayerRenderer implements IDisposable {
  107197. /** the original scene that will be rendered on top of */
  107198. originalScene: Scene;
  107199. private _pointerCaptures;
  107200. private _lastPointerEvents;
  107201. private static _DefaultUtilityLayer;
  107202. private static _DefaultKeepDepthUtilityLayer;
  107203. private _sharedGizmoLight;
  107204. private _renderCamera;
  107205. /**
  107206. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  107207. * @returns the camera that is used when rendering the utility layer
  107208. */
  107209. getRenderCamera(): Nullable<Camera>;
  107210. /**
  107211. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  107212. * @param cam the camera that should be used when rendering the utility layer
  107213. */
  107214. setRenderCamera(cam: Nullable<Camera>): void;
  107215. /**
  107216. * @hidden
  107217. * Light which used by gizmos to get light shading
  107218. */
  107219. _getSharedGizmoLight(): HemisphericLight;
  107220. /**
  107221. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  107222. */
  107223. pickUtilitySceneFirst: boolean;
  107224. /**
  107225. * 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)
  107226. */
  107227. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  107228. /**
  107229. * 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)
  107230. */
  107231. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  107232. /**
  107233. * The scene that is rendered on top of the original scene
  107234. */
  107235. utilityLayerScene: Scene;
  107236. /**
  107237. * If the utility layer should automatically be rendered on top of existing scene
  107238. */
  107239. shouldRender: boolean;
  107240. /**
  107241. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  107242. */
  107243. onlyCheckPointerDownEvents: boolean;
  107244. /**
  107245. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  107246. */
  107247. processAllEvents: boolean;
  107248. /**
  107249. * Observable raised when the pointer move from the utility layer scene to the main scene
  107250. */
  107251. onPointerOutObservable: Observable<number>;
  107252. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  107253. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  107254. private _afterRenderObserver;
  107255. private _sceneDisposeObserver;
  107256. private _originalPointerObserver;
  107257. /**
  107258. * Instantiates a UtilityLayerRenderer
  107259. * @param originalScene the original scene that will be rendered on top of
  107260. * @param handleEvents boolean indicating if the utility layer should handle events
  107261. */
  107262. constructor(
  107263. /** the original scene that will be rendered on top of */
  107264. originalScene: Scene, handleEvents?: boolean);
  107265. private _notifyObservers;
  107266. /**
  107267. * Renders the utility layers scene on top of the original scene
  107268. */
  107269. render(): void;
  107270. /**
  107271. * Disposes of the renderer
  107272. */
  107273. dispose(): void;
  107274. private _updateCamera;
  107275. }
  107276. }
  107277. declare module BABYLON {
  107278. /**
  107279. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  107280. */
  107281. export class Gizmo implements IDisposable {
  107282. /** The utility layer the gizmo will be added to */
  107283. gizmoLayer: UtilityLayerRenderer;
  107284. /**
  107285. * The root mesh of the gizmo
  107286. */
  107287. _rootMesh: Mesh;
  107288. private _attachedMesh;
  107289. /**
  107290. * Ratio for the scale of the gizmo (Default: 1)
  107291. */
  107292. scaleRatio: number;
  107293. /**
  107294. * If a custom mesh has been set (Default: false)
  107295. */
  107296. protected _customMeshSet: boolean;
  107297. /**
  107298. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  107299. * * When set, interactions will be enabled
  107300. */
  107301. attachedMesh: Nullable<AbstractMesh>;
  107302. /**
  107303. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107304. * @param mesh The mesh to replace the default mesh of the gizmo
  107305. */
  107306. setCustomMesh(mesh: Mesh): void;
  107307. /**
  107308. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  107309. */
  107310. updateGizmoRotationToMatchAttachedMesh: boolean;
  107311. /**
  107312. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  107313. */
  107314. updateGizmoPositionToMatchAttachedMesh: boolean;
  107315. /**
  107316. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  107317. */
  107318. updateScale: boolean;
  107319. protected _interactionsEnabled: boolean;
  107320. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107321. private _beforeRenderObserver;
  107322. private _tempVector;
  107323. /**
  107324. * Creates a gizmo
  107325. * @param gizmoLayer The utility layer the gizmo will be added to
  107326. */
  107327. constructor(
  107328. /** The utility layer the gizmo will be added to */
  107329. gizmoLayer?: UtilityLayerRenderer);
  107330. /**
  107331. * Updates the gizmo to match the attached mesh's position/rotation
  107332. */
  107333. protected _update(): void;
  107334. /**
  107335. * Disposes of the gizmo
  107336. */
  107337. dispose(): void;
  107338. }
  107339. }
  107340. declare module BABYLON {
  107341. /**
  107342. * Single plane drag gizmo
  107343. */
  107344. export class PlaneDragGizmo extends Gizmo {
  107345. /**
  107346. * Drag behavior responsible for the gizmos dragging interactions
  107347. */
  107348. dragBehavior: PointerDragBehavior;
  107349. private _pointerObserver;
  107350. /**
  107351. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107352. */
  107353. snapDistance: number;
  107354. /**
  107355. * Event that fires each time the gizmo snaps to a new location.
  107356. * * snapDistance is the the change in distance
  107357. */
  107358. onSnapObservable: Observable<{
  107359. snapDistance: number;
  107360. }>;
  107361. private _plane;
  107362. private _coloredMaterial;
  107363. private _hoverMaterial;
  107364. private _isEnabled;
  107365. private _parent;
  107366. /** @hidden */
  107367. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  107368. /** @hidden */
  107369. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107370. /**
  107371. * Creates a PlaneDragGizmo
  107372. * @param gizmoLayer The utility layer the gizmo will be added to
  107373. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  107374. * @param color The color of the gizmo
  107375. */
  107376. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107377. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107378. /**
  107379. * If the gizmo is enabled
  107380. */
  107381. isEnabled: boolean;
  107382. /**
  107383. * Disposes of the gizmo
  107384. */
  107385. dispose(): void;
  107386. }
  107387. }
  107388. declare module BABYLON {
  107389. /**
  107390. * Gizmo that enables dragging a mesh along 3 axis
  107391. */
  107392. export class PositionGizmo extends Gizmo {
  107393. /**
  107394. * Internal gizmo used for interactions on the x axis
  107395. */
  107396. xGizmo: AxisDragGizmo;
  107397. /**
  107398. * Internal gizmo used for interactions on the y axis
  107399. */
  107400. yGizmo: AxisDragGizmo;
  107401. /**
  107402. * Internal gizmo used for interactions on the z axis
  107403. */
  107404. zGizmo: AxisDragGizmo;
  107405. /**
  107406. * Internal gizmo used for interactions on the yz plane
  107407. */
  107408. xPlaneGizmo: PlaneDragGizmo;
  107409. /**
  107410. * Internal gizmo used for interactions on the xz plane
  107411. */
  107412. yPlaneGizmo: PlaneDragGizmo;
  107413. /**
  107414. * Internal gizmo used for interactions on the xy plane
  107415. */
  107416. zPlaneGizmo: PlaneDragGizmo;
  107417. /**
  107418. * private variables
  107419. */
  107420. private _meshAttached;
  107421. private _updateGizmoRotationToMatchAttachedMesh;
  107422. private _snapDistance;
  107423. private _scaleRatio;
  107424. /** Fires an event when any of it's sub gizmos are dragged */
  107425. onDragStartObservable: Observable<unknown>;
  107426. /** Fires an event when any of it's sub gizmos are released from dragging */
  107427. onDragEndObservable: Observable<unknown>;
  107428. /**
  107429. * If set to true, planar drag is enabled
  107430. */
  107431. private _planarGizmoEnabled;
  107432. attachedMesh: Nullable<AbstractMesh>;
  107433. /**
  107434. * Creates a PositionGizmo
  107435. * @param gizmoLayer The utility layer the gizmo will be added to
  107436. */
  107437. constructor(gizmoLayer?: UtilityLayerRenderer);
  107438. /**
  107439. * If the planar drag gizmo is enabled
  107440. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107441. */
  107442. planarGizmoEnabled: boolean;
  107443. updateGizmoRotationToMatchAttachedMesh: boolean;
  107444. /**
  107445. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107446. */
  107447. snapDistance: number;
  107448. /**
  107449. * Ratio for the scale of the gizmo (Default: 1)
  107450. */
  107451. scaleRatio: number;
  107452. /**
  107453. * Disposes of the gizmo
  107454. */
  107455. dispose(): void;
  107456. /**
  107457. * CustomMeshes are not supported by this gizmo
  107458. * @param mesh The mesh to replace the default mesh of the gizmo
  107459. */
  107460. setCustomMesh(mesh: Mesh): void;
  107461. }
  107462. }
  107463. declare module BABYLON {
  107464. /**
  107465. * Single axis drag gizmo
  107466. */
  107467. export class AxisDragGizmo extends Gizmo {
  107468. /**
  107469. * Drag behavior responsible for the gizmos dragging interactions
  107470. */
  107471. dragBehavior: PointerDragBehavior;
  107472. private _pointerObserver;
  107473. /**
  107474. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107475. */
  107476. snapDistance: number;
  107477. /**
  107478. * Event that fires each time the gizmo snaps to a new location.
  107479. * * snapDistance is the the change in distance
  107480. */
  107481. onSnapObservable: Observable<{
  107482. snapDistance: number;
  107483. }>;
  107484. private _isEnabled;
  107485. private _parent;
  107486. private _arrow;
  107487. private _coloredMaterial;
  107488. private _hoverMaterial;
  107489. /** @hidden */
  107490. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107491. /** @hidden */
  107492. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107493. /**
  107494. * Creates an AxisDragGizmo
  107495. * @param gizmoLayer The utility layer the gizmo will be added to
  107496. * @param dragAxis The axis which the gizmo will be able to drag on
  107497. * @param color The color of the gizmo
  107498. */
  107499. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107500. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107501. /**
  107502. * If the gizmo is enabled
  107503. */
  107504. isEnabled: boolean;
  107505. /**
  107506. * Disposes of the gizmo
  107507. */
  107508. dispose(): void;
  107509. }
  107510. }
  107511. declare module BABYLON.Debug {
  107512. /**
  107513. * The Axes viewer will show 3 axes in a specific point in space
  107514. */
  107515. export class AxesViewer {
  107516. private _xAxis;
  107517. private _yAxis;
  107518. private _zAxis;
  107519. private _scaleLinesFactor;
  107520. private _instanced;
  107521. /**
  107522. * Gets the hosting scene
  107523. */
  107524. scene: Scene;
  107525. /**
  107526. * Gets or sets a number used to scale line length
  107527. */
  107528. scaleLines: number;
  107529. /** Gets the node hierarchy used to render x-axis */
  107530. readonly xAxis: TransformNode;
  107531. /** Gets the node hierarchy used to render y-axis */
  107532. readonly yAxis: TransformNode;
  107533. /** Gets the node hierarchy used to render z-axis */
  107534. readonly zAxis: TransformNode;
  107535. /**
  107536. * Creates a new AxesViewer
  107537. * @param scene defines the hosting scene
  107538. * @param scaleLines defines a number used to scale line length (1 by default)
  107539. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107540. * @param xAxis defines the node hierarchy used to render the x-axis
  107541. * @param yAxis defines the node hierarchy used to render the y-axis
  107542. * @param zAxis defines the node hierarchy used to render the z-axis
  107543. */
  107544. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107545. /**
  107546. * Force the viewer to update
  107547. * @param position defines the position of the viewer
  107548. * @param xaxis defines the x axis of the viewer
  107549. * @param yaxis defines the y axis of the viewer
  107550. * @param zaxis defines the z axis of the viewer
  107551. */
  107552. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107553. /**
  107554. * Creates an instance of this axes viewer.
  107555. * @returns a new axes viewer with instanced meshes
  107556. */
  107557. createInstance(): AxesViewer;
  107558. /** Releases resources */
  107559. dispose(): void;
  107560. private static _SetRenderingGroupId;
  107561. }
  107562. }
  107563. declare module BABYLON.Debug {
  107564. /**
  107565. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107566. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107567. */
  107568. export class BoneAxesViewer extends AxesViewer {
  107569. /**
  107570. * Gets or sets the target mesh where to display the axes viewer
  107571. */
  107572. mesh: Nullable<Mesh>;
  107573. /**
  107574. * Gets or sets the target bone where to display the axes viewer
  107575. */
  107576. bone: Nullable<Bone>;
  107577. /** Gets current position */
  107578. pos: Vector3;
  107579. /** Gets direction of X axis */
  107580. xaxis: Vector3;
  107581. /** Gets direction of Y axis */
  107582. yaxis: Vector3;
  107583. /** Gets direction of Z axis */
  107584. zaxis: Vector3;
  107585. /**
  107586. * Creates a new BoneAxesViewer
  107587. * @param scene defines the hosting scene
  107588. * @param bone defines the target bone
  107589. * @param mesh defines the target mesh
  107590. * @param scaleLines defines a scaling factor for line length (1 by default)
  107591. */
  107592. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107593. /**
  107594. * Force the viewer to update
  107595. */
  107596. update(): void;
  107597. /** Releases resources */
  107598. dispose(): void;
  107599. }
  107600. }
  107601. declare module BABYLON {
  107602. /**
  107603. * Interface used to define scene explorer extensibility option
  107604. */
  107605. export interface IExplorerExtensibilityOption {
  107606. /**
  107607. * Define the option label
  107608. */
  107609. label: string;
  107610. /**
  107611. * Defines the action to execute on click
  107612. */
  107613. action: (entity: any) => void;
  107614. }
  107615. /**
  107616. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107617. */
  107618. export interface IExplorerExtensibilityGroup {
  107619. /**
  107620. * Defines a predicate to test if a given type mut be extended
  107621. */
  107622. predicate: (entity: any) => boolean;
  107623. /**
  107624. * Gets the list of options added to a type
  107625. */
  107626. entries: IExplorerExtensibilityOption[];
  107627. }
  107628. /**
  107629. * Interface used to define the options to use to create the Inspector
  107630. */
  107631. export interface IInspectorOptions {
  107632. /**
  107633. * Display in overlay mode (default: false)
  107634. */
  107635. overlay?: boolean;
  107636. /**
  107637. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107638. */
  107639. globalRoot?: HTMLElement;
  107640. /**
  107641. * Display the Scene explorer
  107642. */
  107643. showExplorer?: boolean;
  107644. /**
  107645. * Display the property inspector
  107646. */
  107647. showInspector?: boolean;
  107648. /**
  107649. * Display in embed mode (both panes on the right)
  107650. */
  107651. embedMode?: boolean;
  107652. /**
  107653. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107654. */
  107655. handleResize?: boolean;
  107656. /**
  107657. * Allow the panes to popup (default: true)
  107658. */
  107659. enablePopup?: boolean;
  107660. /**
  107661. * Allow the panes to be closed by users (default: true)
  107662. */
  107663. enableClose?: boolean;
  107664. /**
  107665. * Optional list of extensibility entries
  107666. */
  107667. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107668. /**
  107669. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107670. */
  107671. inspectorURL?: string;
  107672. }
  107673. interface Scene {
  107674. /**
  107675. * @hidden
  107676. * Backing field
  107677. */
  107678. _debugLayer: DebugLayer;
  107679. /**
  107680. * Gets the debug layer (aka Inspector) associated with the scene
  107681. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107682. */
  107683. debugLayer: DebugLayer;
  107684. }
  107685. /**
  107686. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107687. * what is happening in your scene
  107688. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107689. */
  107690. export class DebugLayer {
  107691. /**
  107692. * Define the url to get the inspector script from.
  107693. * By default it uses the babylonjs CDN.
  107694. * @ignoreNaming
  107695. */
  107696. static InspectorURL: string;
  107697. private _scene;
  107698. private BJSINSPECTOR;
  107699. private _onPropertyChangedObservable?;
  107700. /**
  107701. * Observable triggered when a property is changed through the inspector.
  107702. */
  107703. readonly onPropertyChangedObservable: any;
  107704. /**
  107705. * Instantiates a new debug layer.
  107706. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107707. * what is happening in your scene
  107708. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107709. * @param scene Defines the scene to inspect
  107710. */
  107711. constructor(scene: Scene);
  107712. /** Creates the inspector window. */
  107713. private _createInspector;
  107714. /**
  107715. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107716. * @param entity defines the entity to select
  107717. * @param lineContainerTitle defines the specific block to highlight
  107718. */
  107719. select(entity: any, lineContainerTitle?: string): void;
  107720. /** Get the inspector from bundle or global */
  107721. private _getGlobalInspector;
  107722. /**
  107723. * Get if the inspector is visible or not.
  107724. * @returns true if visible otherwise, false
  107725. */
  107726. isVisible(): boolean;
  107727. /**
  107728. * Hide the inspector and close its window.
  107729. */
  107730. hide(): void;
  107731. /**
  107732. * Launch the debugLayer.
  107733. * @param config Define the configuration of the inspector
  107734. * @return a promise fulfilled when the debug layer is visible
  107735. */
  107736. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107737. }
  107738. }
  107739. declare module BABYLON {
  107740. /**
  107741. * Class containing static functions to help procedurally build meshes
  107742. */
  107743. export class BoxBuilder {
  107744. /**
  107745. * Creates a box mesh
  107746. * * The parameter `size` sets the size (float) of each box side (default 1)
  107747. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107748. * * 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)
  107749. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107751. * * If you create a double-sided mesh, you can choose what parts of 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
  107752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107753. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107754. * @param name defines the name of the mesh
  107755. * @param options defines the options used to create the mesh
  107756. * @param scene defines the hosting scene
  107757. * @returns the box mesh
  107758. */
  107759. static CreateBox(name: string, options: {
  107760. size?: number;
  107761. width?: number;
  107762. height?: number;
  107763. depth?: number;
  107764. faceUV?: Vector4[];
  107765. faceColors?: Color4[];
  107766. sideOrientation?: number;
  107767. frontUVs?: Vector4;
  107768. backUVs?: Vector4;
  107769. wrap?: boolean;
  107770. topBaseAt?: number;
  107771. bottomBaseAt?: number;
  107772. updatable?: boolean;
  107773. }, scene?: Nullable<Scene>): Mesh;
  107774. }
  107775. }
  107776. declare module BABYLON {
  107777. /**
  107778. * Class containing static functions to help procedurally build meshes
  107779. */
  107780. export class SphereBuilder {
  107781. /**
  107782. * Creates a sphere mesh
  107783. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107784. * * 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`)
  107785. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107786. * * 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
  107787. * * 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)
  107788. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107789. * * If you create a double-sided mesh, you can choose what parts of 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
  107790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107791. * @param name defines the name of the mesh
  107792. * @param options defines the options used to create the mesh
  107793. * @param scene defines the hosting scene
  107794. * @returns the sphere mesh
  107795. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107796. */
  107797. static CreateSphere(name: string, options: {
  107798. segments?: number;
  107799. diameter?: number;
  107800. diameterX?: number;
  107801. diameterY?: number;
  107802. diameterZ?: number;
  107803. arc?: number;
  107804. slice?: number;
  107805. sideOrientation?: number;
  107806. frontUVs?: Vector4;
  107807. backUVs?: Vector4;
  107808. updatable?: boolean;
  107809. }, scene: any): Mesh;
  107810. }
  107811. }
  107812. declare module BABYLON.Debug {
  107813. /**
  107814. * Used to show the physics impostor around the specific mesh
  107815. */
  107816. export class PhysicsViewer {
  107817. /** @hidden */
  107818. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107819. /** @hidden */
  107820. protected _meshes: Array<Nullable<AbstractMesh>>;
  107821. /** @hidden */
  107822. protected _scene: Nullable<Scene>;
  107823. /** @hidden */
  107824. protected _numMeshes: number;
  107825. /** @hidden */
  107826. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107827. private _renderFunction;
  107828. private _utilityLayer;
  107829. private _debugBoxMesh;
  107830. private _debugSphereMesh;
  107831. private _debugCylinderMesh;
  107832. private _debugMaterial;
  107833. private _debugMeshMeshes;
  107834. /**
  107835. * Creates a new PhysicsViewer
  107836. * @param scene defines the hosting scene
  107837. */
  107838. constructor(scene: Scene);
  107839. /** @hidden */
  107840. protected _updateDebugMeshes(): void;
  107841. /**
  107842. * Renders a specified physic impostor
  107843. * @param impostor defines the impostor to render
  107844. * @param targetMesh defines the mesh represented by the impostor
  107845. * @returns the new debug mesh used to render the impostor
  107846. */
  107847. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107848. /**
  107849. * Hides a specified physic impostor
  107850. * @param impostor defines the impostor to hide
  107851. */
  107852. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107853. private _getDebugMaterial;
  107854. private _getDebugBoxMesh;
  107855. private _getDebugSphereMesh;
  107856. private _getDebugCylinderMesh;
  107857. private _getDebugMeshMesh;
  107858. private _getDebugMesh;
  107859. /** Releases all resources */
  107860. dispose(): void;
  107861. }
  107862. }
  107863. declare module BABYLON {
  107864. /**
  107865. * Class containing static functions to help procedurally build meshes
  107866. */
  107867. export class LinesBuilder {
  107868. /**
  107869. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107870. * * 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
  107871. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107872. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107873. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107874. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107875. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107876. * * 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
  107877. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107879. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107880. * @param name defines the name of the new line system
  107881. * @param options defines the options used to create the line system
  107882. * @param scene defines the hosting scene
  107883. * @returns a new line system mesh
  107884. */
  107885. static CreateLineSystem(name: string, options: {
  107886. lines: Vector3[][];
  107887. updatable?: boolean;
  107888. instance?: Nullable<LinesMesh>;
  107889. colors?: Nullable<Color4[][]>;
  107890. useVertexAlpha?: boolean;
  107891. }, scene: Nullable<Scene>): LinesMesh;
  107892. /**
  107893. * Creates a line mesh
  107894. * 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
  107895. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107896. * * The parameter `points` is an array successive Vector3
  107897. * * 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
  107898. * * The optional parameter `colors` is an array of successive Color4, one per line point
  107899. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  107900. * * When updating an instance, remember that only point positions can change, not the number of points
  107901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107902. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  107903. * @param name defines the name of the new line system
  107904. * @param options defines the options used to create the line system
  107905. * @param scene defines the hosting scene
  107906. * @returns a new line mesh
  107907. */
  107908. static CreateLines(name: string, options: {
  107909. points: Vector3[];
  107910. updatable?: boolean;
  107911. instance?: Nullable<LinesMesh>;
  107912. colors?: Color4[];
  107913. useVertexAlpha?: boolean;
  107914. }, scene?: Nullable<Scene>): LinesMesh;
  107915. /**
  107916. * Creates a dashed line mesh
  107917. * * 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
  107918. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107919. * * The parameter `points` is an array successive Vector3
  107920. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  107921. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  107922. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  107923. * * 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
  107924. * * When updating an instance, remember that only point positions can change, not the number of points
  107925. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107926. * @param name defines the name of the mesh
  107927. * @param options defines the options used to create the mesh
  107928. * @param scene defines the hosting scene
  107929. * @returns the dashed line mesh
  107930. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  107931. */
  107932. static CreateDashedLines(name: string, options: {
  107933. points: Vector3[];
  107934. dashSize?: number;
  107935. gapSize?: number;
  107936. dashNb?: number;
  107937. updatable?: boolean;
  107938. instance?: LinesMesh;
  107939. }, scene?: Nullable<Scene>): LinesMesh;
  107940. }
  107941. }
  107942. declare module BABYLON {
  107943. /**
  107944. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107945. * in order to better appreciate the issue one might have.
  107946. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107947. */
  107948. export class RayHelper {
  107949. /**
  107950. * Defines the ray we are currently tryin to visualize.
  107951. */
  107952. ray: Nullable<Ray>;
  107953. private _renderPoints;
  107954. private _renderLine;
  107955. private _renderFunction;
  107956. private _scene;
  107957. private _updateToMeshFunction;
  107958. private _attachedToMesh;
  107959. private _meshSpaceDirection;
  107960. private _meshSpaceOrigin;
  107961. /**
  107962. * Helper function to create a colored helper in a scene in one line.
  107963. * @param ray Defines the ray we are currently tryin to visualize
  107964. * @param scene Defines the scene the ray is used in
  107965. * @param color Defines the color we want to see the ray in
  107966. * @returns The newly created ray helper.
  107967. */
  107968. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  107969. /**
  107970. * Instantiate a new ray helper.
  107971. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107972. * in order to better appreciate the issue one might have.
  107973. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107974. * @param ray Defines the ray we are currently tryin to visualize
  107975. */
  107976. constructor(ray: Ray);
  107977. /**
  107978. * Shows the ray we are willing to debug.
  107979. * @param scene Defines the scene the ray needs to be rendered in
  107980. * @param color Defines the color the ray needs to be rendered in
  107981. */
  107982. show(scene: Scene, color?: Color3): void;
  107983. /**
  107984. * Hides the ray we are debugging.
  107985. */
  107986. hide(): void;
  107987. private _render;
  107988. /**
  107989. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  107990. * @param mesh Defines the mesh we want the helper attached to
  107991. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  107992. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  107993. * @param length Defines the length of the ray
  107994. */
  107995. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  107996. /**
  107997. * Detach the ray helper from the mesh it has previously been attached to.
  107998. */
  107999. detachFromMesh(): void;
  108000. private _updateToMesh;
  108001. /**
  108002. * Dispose the helper and release its associated resources.
  108003. */
  108004. dispose(): void;
  108005. }
  108006. }
  108007. declare module BABYLON.Debug {
  108008. /**
  108009. * Class used to render a debug view of a given skeleton
  108010. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108011. */
  108012. export class SkeletonViewer {
  108013. /** defines the skeleton to render */
  108014. skeleton: Skeleton;
  108015. /** defines the mesh attached to the skeleton */
  108016. mesh: AbstractMesh;
  108017. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108018. autoUpdateBonesMatrices: boolean;
  108019. /** defines the rendering group id to use with the viewer */
  108020. renderingGroupId: number;
  108021. /** Gets or sets the color used to render the skeleton */
  108022. color: Color3;
  108023. private _scene;
  108024. private _debugLines;
  108025. private _debugMesh;
  108026. private _isEnabled;
  108027. private _renderFunction;
  108028. private _utilityLayer;
  108029. /**
  108030. * Returns the mesh used to render the bones
  108031. */
  108032. readonly debugMesh: Nullable<LinesMesh>;
  108033. /**
  108034. * Creates a new SkeletonViewer
  108035. * @param skeleton defines the skeleton to render
  108036. * @param mesh defines the mesh attached to the skeleton
  108037. * @param scene defines the hosting scene
  108038. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108039. * @param renderingGroupId defines the rendering group id to use with the viewer
  108040. */
  108041. constructor(
  108042. /** defines the skeleton to render */
  108043. skeleton: Skeleton,
  108044. /** defines the mesh attached to the skeleton */
  108045. mesh: AbstractMesh, scene: Scene,
  108046. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108047. autoUpdateBonesMatrices?: boolean,
  108048. /** defines the rendering group id to use with the viewer */
  108049. renderingGroupId?: number);
  108050. /** Gets or sets a boolean indicating if the viewer is enabled */
  108051. isEnabled: boolean;
  108052. private _getBonePosition;
  108053. private _getLinesForBonesWithLength;
  108054. private _getLinesForBonesNoLength;
  108055. /** Update the viewer to sync with current skeleton state */
  108056. update(): void;
  108057. /** Release associated resources */
  108058. dispose(): void;
  108059. }
  108060. }
  108061. declare module BABYLON {
  108062. /**
  108063. * Options to create the null engine
  108064. */
  108065. export class NullEngineOptions {
  108066. /**
  108067. * Render width (Default: 512)
  108068. */
  108069. renderWidth: number;
  108070. /**
  108071. * Render height (Default: 256)
  108072. */
  108073. renderHeight: number;
  108074. /**
  108075. * Texture size (Default: 512)
  108076. */
  108077. textureSize: number;
  108078. /**
  108079. * If delta time between frames should be constant
  108080. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108081. */
  108082. deterministicLockstep: boolean;
  108083. /**
  108084. * Maximum about of steps between frames (Default: 4)
  108085. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108086. */
  108087. lockstepMaxSteps: number;
  108088. }
  108089. /**
  108090. * The null engine class provides support for headless version of babylon.js.
  108091. * This can be used in server side scenario or for testing purposes
  108092. */
  108093. export class NullEngine extends Engine {
  108094. private _options;
  108095. /**
  108096. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108097. */
  108098. isDeterministicLockStep(): boolean;
  108099. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108100. getLockstepMaxSteps(): number;
  108101. /**
  108102. * Sets hardware scaling, used to save performance if needed
  108103. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108104. */
  108105. getHardwareScalingLevel(): number;
  108106. constructor(options?: NullEngineOptions);
  108107. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108108. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108109. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108110. getRenderWidth(useScreen?: boolean): number;
  108111. getRenderHeight(useScreen?: boolean): number;
  108112. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108113. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108114. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  108115. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  108116. bindSamplers(effect: Effect): void;
  108117. enableEffect(effect: Effect): void;
  108118. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  108119. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  108120. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  108121. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  108122. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  108123. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  108124. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  108125. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  108126. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  108127. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  108128. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  108129. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  108130. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108131. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108132. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108133. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108134. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108135. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108136. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108137. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108138. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108139. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108140. bindBuffers(vertexBuffers: {
  108141. [key: string]: VertexBuffer;
  108142. }, indexBuffer: DataBuffer, effect: Effect): void;
  108143. wipeCaches(bruteForce?: boolean): void;
  108144. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108145. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108146. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  108147. /** @hidden */
  108148. _createTexture(): WebGLTexture;
  108149. /** @hidden */
  108150. _releaseTexture(texture: InternalTexture): void;
  108151. 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;
  108152. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  108153. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  108154. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  108155. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  108156. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  108157. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  108158. areAllEffectsReady(): boolean;
  108159. /**
  108160. * @hidden
  108161. * Get the current error code of the webGL context
  108162. * @returns the error code
  108163. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  108164. */
  108165. getError(): number;
  108166. /** @hidden */
  108167. _getUnpackAlignement(): number;
  108168. /** @hidden */
  108169. _unpackFlipY(value: boolean): void;
  108170. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  108171. /**
  108172. * Updates a dynamic vertex buffer.
  108173. * @param vertexBuffer the vertex buffer to update
  108174. * @param data the data used to update the vertex buffer
  108175. * @param byteOffset the byte offset of the data (optional)
  108176. * @param byteLength the byte length of the data (optional)
  108177. */
  108178. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  108179. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  108180. /** @hidden */
  108181. _bindTexture(channel: number, texture: InternalTexture): void;
  108182. /** @hidden */
  108183. _releaseBuffer(buffer: DataBuffer): boolean;
  108184. releaseEffects(): void;
  108185. displayLoadingUI(): void;
  108186. hideLoadingUI(): void;
  108187. /** @hidden */
  108188. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108189. /** @hidden */
  108190. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108191. /** @hidden */
  108192. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108193. /** @hidden */
  108194. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  108195. }
  108196. }
  108197. declare module BABYLON {
  108198. /** @hidden */
  108199. export class _OcclusionDataStorage {
  108200. /** @hidden */
  108201. occlusionInternalRetryCounter: number;
  108202. /** @hidden */
  108203. isOcclusionQueryInProgress: boolean;
  108204. /** @hidden */
  108205. isOccluded: boolean;
  108206. /** @hidden */
  108207. occlusionRetryCount: number;
  108208. /** @hidden */
  108209. occlusionType: number;
  108210. /** @hidden */
  108211. occlusionQueryAlgorithmType: number;
  108212. }
  108213. interface Engine {
  108214. /**
  108215. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  108216. * @return the new query
  108217. */
  108218. createQuery(): WebGLQuery;
  108219. /**
  108220. * Delete and release a webGL query
  108221. * @param query defines the query to delete
  108222. * @return the current engine
  108223. */
  108224. deleteQuery(query: WebGLQuery): Engine;
  108225. /**
  108226. * Check if a given query has resolved and got its value
  108227. * @param query defines the query to check
  108228. * @returns true if the query got its value
  108229. */
  108230. isQueryResultAvailable(query: WebGLQuery): boolean;
  108231. /**
  108232. * Gets the value of a given query
  108233. * @param query defines the query to check
  108234. * @returns the value of the query
  108235. */
  108236. getQueryResult(query: WebGLQuery): number;
  108237. /**
  108238. * Initiates an occlusion query
  108239. * @param algorithmType defines the algorithm to use
  108240. * @param query defines the query to use
  108241. * @returns the current engine
  108242. * @see http://doc.babylonjs.com/features/occlusionquery
  108243. */
  108244. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  108245. /**
  108246. * Ends an occlusion query
  108247. * @see http://doc.babylonjs.com/features/occlusionquery
  108248. * @param algorithmType defines the algorithm to use
  108249. * @returns the current engine
  108250. */
  108251. endOcclusionQuery(algorithmType: number): Engine;
  108252. /**
  108253. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  108254. * Please note that only one query can be issued at a time
  108255. * @returns a time token used to track the time span
  108256. */
  108257. startTimeQuery(): Nullable<_TimeToken>;
  108258. /**
  108259. * Ends a time query
  108260. * @param token defines the token used to measure the time span
  108261. * @returns the time spent (in ns)
  108262. */
  108263. endTimeQuery(token: _TimeToken): int;
  108264. /** @hidden */
  108265. _currentNonTimestampToken: Nullable<_TimeToken>;
  108266. /** @hidden */
  108267. _createTimeQuery(): WebGLQuery;
  108268. /** @hidden */
  108269. _deleteTimeQuery(query: WebGLQuery): void;
  108270. /** @hidden */
  108271. _getGlAlgorithmType(algorithmType: number): number;
  108272. /** @hidden */
  108273. _getTimeQueryResult(query: WebGLQuery): any;
  108274. /** @hidden */
  108275. _getTimeQueryAvailability(query: WebGLQuery): any;
  108276. }
  108277. interface AbstractMesh {
  108278. /**
  108279. * Backing filed
  108280. * @hidden
  108281. */
  108282. __occlusionDataStorage: _OcclusionDataStorage;
  108283. /**
  108284. * Access property
  108285. * @hidden
  108286. */
  108287. _occlusionDataStorage: _OcclusionDataStorage;
  108288. /**
  108289. * 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.
  108290. * The default value is -1 which means don't break the query and wait till the result
  108291. * @see http://doc.babylonjs.com/features/occlusionquery
  108292. */
  108293. occlusionRetryCount: number;
  108294. /**
  108295. * 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:
  108296. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  108297. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  108298. * * 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.
  108299. * @see http://doc.babylonjs.com/features/occlusionquery
  108300. */
  108301. occlusionType: number;
  108302. /**
  108303. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  108304. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  108305. * * 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.
  108306. * @see http://doc.babylonjs.com/features/occlusionquery
  108307. */
  108308. occlusionQueryAlgorithmType: number;
  108309. /**
  108310. * 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
  108311. * @see http://doc.babylonjs.com/features/occlusionquery
  108312. */
  108313. isOccluded: boolean;
  108314. /**
  108315. * Flag to check the progress status of the query
  108316. * @see http://doc.babylonjs.com/features/occlusionquery
  108317. */
  108318. isOcclusionQueryInProgress: boolean;
  108319. }
  108320. }
  108321. declare module BABYLON {
  108322. /** @hidden */
  108323. export var _forceTransformFeedbackToBundle: boolean;
  108324. interface Engine {
  108325. /**
  108326. * Creates a webGL transform feedback object
  108327. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  108328. * @returns the webGL transform feedback object
  108329. */
  108330. createTransformFeedback(): WebGLTransformFeedback;
  108331. /**
  108332. * Delete a webGL transform feedback object
  108333. * @param value defines the webGL transform feedback object to delete
  108334. */
  108335. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  108336. /**
  108337. * Bind a webGL transform feedback object to the webgl context
  108338. * @param value defines the webGL transform feedback object to bind
  108339. */
  108340. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  108341. /**
  108342. * Begins a transform feedback operation
  108343. * @param usePoints defines if points or triangles must be used
  108344. */
  108345. beginTransformFeedback(usePoints: boolean): void;
  108346. /**
  108347. * Ends a transform feedback operation
  108348. */
  108349. endTransformFeedback(): void;
  108350. /**
  108351. * Specify the varyings to use with transform feedback
  108352. * @param program defines the associated webGL program
  108353. * @param value defines the list of strings representing the varying names
  108354. */
  108355. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  108356. /**
  108357. * Bind a webGL buffer for a transform feedback operation
  108358. * @param value defines the webGL buffer to bind
  108359. */
  108360. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  108361. }
  108362. }
  108363. declare module BABYLON {
  108364. /**
  108365. * Creation options of the multi render target texture.
  108366. */
  108367. export interface IMultiRenderTargetOptions {
  108368. /**
  108369. * Define if the texture needs to create mip maps after render.
  108370. */
  108371. generateMipMaps?: boolean;
  108372. /**
  108373. * Define the types of all the draw buffers we want to create
  108374. */
  108375. types?: number[];
  108376. /**
  108377. * Define the sampling modes of all the draw buffers we want to create
  108378. */
  108379. samplingModes?: number[];
  108380. /**
  108381. * Define if a depth buffer is required
  108382. */
  108383. generateDepthBuffer?: boolean;
  108384. /**
  108385. * Define if a stencil buffer is required
  108386. */
  108387. generateStencilBuffer?: boolean;
  108388. /**
  108389. * Define if a depth texture is required instead of a depth buffer
  108390. */
  108391. generateDepthTexture?: boolean;
  108392. /**
  108393. * Define the number of desired draw buffers
  108394. */
  108395. textureCount?: number;
  108396. /**
  108397. * Define if aspect ratio should be adapted to the texture or stay the scene one
  108398. */
  108399. doNotChangeAspectRatio?: boolean;
  108400. /**
  108401. * Define the default type of the buffers we are creating
  108402. */
  108403. defaultType?: number;
  108404. }
  108405. /**
  108406. * A multi render target, like a render target provides the ability to render to a texture.
  108407. * Unlike the render target, it can render to several draw buffers in one draw.
  108408. * This is specially interesting in deferred rendering or for any effects requiring more than
  108409. * just one color from a single pass.
  108410. */
  108411. export class MultiRenderTarget extends RenderTargetTexture {
  108412. private _internalTextures;
  108413. private _textures;
  108414. private _multiRenderTargetOptions;
  108415. /**
  108416. * Get if draw buffers are currently supported by the used hardware and browser.
  108417. */
  108418. readonly isSupported: boolean;
  108419. /**
  108420. * Get the list of textures generated by the multi render target.
  108421. */
  108422. readonly textures: Texture[];
  108423. /**
  108424. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108425. */
  108426. readonly depthTexture: Texture;
  108427. /**
  108428. * Set the wrapping mode on U of all the textures we are rendering to.
  108429. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108430. */
  108431. wrapU: number;
  108432. /**
  108433. * Set the wrapping mode on V of all the textures we are rendering to.
  108434. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108435. */
  108436. wrapV: number;
  108437. /**
  108438. * Instantiate a new multi render target texture.
  108439. * A multi render target, like a render target provides the ability to render to a texture.
  108440. * Unlike the render target, it can render to several draw buffers in one draw.
  108441. * This is specially interesting in deferred rendering or for any effects requiring more than
  108442. * just one color from a single pass.
  108443. * @param name Define the name of the texture
  108444. * @param size Define the size of the buffers to render to
  108445. * @param count Define the number of target we are rendering into
  108446. * @param scene Define the scene the texture belongs to
  108447. * @param options Define the options used to create the multi render target
  108448. */
  108449. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108450. /** @hidden */
  108451. _rebuild(): void;
  108452. private _createInternalTextures;
  108453. private _createTextures;
  108454. /**
  108455. * Define the number of samples used if MSAA is enabled.
  108456. */
  108457. samples: number;
  108458. /**
  108459. * Resize all the textures in the multi render target.
  108460. * Be carrefull as it will recreate all the data in the new texture.
  108461. * @param size Define the new size
  108462. */
  108463. resize(size: any): void;
  108464. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108465. /**
  108466. * Dispose the render targets and their associated resources
  108467. */
  108468. dispose(): void;
  108469. /**
  108470. * Release all the underlying texture used as draw buffers.
  108471. */
  108472. releaseInternalTextures(): void;
  108473. }
  108474. }
  108475. declare module BABYLON {
  108476. interface Engine {
  108477. /**
  108478. * Unbind a list of render target textures from the webGL context
  108479. * This is used only when drawBuffer extension or webGL2 are active
  108480. * @param textures defines the render target textures to unbind
  108481. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108482. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108483. */
  108484. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108485. /**
  108486. * Create a multi render target texture
  108487. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108488. * @param size defines the size of the texture
  108489. * @param options defines the creation options
  108490. * @returns the cube texture as an InternalTexture
  108491. */
  108492. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108493. /**
  108494. * Update the sample count for a given multiple render target texture
  108495. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108496. * @param textures defines the textures to update
  108497. * @param samples defines the sample count to set
  108498. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108499. */
  108500. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108501. }
  108502. }
  108503. declare module BABYLON {
  108504. /**
  108505. * Gather the list of clipboard event types as constants.
  108506. */
  108507. export class ClipboardEventTypes {
  108508. /**
  108509. * The clipboard event is fired when a copy command is active (pressed).
  108510. */
  108511. static readonly COPY: number;
  108512. /**
  108513. * The clipboard event is fired when a cut command is active (pressed).
  108514. */
  108515. static readonly CUT: number;
  108516. /**
  108517. * The clipboard event is fired when a paste command is active (pressed).
  108518. */
  108519. static readonly PASTE: number;
  108520. }
  108521. /**
  108522. * This class is used to store clipboard related info for the onClipboardObservable event.
  108523. */
  108524. export class ClipboardInfo {
  108525. /**
  108526. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108527. */
  108528. type: number;
  108529. /**
  108530. * Defines the related dom event
  108531. */
  108532. event: ClipboardEvent;
  108533. /**
  108534. *Creates an instance of ClipboardInfo.
  108535. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108536. * @param event Defines the related dom event
  108537. */
  108538. constructor(
  108539. /**
  108540. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108541. */
  108542. type: number,
  108543. /**
  108544. * Defines the related dom event
  108545. */
  108546. event: ClipboardEvent);
  108547. /**
  108548. * Get the clipboard event's type from the keycode.
  108549. * @param keyCode Defines the keyCode for the current keyboard event.
  108550. * @return {number}
  108551. */
  108552. static GetTypeFromCharacter(keyCode: number): number;
  108553. }
  108554. }
  108555. declare module BABYLON {
  108556. /**
  108557. * Google Daydream controller
  108558. */
  108559. export class DaydreamController extends WebVRController {
  108560. /**
  108561. * Base Url for the controller model.
  108562. */
  108563. static MODEL_BASE_URL: string;
  108564. /**
  108565. * File name for the controller model.
  108566. */
  108567. static MODEL_FILENAME: string;
  108568. /**
  108569. * Gamepad Id prefix used to identify Daydream Controller.
  108570. */
  108571. static readonly GAMEPAD_ID_PREFIX: string;
  108572. /**
  108573. * Creates a new DaydreamController from a gamepad
  108574. * @param vrGamepad the gamepad that the controller should be created from
  108575. */
  108576. constructor(vrGamepad: any);
  108577. /**
  108578. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108579. * @param scene scene in which to add meshes
  108580. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108581. */
  108582. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108583. /**
  108584. * Called once for each button that changed state since the last frame
  108585. * @param buttonIdx Which button index changed
  108586. * @param state New state of the button
  108587. * @param changes Which properties on the state changed since last frame
  108588. */
  108589. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108590. }
  108591. }
  108592. declare module BABYLON {
  108593. /**
  108594. * Gear VR Controller
  108595. */
  108596. export class GearVRController extends WebVRController {
  108597. /**
  108598. * Base Url for the controller model.
  108599. */
  108600. static MODEL_BASE_URL: string;
  108601. /**
  108602. * File name for the controller model.
  108603. */
  108604. static MODEL_FILENAME: string;
  108605. /**
  108606. * Gamepad Id prefix used to identify this controller.
  108607. */
  108608. static readonly GAMEPAD_ID_PREFIX: string;
  108609. private readonly _buttonIndexToObservableNameMap;
  108610. /**
  108611. * Creates a new GearVRController from a gamepad
  108612. * @param vrGamepad the gamepad that the controller should be created from
  108613. */
  108614. constructor(vrGamepad: any);
  108615. /**
  108616. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108617. * @param scene scene in which to add meshes
  108618. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108619. */
  108620. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108621. /**
  108622. * Called once for each button that changed state since the last frame
  108623. * @param buttonIdx Which button index changed
  108624. * @param state New state of the button
  108625. * @param changes Which properties on the state changed since last frame
  108626. */
  108627. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108628. }
  108629. }
  108630. declare module BABYLON {
  108631. /**
  108632. * Class containing static functions to help procedurally build meshes
  108633. */
  108634. export class PolyhedronBuilder {
  108635. /**
  108636. * Creates a polyhedron mesh
  108637. * * 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
  108638. * * The parameter `size` (positive float, default 1) sets the polygon size
  108639. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108640. * * 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`
  108641. * * 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
  108642. * * 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)`)
  108643. * * 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
  108644. * * 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
  108645. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108646. * * If you create a double-sided mesh, you can choose what parts of 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
  108647. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108648. * @param name defines the name of the mesh
  108649. * @param options defines the options used to create the mesh
  108650. * @param scene defines the hosting scene
  108651. * @returns the polyhedron mesh
  108652. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108653. */
  108654. static CreatePolyhedron(name: string, options: {
  108655. type?: number;
  108656. size?: number;
  108657. sizeX?: number;
  108658. sizeY?: number;
  108659. sizeZ?: number;
  108660. custom?: any;
  108661. faceUV?: Vector4[];
  108662. faceColors?: Color4[];
  108663. flat?: boolean;
  108664. updatable?: boolean;
  108665. sideOrientation?: number;
  108666. frontUVs?: Vector4;
  108667. backUVs?: Vector4;
  108668. }, scene?: Nullable<Scene>): Mesh;
  108669. }
  108670. }
  108671. declare module BABYLON {
  108672. /**
  108673. * Gizmo that enables scaling a mesh along 3 axis
  108674. */
  108675. export class ScaleGizmo extends Gizmo {
  108676. /**
  108677. * Internal gizmo used for interactions on the x axis
  108678. */
  108679. xGizmo: AxisScaleGizmo;
  108680. /**
  108681. * Internal gizmo used for interactions on the y axis
  108682. */
  108683. yGizmo: AxisScaleGizmo;
  108684. /**
  108685. * Internal gizmo used for interactions on the z axis
  108686. */
  108687. zGizmo: AxisScaleGizmo;
  108688. /**
  108689. * Internal gizmo used to scale all axis equally
  108690. */
  108691. uniformScaleGizmo: AxisScaleGizmo;
  108692. private _meshAttached;
  108693. private _updateGizmoRotationToMatchAttachedMesh;
  108694. private _snapDistance;
  108695. private _scaleRatio;
  108696. private _uniformScalingMesh;
  108697. private _octahedron;
  108698. /** Fires an event when any of it's sub gizmos are dragged */
  108699. onDragStartObservable: Observable<unknown>;
  108700. /** Fires an event when any of it's sub gizmos are released from dragging */
  108701. onDragEndObservable: Observable<unknown>;
  108702. attachedMesh: Nullable<AbstractMesh>;
  108703. /**
  108704. * Creates a ScaleGizmo
  108705. * @param gizmoLayer The utility layer the gizmo will be added to
  108706. */
  108707. constructor(gizmoLayer?: UtilityLayerRenderer);
  108708. updateGizmoRotationToMatchAttachedMesh: boolean;
  108709. /**
  108710. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108711. */
  108712. snapDistance: number;
  108713. /**
  108714. * Ratio for the scale of the gizmo (Default: 1)
  108715. */
  108716. scaleRatio: number;
  108717. /**
  108718. * Disposes of the gizmo
  108719. */
  108720. dispose(): void;
  108721. }
  108722. }
  108723. declare module BABYLON {
  108724. /**
  108725. * Single axis scale gizmo
  108726. */
  108727. export class AxisScaleGizmo extends Gizmo {
  108728. /**
  108729. * Drag behavior responsible for the gizmos dragging interactions
  108730. */
  108731. dragBehavior: PointerDragBehavior;
  108732. private _pointerObserver;
  108733. /**
  108734. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108735. */
  108736. snapDistance: number;
  108737. /**
  108738. * Event that fires each time the gizmo snaps to a new location.
  108739. * * snapDistance is the the change in distance
  108740. */
  108741. onSnapObservable: Observable<{
  108742. snapDistance: number;
  108743. }>;
  108744. /**
  108745. * If the scaling operation should be done on all axis (default: false)
  108746. */
  108747. uniformScaling: boolean;
  108748. private _isEnabled;
  108749. private _parent;
  108750. private _arrow;
  108751. private _coloredMaterial;
  108752. private _hoverMaterial;
  108753. /**
  108754. * Creates an AxisScaleGizmo
  108755. * @param gizmoLayer The utility layer the gizmo will be added to
  108756. * @param dragAxis The axis which the gizmo will be able to scale on
  108757. * @param color The color of the gizmo
  108758. */
  108759. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108760. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108761. /**
  108762. * If the gizmo is enabled
  108763. */
  108764. isEnabled: boolean;
  108765. /**
  108766. * Disposes of the gizmo
  108767. */
  108768. dispose(): void;
  108769. /**
  108770. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108771. * @param mesh The mesh to replace the default mesh of the gizmo
  108772. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108773. */
  108774. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108775. }
  108776. }
  108777. declare module BABYLON {
  108778. /**
  108779. * Bounding box gizmo
  108780. */
  108781. export class BoundingBoxGizmo extends Gizmo {
  108782. private _lineBoundingBox;
  108783. private _rotateSpheresParent;
  108784. private _scaleBoxesParent;
  108785. private _boundingDimensions;
  108786. private _renderObserver;
  108787. private _pointerObserver;
  108788. private _scaleDragSpeed;
  108789. private _tmpQuaternion;
  108790. private _tmpVector;
  108791. private _tmpRotationMatrix;
  108792. /**
  108793. * 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)
  108794. */
  108795. ignoreChildren: boolean;
  108796. /**
  108797. * 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)
  108798. */
  108799. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108800. /**
  108801. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108802. */
  108803. rotationSphereSize: number;
  108804. /**
  108805. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108806. */
  108807. scaleBoxSize: number;
  108808. /**
  108809. * 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)
  108810. */
  108811. fixedDragMeshScreenSize: boolean;
  108812. /**
  108813. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108814. */
  108815. fixedDragMeshScreenSizeDistanceFactor: number;
  108816. /**
  108817. * Fired when a rotation sphere or scale box is dragged
  108818. */
  108819. onDragStartObservable: Observable<{}>;
  108820. /**
  108821. * Fired when a scale box is dragged
  108822. */
  108823. onScaleBoxDragObservable: Observable<{}>;
  108824. /**
  108825. * Fired when a scale box drag is ended
  108826. */
  108827. onScaleBoxDragEndObservable: Observable<{}>;
  108828. /**
  108829. * Fired when a rotation sphere is dragged
  108830. */
  108831. onRotationSphereDragObservable: Observable<{}>;
  108832. /**
  108833. * Fired when a rotation sphere drag is ended
  108834. */
  108835. onRotationSphereDragEndObservable: Observable<{}>;
  108836. /**
  108837. * 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)
  108838. */
  108839. scalePivot: Nullable<Vector3>;
  108840. /**
  108841. * Mesh used as a pivot to rotate the attached mesh
  108842. */
  108843. private _anchorMesh;
  108844. private _existingMeshScale;
  108845. private _dragMesh;
  108846. private pointerDragBehavior;
  108847. private coloredMaterial;
  108848. private hoverColoredMaterial;
  108849. /**
  108850. * Sets the color of the bounding box gizmo
  108851. * @param color the color to set
  108852. */
  108853. setColor(color: Color3): void;
  108854. /**
  108855. * Creates an BoundingBoxGizmo
  108856. * @param gizmoLayer The utility layer the gizmo will be added to
  108857. * @param color The color of the gizmo
  108858. */
  108859. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108860. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108861. private _selectNode;
  108862. /**
  108863. * Updates the bounding box information for the Gizmo
  108864. */
  108865. updateBoundingBox(): void;
  108866. private _updateRotationSpheres;
  108867. private _updateScaleBoxes;
  108868. /**
  108869. * Enables rotation on the specified axis and disables rotation on the others
  108870. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108871. */
  108872. setEnabledRotationAxis(axis: string): void;
  108873. /**
  108874. * Enables/disables scaling
  108875. * @param enable if scaling should be enabled
  108876. */
  108877. setEnabledScaling(enable: boolean): void;
  108878. private _updateDummy;
  108879. /**
  108880. * Enables a pointer drag behavior on the bounding box of the gizmo
  108881. */
  108882. enableDragBehavior(): void;
  108883. /**
  108884. * Disposes of the gizmo
  108885. */
  108886. dispose(): void;
  108887. /**
  108888. * 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)
  108889. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  108890. * @returns the bounding box mesh with the passed in mesh as a child
  108891. */
  108892. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  108893. /**
  108894. * CustomMeshes are not supported by this gizmo
  108895. * @param mesh The mesh to replace the default mesh of the gizmo
  108896. */
  108897. setCustomMesh(mesh: Mesh): void;
  108898. }
  108899. }
  108900. declare module BABYLON {
  108901. /**
  108902. * Single plane rotation gizmo
  108903. */
  108904. export class PlaneRotationGizmo extends Gizmo {
  108905. /**
  108906. * Drag behavior responsible for the gizmos dragging interactions
  108907. */
  108908. dragBehavior: PointerDragBehavior;
  108909. private _pointerObserver;
  108910. /**
  108911. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  108912. */
  108913. snapDistance: number;
  108914. /**
  108915. * Event that fires each time the gizmo snaps to a new location.
  108916. * * snapDistance is the the change in distance
  108917. */
  108918. onSnapObservable: Observable<{
  108919. snapDistance: number;
  108920. }>;
  108921. private _isEnabled;
  108922. private _parent;
  108923. /**
  108924. * Creates a PlaneRotationGizmo
  108925. * @param gizmoLayer The utility layer the gizmo will be added to
  108926. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  108927. * @param color The color of the gizmo
  108928. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108929. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108930. */
  108931. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  108932. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108933. /**
  108934. * If the gizmo is enabled
  108935. */
  108936. isEnabled: boolean;
  108937. /**
  108938. * Disposes of the gizmo
  108939. */
  108940. dispose(): void;
  108941. }
  108942. }
  108943. declare module BABYLON {
  108944. /**
  108945. * Gizmo that enables rotating a mesh along 3 axis
  108946. */
  108947. export class RotationGizmo extends Gizmo {
  108948. /**
  108949. * Internal gizmo used for interactions on the x axis
  108950. */
  108951. xGizmo: PlaneRotationGizmo;
  108952. /**
  108953. * Internal gizmo used for interactions on the y axis
  108954. */
  108955. yGizmo: PlaneRotationGizmo;
  108956. /**
  108957. * Internal gizmo used for interactions on the z axis
  108958. */
  108959. zGizmo: PlaneRotationGizmo;
  108960. /** Fires an event when any of it's sub gizmos are dragged */
  108961. onDragStartObservable: Observable<unknown>;
  108962. /** Fires an event when any of it's sub gizmos are released from dragging */
  108963. onDragEndObservable: Observable<unknown>;
  108964. private _meshAttached;
  108965. attachedMesh: Nullable<AbstractMesh>;
  108966. /**
  108967. * Creates a RotationGizmo
  108968. * @param gizmoLayer The utility layer the gizmo will be added to
  108969. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108970. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108971. */
  108972. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  108973. updateGizmoRotationToMatchAttachedMesh: boolean;
  108974. /**
  108975. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108976. */
  108977. snapDistance: number;
  108978. /**
  108979. * Ratio for the scale of the gizmo (Default: 1)
  108980. */
  108981. scaleRatio: number;
  108982. /**
  108983. * Disposes of the gizmo
  108984. */
  108985. dispose(): void;
  108986. /**
  108987. * CustomMeshes are not supported by this gizmo
  108988. * @param mesh The mesh to replace the default mesh of the gizmo
  108989. */
  108990. setCustomMesh(mesh: Mesh): void;
  108991. }
  108992. }
  108993. declare module BABYLON {
  108994. /**
  108995. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  108996. */
  108997. export class GizmoManager implements IDisposable {
  108998. private scene;
  108999. /**
  109000. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  109001. */
  109002. gizmos: {
  109003. positionGizmo: Nullable<PositionGizmo>;
  109004. rotationGizmo: Nullable<RotationGizmo>;
  109005. scaleGizmo: Nullable<ScaleGizmo>;
  109006. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  109007. };
  109008. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  109009. clearGizmoOnEmptyPointerEvent: boolean;
  109010. /** Fires an event when the manager is attached to a mesh */
  109011. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  109012. private _gizmosEnabled;
  109013. private _pointerObserver;
  109014. private _attachedMesh;
  109015. private _boundingBoxColor;
  109016. private _defaultUtilityLayer;
  109017. private _defaultKeepDepthUtilityLayer;
  109018. /**
  109019. * When bounding box gizmo is enabled, this can be used to track drag/end events
  109020. */
  109021. boundingBoxDragBehavior: SixDofDragBehavior;
  109022. /**
  109023. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  109024. */
  109025. attachableMeshes: Nullable<Array<AbstractMesh>>;
  109026. /**
  109027. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  109028. */
  109029. usePointerToAttachGizmos: boolean;
  109030. /**
  109031. * Utility layer that the bounding box gizmo belongs to
  109032. */
  109033. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  109034. /**
  109035. * Utility layer that all gizmos besides bounding box belong to
  109036. */
  109037. readonly utilityLayer: UtilityLayerRenderer;
  109038. /**
  109039. * Instatiates a gizmo manager
  109040. * @param scene the scene to overlay the gizmos on top of
  109041. */
  109042. constructor(scene: Scene);
  109043. /**
  109044. * Attaches a set of gizmos to the specified mesh
  109045. * @param mesh The mesh the gizmo's should be attached to
  109046. */
  109047. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  109048. /**
  109049. * If the position gizmo is enabled
  109050. */
  109051. positionGizmoEnabled: boolean;
  109052. /**
  109053. * If the rotation gizmo is enabled
  109054. */
  109055. rotationGizmoEnabled: boolean;
  109056. /**
  109057. * If the scale gizmo is enabled
  109058. */
  109059. scaleGizmoEnabled: boolean;
  109060. /**
  109061. * If the boundingBox gizmo is enabled
  109062. */
  109063. boundingBoxGizmoEnabled: boolean;
  109064. /**
  109065. * Disposes of the gizmo manager
  109066. */
  109067. dispose(): void;
  109068. }
  109069. }
  109070. declare module BABYLON {
  109071. /**
  109072. * A directional light is defined by a direction (what a surprise!).
  109073. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  109074. * 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.
  109075. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109076. */
  109077. export class DirectionalLight extends ShadowLight {
  109078. private _shadowFrustumSize;
  109079. /**
  109080. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  109081. */
  109082. /**
  109083. * Specifies a fix frustum size for the shadow generation.
  109084. */
  109085. shadowFrustumSize: number;
  109086. private _shadowOrthoScale;
  109087. /**
  109088. * Gets the shadow projection scale against the optimal computed one.
  109089. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  109090. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  109091. */
  109092. /**
  109093. * Sets the shadow projection scale against the optimal computed one.
  109094. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  109095. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  109096. */
  109097. shadowOrthoScale: number;
  109098. /**
  109099. * Automatically compute the projection matrix to best fit (including all the casters)
  109100. * on each frame.
  109101. */
  109102. autoUpdateExtends: boolean;
  109103. private _orthoLeft;
  109104. private _orthoRight;
  109105. private _orthoTop;
  109106. private _orthoBottom;
  109107. /**
  109108. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  109109. * The directional light is emitted from everywhere in the given direction.
  109110. * It can cast shadows.
  109111. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109112. * @param name The friendly name of the light
  109113. * @param direction The direction of the light
  109114. * @param scene The scene the light belongs to
  109115. */
  109116. constructor(name: string, direction: Vector3, scene: Scene);
  109117. /**
  109118. * Returns the string "DirectionalLight".
  109119. * @return The class name
  109120. */
  109121. getClassName(): string;
  109122. /**
  109123. * Returns the integer 1.
  109124. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109125. */
  109126. getTypeID(): number;
  109127. /**
  109128. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  109129. * Returns the DirectionalLight Shadow projection matrix.
  109130. */
  109131. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109132. /**
  109133. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  109134. * Returns the DirectionalLight Shadow projection matrix.
  109135. */
  109136. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  109137. /**
  109138. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  109139. * Returns the DirectionalLight Shadow projection matrix.
  109140. */
  109141. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109142. protected _buildUniformLayout(): void;
  109143. /**
  109144. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  109145. * @param effect The effect to update
  109146. * @param lightIndex The index of the light in the effect to update
  109147. * @returns The directional light
  109148. */
  109149. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  109150. /**
  109151. * Gets the minZ used for shadow according to both the scene and the light.
  109152. *
  109153. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109154. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109155. * @param activeCamera The camera we are returning the min for
  109156. * @returns the depth min z
  109157. */
  109158. getDepthMinZ(activeCamera: Camera): number;
  109159. /**
  109160. * Gets the maxZ used for shadow according to both the scene and the light.
  109161. *
  109162. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109163. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109164. * @param activeCamera The camera we are returning the max for
  109165. * @returns the depth max z
  109166. */
  109167. getDepthMaxZ(activeCamera: Camera): number;
  109168. /**
  109169. * Prepares the list of defines specific to the light type.
  109170. * @param defines the list of defines
  109171. * @param lightIndex defines the index of the light for the effect
  109172. */
  109173. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109174. }
  109175. }
  109176. declare module BABYLON {
  109177. /**
  109178. * Class containing static functions to help procedurally build meshes
  109179. */
  109180. export class HemisphereBuilder {
  109181. /**
  109182. * Creates a hemisphere mesh
  109183. * @param name defines the name of the mesh
  109184. * @param options defines the options used to create the mesh
  109185. * @param scene defines the hosting scene
  109186. * @returns the hemisphere mesh
  109187. */
  109188. static CreateHemisphere(name: string, options: {
  109189. segments?: number;
  109190. diameter?: number;
  109191. sideOrientation?: number;
  109192. }, scene: any): Mesh;
  109193. }
  109194. }
  109195. declare module BABYLON {
  109196. /**
  109197. * A spot light is defined by a position, a direction, an angle, and an exponent.
  109198. * These values define a cone of light starting from the position, emitting toward the direction.
  109199. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  109200. * and the exponent defines the speed of the decay of the light with distance (reach).
  109201. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109202. */
  109203. export class SpotLight extends ShadowLight {
  109204. private _angle;
  109205. private _innerAngle;
  109206. private _cosHalfAngle;
  109207. private _lightAngleScale;
  109208. private _lightAngleOffset;
  109209. /**
  109210. * Gets the cone angle of the spot light in Radians.
  109211. */
  109212. /**
  109213. * Sets the cone angle of the spot light in Radians.
  109214. */
  109215. angle: number;
  109216. /**
  109217. * Only used in gltf falloff mode, this defines the angle where
  109218. * the directional falloff will start before cutting at angle which could be seen
  109219. * as outer angle.
  109220. */
  109221. /**
  109222. * Only used in gltf falloff mode, this defines the angle where
  109223. * the directional falloff will start before cutting at angle which could be seen
  109224. * as outer angle.
  109225. */
  109226. innerAngle: number;
  109227. private _shadowAngleScale;
  109228. /**
  109229. * Allows scaling the angle of the light for shadow generation only.
  109230. */
  109231. /**
  109232. * Allows scaling the angle of the light for shadow generation only.
  109233. */
  109234. shadowAngleScale: number;
  109235. /**
  109236. * The light decay speed with the distance from the emission spot.
  109237. */
  109238. exponent: number;
  109239. private _projectionTextureMatrix;
  109240. /**
  109241. * Allows reading the projecton texture
  109242. */
  109243. readonly projectionTextureMatrix: Matrix;
  109244. protected _projectionTextureLightNear: number;
  109245. /**
  109246. * Gets the near clip of the Spotlight for texture projection.
  109247. */
  109248. /**
  109249. * Sets the near clip of the Spotlight for texture projection.
  109250. */
  109251. projectionTextureLightNear: number;
  109252. protected _projectionTextureLightFar: number;
  109253. /**
  109254. * Gets the far clip of the Spotlight for texture projection.
  109255. */
  109256. /**
  109257. * Sets the far clip of the Spotlight for texture projection.
  109258. */
  109259. projectionTextureLightFar: number;
  109260. protected _projectionTextureUpDirection: Vector3;
  109261. /**
  109262. * Gets the Up vector of the Spotlight for texture projection.
  109263. */
  109264. /**
  109265. * Sets the Up vector of the Spotlight for texture projection.
  109266. */
  109267. projectionTextureUpDirection: Vector3;
  109268. private _projectionTexture;
  109269. /**
  109270. * Gets the projection texture of the light.
  109271. */
  109272. /**
  109273. * Sets the projection texture of the light.
  109274. */
  109275. projectionTexture: Nullable<BaseTexture>;
  109276. private _projectionTextureViewLightDirty;
  109277. private _projectionTextureProjectionLightDirty;
  109278. private _projectionTextureDirty;
  109279. private _projectionTextureViewTargetVector;
  109280. private _projectionTextureViewLightMatrix;
  109281. private _projectionTextureProjectionLightMatrix;
  109282. private _projectionTextureScalingMatrix;
  109283. /**
  109284. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  109285. * It can cast shadows.
  109286. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109287. * @param name The light friendly name
  109288. * @param position The position of the spot light in the scene
  109289. * @param direction The direction of the light in the scene
  109290. * @param angle The cone angle of the light in Radians
  109291. * @param exponent The light decay speed with the distance from the emission spot
  109292. * @param scene The scene the lights belongs to
  109293. */
  109294. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  109295. /**
  109296. * Returns the string "SpotLight".
  109297. * @returns the class name
  109298. */
  109299. getClassName(): string;
  109300. /**
  109301. * Returns the integer 2.
  109302. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109303. */
  109304. getTypeID(): number;
  109305. /**
  109306. * Overrides the direction setter to recompute the projection texture view light Matrix.
  109307. */
  109308. protected _setDirection(value: Vector3): void;
  109309. /**
  109310. * Overrides the position setter to recompute the projection texture view light Matrix.
  109311. */
  109312. protected _setPosition(value: Vector3): void;
  109313. /**
  109314. * 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.
  109315. * Returns the SpotLight.
  109316. */
  109317. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109318. protected _computeProjectionTextureViewLightMatrix(): void;
  109319. protected _computeProjectionTextureProjectionLightMatrix(): void;
  109320. /**
  109321. * Main function for light texture projection matrix computing.
  109322. */
  109323. protected _computeProjectionTextureMatrix(): void;
  109324. protected _buildUniformLayout(): void;
  109325. private _computeAngleValues;
  109326. /**
  109327. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  109328. * @param effect The effect to update
  109329. * @param lightIndex The index of the light in the effect to update
  109330. * @returns The spot light
  109331. */
  109332. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  109333. /**
  109334. * Disposes the light and the associated resources.
  109335. */
  109336. dispose(): void;
  109337. /**
  109338. * Prepares the list of defines specific to the light type.
  109339. * @param defines the list of defines
  109340. * @param lightIndex defines the index of the light for the effect
  109341. */
  109342. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109343. }
  109344. }
  109345. declare module BABYLON {
  109346. /**
  109347. * Gizmo that enables viewing a light
  109348. */
  109349. export class LightGizmo extends Gizmo {
  109350. private _lightMesh;
  109351. private _material;
  109352. private cachedPosition;
  109353. private cachedForward;
  109354. /**
  109355. * Creates a LightGizmo
  109356. * @param gizmoLayer The utility layer the gizmo will be added to
  109357. */
  109358. constructor(gizmoLayer?: UtilityLayerRenderer);
  109359. private _light;
  109360. /**
  109361. * The light that the gizmo is attached to
  109362. */
  109363. light: Nullable<Light>;
  109364. /**
  109365. * Gets the material used to render the light gizmo
  109366. */
  109367. readonly material: StandardMaterial;
  109368. /**
  109369. * @hidden
  109370. * Updates the gizmo to match the attached mesh's position/rotation
  109371. */
  109372. protected _update(): void;
  109373. private static _Scale;
  109374. /**
  109375. * Creates the lines for a light mesh
  109376. */
  109377. private static _createLightLines;
  109378. /**
  109379. * Disposes of the light gizmo
  109380. */
  109381. dispose(): void;
  109382. private static _CreateHemisphericLightMesh;
  109383. private static _CreatePointLightMesh;
  109384. private static _CreateSpotLightMesh;
  109385. private static _CreateDirectionalLightMesh;
  109386. }
  109387. }
  109388. declare module BABYLON {
  109389. /** @hidden */
  109390. export var backgroundFragmentDeclaration: {
  109391. name: string;
  109392. shader: string;
  109393. };
  109394. }
  109395. declare module BABYLON {
  109396. /** @hidden */
  109397. export var backgroundUboDeclaration: {
  109398. name: string;
  109399. shader: string;
  109400. };
  109401. }
  109402. declare module BABYLON {
  109403. /** @hidden */
  109404. export var backgroundPixelShader: {
  109405. name: string;
  109406. shader: string;
  109407. };
  109408. }
  109409. declare module BABYLON {
  109410. /** @hidden */
  109411. export var backgroundVertexDeclaration: {
  109412. name: string;
  109413. shader: string;
  109414. };
  109415. }
  109416. declare module BABYLON {
  109417. /** @hidden */
  109418. export var backgroundVertexShader: {
  109419. name: string;
  109420. shader: string;
  109421. };
  109422. }
  109423. declare module BABYLON {
  109424. /**
  109425. * Background material used to create an efficient environement around your scene.
  109426. */
  109427. export class BackgroundMaterial extends PushMaterial {
  109428. /**
  109429. * Standard reflectance value at parallel view angle.
  109430. */
  109431. static StandardReflectance0: number;
  109432. /**
  109433. * Standard reflectance value at grazing angle.
  109434. */
  109435. static StandardReflectance90: number;
  109436. protected _primaryColor: Color3;
  109437. /**
  109438. * Key light Color (multiply against the environement texture)
  109439. */
  109440. primaryColor: Color3;
  109441. protected __perceptualColor: Nullable<Color3>;
  109442. /**
  109443. * Experimental Internal Use Only.
  109444. *
  109445. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109446. * This acts as a helper to set the primary color to a more "human friendly" value.
  109447. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109448. * output color as close as possible from the chosen value.
  109449. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109450. * part of lighting setup.)
  109451. */
  109452. _perceptualColor: Nullable<Color3>;
  109453. protected _primaryColorShadowLevel: float;
  109454. /**
  109455. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109456. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109457. */
  109458. primaryColorShadowLevel: float;
  109459. protected _primaryColorHighlightLevel: float;
  109460. /**
  109461. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109462. * The primary color is used at the level chosen to define what the white area would look.
  109463. */
  109464. primaryColorHighlightLevel: float;
  109465. protected _reflectionTexture: Nullable<BaseTexture>;
  109466. /**
  109467. * Reflection Texture used in the material.
  109468. * Should be author in a specific way for the best result (refer to the documentation).
  109469. */
  109470. reflectionTexture: Nullable<BaseTexture>;
  109471. protected _reflectionBlur: float;
  109472. /**
  109473. * Reflection Texture level of blur.
  109474. *
  109475. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109476. * texture twice.
  109477. */
  109478. reflectionBlur: float;
  109479. protected _diffuseTexture: Nullable<BaseTexture>;
  109480. /**
  109481. * Diffuse Texture used in the material.
  109482. * Should be author in a specific way for the best result (refer to the documentation).
  109483. */
  109484. diffuseTexture: Nullable<BaseTexture>;
  109485. protected _shadowLights: Nullable<IShadowLight[]>;
  109486. /**
  109487. * Specify the list of lights casting shadow on the material.
  109488. * All scene shadow lights will be included if null.
  109489. */
  109490. shadowLights: Nullable<IShadowLight[]>;
  109491. protected _shadowLevel: float;
  109492. /**
  109493. * Helps adjusting the shadow to a softer level if required.
  109494. * 0 means black shadows and 1 means no shadows.
  109495. */
  109496. shadowLevel: float;
  109497. protected _sceneCenter: Vector3;
  109498. /**
  109499. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109500. * It is usually zero but might be interesting to modify according to your setup.
  109501. */
  109502. sceneCenter: Vector3;
  109503. protected _opacityFresnel: boolean;
  109504. /**
  109505. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109506. * This helps ensuring a nice transition when the camera goes under the ground.
  109507. */
  109508. opacityFresnel: boolean;
  109509. protected _reflectionFresnel: boolean;
  109510. /**
  109511. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109512. * This helps adding a mirror texture on the ground.
  109513. */
  109514. reflectionFresnel: boolean;
  109515. protected _reflectionFalloffDistance: number;
  109516. /**
  109517. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109518. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109519. */
  109520. reflectionFalloffDistance: number;
  109521. protected _reflectionAmount: number;
  109522. /**
  109523. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109524. */
  109525. reflectionAmount: number;
  109526. protected _reflectionReflectance0: number;
  109527. /**
  109528. * This specifies the weight of the reflection at grazing angle.
  109529. */
  109530. reflectionReflectance0: number;
  109531. protected _reflectionReflectance90: number;
  109532. /**
  109533. * This specifies the weight of the reflection at a perpendicular point of view.
  109534. */
  109535. reflectionReflectance90: number;
  109536. /**
  109537. * Sets the reflection reflectance fresnel values according to the default standard
  109538. * empirically know to work well :-)
  109539. */
  109540. reflectionStandardFresnelWeight: number;
  109541. protected _useRGBColor: boolean;
  109542. /**
  109543. * Helps to directly use the maps channels instead of their level.
  109544. */
  109545. useRGBColor: boolean;
  109546. protected _enableNoise: boolean;
  109547. /**
  109548. * This helps reducing the banding effect that could occur on the background.
  109549. */
  109550. enableNoise: boolean;
  109551. /**
  109552. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109553. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109554. * Recommended to be keep at 1.0 except for special cases.
  109555. */
  109556. fovMultiplier: number;
  109557. private _fovMultiplier;
  109558. /**
  109559. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109560. */
  109561. useEquirectangularFOV: boolean;
  109562. private _maxSimultaneousLights;
  109563. /**
  109564. * Number of Simultaneous lights allowed on the material.
  109565. */
  109566. maxSimultaneousLights: int;
  109567. /**
  109568. * Default configuration related to image processing available in the Background Material.
  109569. */
  109570. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109571. /**
  109572. * Keep track of the image processing observer to allow dispose and replace.
  109573. */
  109574. private _imageProcessingObserver;
  109575. /**
  109576. * Attaches a new image processing configuration to the PBR Material.
  109577. * @param configuration (if null the scene configuration will be use)
  109578. */
  109579. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109580. /**
  109581. * Gets the image processing configuration used either in this material.
  109582. */
  109583. /**
  109584. * Sets the Default image processing configuration used either in the this material.
  109585. *
  109586. * If sets to null, the scene one is in use.
  109587. */
  109588. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109589. /**
  109590. * Gets wether the color curves effect is enabled.
  109591. */
  109592. /**
  109593. * Sets wether the color curves effect is enabled.
  109594. */
  109595. cameraColorCurvesEnabled: boolean;
  109596. /**
  109597. * Gets wether the color grading effect is enabled.
  109598. */
  109599. /**
  109600. * Gets wether the color grading effect is enabled.
  109601. */
  109602. cameraColorGradingEnabled: boolean;
  109603. /**
  109604. * Gets wether tonemapping is enabled or not.
  109605. */
  109606. /**
  109607. * Sets wether tonemapping is enabled or not
  109608. */
  109609. cameraToneMappingEnabled: boolean;
  109610. /**
  109611. * The camera exposure used on this material.
  109612. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109613. * This corresponds to a photographic exposure.
  109614. */
  109615. /**
  109616. * The camera exposure used on this material.
  109617. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109618. * This corresponds to a photographic exposure.
  109619. */
  109620. cameraExposure: float;
  109621. /**
  109622. * Gets The camera contrast used on this material.
  109623. */
  109624. /**
  109625. * Sets The camera contrast used on this material.
  109626. */
  109627. cameraContrast: float;
  109628. /**
  109629. * Gets the Color Grading 2D Lookup Texture.
  109630. */
  109631. /**
  109632. * Sets the Color Grading 2D Lookup Texture.
  109633. */
  109634. cameraColorGradingTexture: Nullable<BaseTexture>;
  109635. /**
  109636. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109637. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109638. * 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;
  109639. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109640. */
  109641. /**
  109642. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109643. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109644. * 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;
  109645. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109646. */
  109647. cameraColorCurves: Nullable<ColorCurves>;
  109648. /**
  109649. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109650. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109651. */
  109652. switchToBGR: boolean;
  109653. private _renderTargets;
  109654. private _reflectionControls;
  109655. private _white;
  109656. private _primaryShadowColor;
  109657. private _primaryHighlightColor;
  109658. /**
  109659. * Instantiates a Background Material in the given scene
  109660. * @param name The friendly name of the material
  109661. * @param scene The scene to add the material to
  109662. */
  109663. constructor(name: string, scene: Scene);
  109664. /**
  109665. * Gets a boolean indicating that current material needs to register RTT
  109666. */
  109667. readonly hasRenderTargetTextures: boolean;
  109668. /**
  109669. * The entire material has been created in order to prevent overdraw.
  109670. * @returns false
  109671. */
  109672. needAlphaTesting(): boolean;
  109673. /**
  109674. * The entire material has been created in order to prevent overdraw.
  109675. * @returns true if blending is enable
  109676. */
  109677. needAlphaBlending(): boolean;
  109678. /**
  109679. * Checks wether the material is ready to be rendered for a given mesh.
  109680. * @param mesh The mesh to render
  109681. * @param subMesh The submesh to check against
  109682. * @param useInstances Specify wether or not the material is used with instances
  109683. * @returns true if all the dependencies are ready (Textures, Effects...)
  109684. */
  109685. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109686. /**
  109687. * Compute the primary color according to the chosen perceptual color.
  109688. */
  109689. private _computePrimaryColorFromPerceptualColor;
  109690. /**
  109691. * Compute the highlights and shadow colors according to their chosen levels.
  109692. */
  109693. private _computePrimaryColors;
  109694. /**
  109695. * Build the uniform buffer used in the material.
  109696. */
  109697. buildUniformLayout(): void;
  109698. /**
  109699. * Unbind the material.
  109700. */
  109701. unbind(): void;
  109702. /**
  109703. * Bind only the world matrix to the material.
  109704. * @param world The world matrix to bind.
  109705. */
  109706. bindOnlyWorldMatrix(world: Matrix): void;
  109707. /**
  109708. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109709. * @param world The world matrix to bind.
  109710. * @param subMesh The submesh to bind for.
  109711. */
  109712. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109713. /**
  109714. * Dispose the material.
  109715. * @param forceDisposeEffect Force disposal of the associated effect.
  109716. * @param forceDisposeTextures Force disposal of the associated textures.
  109717. */
  109718. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109719. /**
  109720. * Clones the material.
  109721. * @param name The cloned name.
  109722. * @returns The cloned material.
  109723. */
  109724. clone(name: string): BackgroundMaterial;
  109725. /**
  109726. * Serializes the current material to its JSON representation.
  109727. * @returns The JSON representation.
  109728. */
  109729. serialize(): any;
  109730. /**
  109731. * Gets the class name of the material
  109732. * @returns "BackgroundMaterial"
  109733. */
  109734. getClassName(): string;
  109735. /**
  109736. * Parse a JSON input to create back a background material.
  109737. * @param source The JSON data to parse
  109738. * @param scene The scene to create the parsed material in
  109739. * @param rootUrl The root url of the assets the material depends upon
  109740. * @returns the instantiated BackgroundMaterial.
  109741. */
  109742. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109743. }
  109744. }
  109745. declare module BABYLON {
  109746. /**
  109747. * Represents the different options available during the creation of
  109748. * a Environment helper.
  109749. *
  109750. * This can control the default ground, skybox and image processing setup of your scene.
  109751. */
  109752. export interface IEnvironmentHelperOptions {
  109753. /**
  109754. * Specifies wether or not to create a ground.
  109755. * True by default.
  109756. */
  109757. createGround: boolean;
  109758. /**
  109759. * Specifies the ground size.
  109760. * 15 by default.
  109761. */
  109762. groundSize: number;
  109763. /**
  109764. * The texture used on the ground for the main color.
  109765. * Comes from the BabylonJS CDN by default.
  109766. *
  109767. * Remarks: Can be either a texture or a url.
  109768. */
  109769. groundTexture: string | BaseTexture;
  109770. /**
  109771. * The color mixed in the ground texture by default.
  109772. * BabylonJS clearColor by default.
  109773. */
  109774. groundColor: Color3;
  109775. /**
  109776. * Specifies the ground opacity.
  109777. * 1 by default.
  109778. */
  109779. groundOpacity: number;
  109780. /**
  109781. * Enables the ground to receive shadows.
  109782. * True by default.
  109783. */
  109784. enableGroundShadow: boolean;
  109785. /**
  109786. * Helps preventing the shadow to be fully black on the ground.
  109787. * 0.5 by default.
  109788. */
  109789. groundShadowLevel: number;
  109790. /**
  109791. * Creates a mirror texture attach to the ground.
  109792. * false by default.
  109793. */
  109794. enableGroundMirror: boolean;
  109795. /**
  109796. * Specifies the ground mirror size ratio.
  109797. * 0.3 by default as the default kernel is 64.
  109798. */
  109799. groundMirrorSizeRatio: number;
  109800. /**
  109801. * Specifies the ground mirror blur kernel size.
  109802. * 64 by default.
  109803. */
  109804. groundMirrorBlurKernel: number;
  109805. /**
  109806. * Specifies the ground mirror visibility amount.
  109807. * 1 by default
  109808. */
  109809. groundMirrorAmount: number;
  109810. /**
  109811. * Specifies the ground mirror reflectance weight.
  109812. * This uses the standard weight of the background material to setup the fresnel effect
  109813. * of the mirror.
  109814. * 1 by default.
  109815. */
  109816. groundMirrorFresnelWeight: number;
  109817. /**
  109818. * Specifies the ground mirror Falloff distance.
  109819. * This can helps reducing the size of the reflection.
  109820. * 0 by Default.
  109821. */
  109822. groundMirrorFallOffDistance: number;
  109823. /**
  109824. * Specifies the ground mirror texture type.
  109825. * Unsigned Int by Default.
  109826. */
  109827. groundMirrorTextureType: number;
  109828. /**
  109829. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109830. * the shown objects.
  109831. */
  109832. groundYBias: number;
  109833. /**
  109834. * Specifies wether or not to create a skybox.
  109835. * True by default.
  109836. */
  109837. createSkybox: boolean;
  109838. /**
  109839. * Specifies the skybox size.
  109840. * 20 by default.
  109841. */
  109842. skyboxSize: number;
  109843. /**
  109844. * The texture used on the skybox for the main color.
  109845. * Comes from the BabylonJS CDN by default.
  109846. *
  109847. * Remarks: Can be either a texture or a url.
  109848. */
  109849. skyboxTexture: string | BaseTexture;
  109850. /**
  109851. * The color mixed in the skybox texture by default.
  109852. * BabylonJS clearColor by default.
  109853. */
  109854. skyboxColor: Color3;
  109855. /**
  109856. * The background rotation around the Y axis of the scene.
  109857. * This helps aligning the key lights of your scene with the background.
  109858. * 0 by default.
  109859. */
  109860. backgroundYRotation: number;
  109861. /**
  109862. * Compute automatically the size of the elements to best fit with the scene.
  109863. */
  109864. sizeAuto: boolean;
  109865. /**
  109866. * Default position of the rootMesh if autoSize is not true.
  109867. */
  109868. rootPosition: Vector3;
  109869. /**
  109870. * Sets up the image processing in the scene.
  109871. * true by default.
  109872. */
  109873. setupImageProcessing: boolean;
  109874. /**
  109875. * The texture used as your environment texture in the scene.
  109876. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109877. *
  109878. * Remarks: Can be either a texture or a url.
  109879. */
  109880. environmentTexture: string | BaseTexture;
  109881. /**
  109882. * The value of the exposure to apply to the scene.
  109883. * 0.6 by default if setupImageProcessing is true.
  109884. */
  109885. cameraExposure: number;
  109886. /**
  109887. * The value of the contrast to apply to the scene.
  109888. * 1.6 by default if setupImageProcessing is true.
  109889. */
  109890. cameraContrast: number;
  109891. /**
  109892. * Specifies wether or not tonemapping should be enabled in the scene.
  109893. * true by default if setupImageProcessing is true.
  109894. */
  109895. toneMappingEnabled: boolean;
  109896. }
  109897. /**
  109898. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  109899. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  109900. * It also helps with the default setup of your imageProcessing configuration.
  109901. */
  109902. export class EnvironmentHelper {
  109903. /**
  109904. * Default ground texture URL.
  109905. */
  109906. private static _groundTextureCDNUrl;
  109907. /**
  109908. * Default skybox texture URL.
  109909. */
  109910. private static _skyboxTextureCDNUrl;
  109911. /**
  109912. * Default environment texture URL.
  109913. */
  109914. private static _environmentTextureCDNUrl;
  109915. /**
  109916. * Creates the default options for the helper.
  109917. */
  109918. private static _getDefaultOptions;
  109919. private _rootMesh;
  109920. /**
  109921. * Gets the root mesh created by the helper.
  109922. */
  109923. readonly rootMesh: Mesh;
  109924. private _skybox;
  109925. /**
  109926. * Gets the skybox created by the helper.
  109927. */
  109928. readonly skybox: Nullable<Mesh>;
  109929. private _skyboxTexture;
  109930. /**
  109931. * Gets the skybox texture created by the helper.
  109932. */
  109933. readonly skyboxTexture: Nullable<BaseTexture>;
  109934. private _skyboxMaterial;
  109935. /**
  109936. * Gets the skybox material created by the helper.
  109937. */
  109938. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  109939. private _ground;
  109940. /**
  109941. * Gets the ground mesh created by the helper.
  109942. */
  109943. readonly ground: Nullable<Mesh>;
  109944. private _groundTexture;
  109945. /**
  109946. * Gets the ground texture created by the helper.
  109947. */
  109948. readonly groundTexture: Nullable<BaseTexture>;
  109949. private _groundMirror;
  109950. /**
  109951. * Gets the ground mirror created by the helper.
  109952. */
  109953. readonly groundMirror: Nullable<MirrorTexture>;
  109954. /**
  109955. * Gets the ground mirror render list to helps pushing the meshes
  109956. * you wish in the ground reflection.
  109957. */
  109958. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  109959. private _groundMaterial;
  109960. /**
  109961. * Gets the ground material created by the helper.
  109962. */
  109963. readonly groundMaterial: Nullable<BackgroundMaterial>;
  109964. /**
  109965. * Stores the creation options.
  109966. */
  109967. private readonly _scene;
  109968. private _options;
  109969. /**
  109970. * This observable will be notified with any error during the creation of the environment,
  109971. * mainly texture creation errors.
  109972. */
  109973. onErrorObservable: Observable<{
  109974. message?: string;
  109975. exception?: any;
  109976. }>;
  109977. /**
  109978. * constructor
  109979. * @param options Defines the options we want to customize the helper
  109980. * @param scene The scene to add the material to
  109981. */
  109982. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  109983. /**
  109984. * Updates the background according to the new options
  109985. * @param options
  109986. */
  109987. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  109988. /**
  109989. * Sets the primary color of all the available elements.
  109990. * @param color the main color to affect to the ground and the background
  109991. */
  109992. setMainColor(color: Color3): void;
  109993. /**
  109994. * Setup the image processing according to the specified options.
  109995. */
  109996. private _setupImageProcessing;
  109997. /**
  109998. * Setup the environment texture according to the specified options.
  109999. */
  110000. private _setupEnvironmentTexture;
  110001. /**
  110002. * Setup the background according to the specified options.
  110003. */
  110004. private _setupBackground;
  110005. /**
  110006. * Get the scene sizes according to the setup.
  110007. */
  110008. private _getSceneSize;
  110009. /**
  110010. * Setup the ground according to the specified options.
  110011. */
  110012. private _setupGround;
  110013. /**
  110014. * Setup the ground material according to the specified options.
  110015. */
  110016. private _setupGroundMaterial;
  110017. /**
  110018. * Setup the ground diffuse texture according to the specified options.
  110019. */
  110020. private _setupGroundDiffuseTexture;
  110021. /**
  110022. * Setup the ground mirror texture according to the specified options.
  110023. */
  110024. private _setupGroundMirrorTexture;
  110025. /**
  110026. * Setup the ground to receive the mirror texture.
  110027. */
  110028. private _setupMirrorInGroundMaterial;
  110029. /**
  110030. * Setup the skybox according to the specified options.
  110031. */
  110032. private _setupSkybox;
  110033. /**
  110034. * Setup the skybox material according to the specified options.
  110035. */
  110036. private _setupSkyboxMaterial;
  110037. /**
  110038. * Setup the skybox reflection texture according to the specified options.
  110039. */
  110040. private _setupSkyboxReflectionTexture;
  110041. private _errorHandler;
  110042. /**
  110043. * Dispose all the elements created by the Helper.
  110044. */
  110045. dispose(): void;
  110046. }
  110047. }
  110048. declare module BABYLON {
  110049. /**
  110050. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  110051. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  110052. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  110053. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  110054. */
  110055. export class PhotoDome extends TransformNode {
  110056. /**
  110057. * Define the image as a Monoscopic panoramic 360 image.
  110058. */
  110059. static readonly MODE_MONOSCOPIC: number;
  110060. /**
  110061. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  110062. */
  110063. static readonly MODE_TOPBOTTOM: number;
  110064. /**
  110065. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  110066. */
  110067. static readonly MODE_SIDEBYSIDE: number;
  110068. private _useDirectMapping;
  110069. /**
  110070. * The texture being displayed on the sphere
  110071. */
  110072. protected _photoTexture: Texture;
  110073. /**
  110074. * Gets or sets the texture being displayed on the sphere
  110075. */
  110076. photoTexture: Texture;
  110077. /**
  110078. * Observable raised when an error occured while loading the 360 image
  110079. */
  110080. onLoadErrorObservable: Observable<string>;
  110081. /**
  110082. * The skybox material
  110083. */
  110084. protected _material: BackgroundMaterial;
  110085. /**
  110086. * The surface used for the skybox
  110087. */
  110088. protected _mesh: Mesh;
  110089. /**
  110090. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110091. * Also see the options.resolution property.
  110092. */
  110093. fovMultiplier: number;
  110094. private _imageMode;
  110095. /**
  110096. * Gets or set the current video mode for the video. It can be:
  110097. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  110098. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  110099. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  110100. */
  110101. imageMode: number;
  110102. /**
  110103. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  110104. * @param name Element's name, child elements will append suffixes for their own names.
  110105. * @param urlsOfPhoto defines the url of the photo to display
  110106. * @param options defines an object containing optional or exposed sub element properties
  110107. * @param onError defines a callback called when an error occured while loading the texture
  110108. */
  110109. constructor(name: string, urlOfPhoto: string, options: {
  110110. resolution?: number;
  110111. size?: number;
  110112. useDirectMapping?: boolean;
  110113. faceForward?: boolean;
  110114. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  110115. private _onBeforeCameraRenderObserver;
  110116. private _changeImageMode;
  110117. /**
  110118. * Releases resources associated with this node.
  110119. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  110120. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  110121. */
  110122. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  110123. }
  110124. }
  110125. declare module BABYLON {
  110126. /** @hidden */
  110127. export var rgbdDecodePixelShader: {
  110128. name: string;
  110129. shader: string;
  110130. };
  110131. }
  110132. declare module BABYLON {
  110133. /**
  110134. * Class used to host texture specific utilities
  110135. */
  110136. export class BRDFTextureTools {
  110137. /**
  110138. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  110139. * @param texture the texture to expand.
  110140. */
  110141. private static _ExpandDefaultBRDFTexture;
  110142. /**
  110143. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  110144. * @param scene defines the hosting scene
  110145. * @returns the environment BRDF texture
  110146. */
  110147. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  110148. private static _environmentBRDFBase64Texture;
  110149. }
  110150. }
  110151. declare module BABYLON {
  110152. /**
  110153. * @hidden
  110154. */
  110155. export interface IMaterialClearCoatDefines {
  110156. CLEARCOAT: boolean;
  110157. CLEARCOAT_DEFAULTIOR: boolean;
  110158. CLEARCOAT_TEXTURE: boolean;
  110159. CLEARCOAT_TEXTUREDIRECTUV: number;
  110160. CLEARCOAT_BUMP: boolean;
  110161. CLEARCOAT_BUMPDIRECTUV: number;
  110162. CLEARCOAT_TINT: boolean;
  110163. CLEARCOAT_TINT_TEXTURE: boolean;
  110164. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110165. /** @hidden */
  110166. _areTexturesDirty: boolean;
  110167. }
  110168. /**
  110169. * Define the code related to the clear coat parameters of the pbr material.
  110170. */
  110171. export class PBRClearCoatConfiguration {
  110172. /**
  110173. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110174. * The default fits with a polyurethane material.
  110175. */
  110176. private static readonly _DefaultIndexOfRefraction;
  110177. private _isEnabled;
  110178. /**
  110179. * Defines if the clear coat is enabled in the material.
  110180. */
  110181. isEnabled: boolean;
  110182. /**
  110183. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  110184. */
  110185. intensity: number;
  110186. /**
  110187. * Defines the clear coat layer roughness.
  110188. */
  110189. roughness: number;
  110190. private _indexOfRefraction;
  110191. /**
  110192. * Defines the index of refraction of the clear coat.
  110193. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110194. * The default fits with a polyurethane material.
  110195. * Changing the default value is more performance intensive.
  110196. */
  110197. indexOfRefraction: number;
  110198. private _texture;
  110199. /**
  110200. * Stores the clear coat values in a texture.
  110201. */
  110202. texture: Nullable<BaseTexture>;
  110203. private _bumpTexture;
  110204. /**
  110205. * Define the clear coat specific bump texture.
  110206. */
  110207. bumpTexture: Nullable<BaseTexture>;
  110208. private _isTintEnabled;
  110209. /**
  110210. * Defines if the clear coat tint is enabled in the material.
  110211. */
  110212. isTintEnabled: boolean;
  110213. /**
  110214. * Defines the clear coat tint of the material.
  110215. * This is only use if tint is enabled
  110216. */
  110217. tintColor: Color3;
  110218. /**
  110219. * Defines the distance at which the tint color should be found in the
  110220. * clear coat media.
  110221. * This is only use if tint is enabled
  110222. */
  110223. tintColorAtDistance: number;
  110224. /**
  110225. * Defines the clear coat layer thickness.
  110226. * This is only use if tint is enabled
  110227. */
  110228. tintThickness: number;
  110229. private _tintTexture;
  110230. /**
  110231. * Stores the clear tint values in a texture.
  110232. * rgb is tint
  110233. * a is a thickness factor
  110234. */
  110235. tintTexture: Nullable<BaseTexture>;
  110236. /** @hidden */
  110237. private _internalMarkAllSubMeshesAsTexturesDirty;
  110238. /** @hidden */
  110239. _markAllSubMeshesAsTexturesDirty(): void;
  110240. /**
  110241. * Instantiate a new istance of clear coat configuration.
  110242. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110243. */
  110244. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110245. /**
  110246. * Gets wehter the submesh is ready to be used or not.
  110247. * @param defines the list of "defines" to update.
  110248. * @param scene defines the scene the material belongs to.
  110249. * @param engine defines the engine the material belongs to.
  110250. * @param disableBumpMap defines wether the material disables bump or not.
  110251. * @returns - boolean indicating that the submesh is ready or not.
  110252. */
  110253. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  110254. /**
  110255. * Checks to see if a texture is used in the material.
  110256. * @param defines the list of "defines" to update.
  110257. * @param scene defines the scene to the material belongs to.
  110258. */
  110259. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  110260. /**
  110261. * Binds the material data.
  110262. * @param uniformBuffer defines the Uniform buffer to fill in.
  110263. * @param scene defines the scene the material belongs to.
  110264. * @param engine defines the engine the material belongs to.
  110265. * @param disableBumpMap defines wether the material disables bump or not.
  110266. * @param isFrozen defines wether the material is frozen or not.
  110267. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110268. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110269. */
  110270. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  110271. /**
  110272. * Checks to see if a texture is used in the material.
  110273. * @param texture - Base texture to use.
  110274. * @returns - Boolean specifying if a texture is used in the material.
  110275. */
  110276. hasTexture(texture: BaseTexture): boolean;
  110277. /**
  110278. * Returns an array of the actively used textures.
  110279. * @param activeTextures Array of BaseTextures
  110280. */
  110281. getActiveTextures(activeTextures: BaseTexture[]): void;
  110282. /**
  110283. * Returns the animatable textures.
  110284. * @param animatables Array of animatable textures.
  110285. */
  110286. getAnimatables(animatables: IAnimatable[]): void;
  110287. /**
  110288. * Disposes the resources of the material.
  110289. * @param forceDisposeTextures - Forces the disposal of all textures.
  110290. */
  110291. dispose(forceDisposeTextures?: boolean): void;
  110292. /**
  110293. * Get the current class name of the texture useful for serialization or dynamic coding.
  110294. * @returns "PBRClearCoatConfiguration"
  110295. */
  110296. getClassName(): string;
  110297. /**
  110298. * Add fallbacks to the effect fallbacks list.
  110299. * @param defines defines the Base texture to use.
  110300. * @param fallbacks defines the current fallback list.
  110301. * @param currentRank defines the current fallback rank.
  110302. * @returns the new fallback rank.
  110303. */
  110304. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110305. /**
  110306. * Add the required uniforms to the current list.
  110307. * @param uniforms defines the current uniform list.
  110308. */
  110309. static AddUniforms(uniforms: string[]): void;
  110310. /**
  110311. * Add the required samplers to the current list.
  110312. * @param samplers defines the current sampler list.
  110313. */
  110314. static AddSamplers(samplers: string[]): void;
  110315. /**
  110316. * Add the required uniforms to the current buffer.
  110317. * @param uniformBuffer defines the current uniform buffer.
  110318. */
  110319. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110320. /**
  110321. * Makes a duplicate of the current configuration into another one.
  110322. * @param clearCoatConfiguration define the config where to copy the info
  110323. */
  110324. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  110325. /**
  110326. * Serializes this clear coat configuration.
  110327. * @returns - An object with the serialized config.
  110328. */
  110329. serialize(): any;
  110330. /**
  110331. * Parses a anisotropy Configuration from a serialized object.
  110332. * @param source - Serialized object.
  110333. * @param scene Defines the scene we are parsing for
  110334. * @param rootUrl Defines the rootUrl to load from
  110335. */
  110336. parse(source: any, scene: Scene, rootUrl: string): void;
  110337. }
  110338. }
  110339. declare module BABYLON {
  110340. /**
  110341. * @hidden
  110342. */
  110343. export interface IMaterialAnisotropicDefines {
  110344. ANISOTROPIC: boolean;
  110345. ANISOTROPIC_TEXTURE: boolean;
  110346. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110347. MAINUV1: boolean;
  110348. _areTexturesDirty: boolean;
  110349. _needUVs: boolean;
  110350. }
  110351. /**
  110352. * Define the code related to the anisotropic parameters of the pbr material.
  110353. */
  110354. export class PBRAnisotropicConfiguration {
  110355. private _isEnabled;
  110356. /**
  110357. * Defines if the anisotropy is enabled in the material.
  110358. */
  110359. isEnabled: boolean;
  110360. /**
  110361. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  110362. */
  110363. intensity: number;
  110364. /**
  110365. * Defines if the effect is along the tangents, bitangents or in between.
  110366. * By default, the effect is "strectching" the highlights along the tangents.
  110367. */
  110368. direction: Vector2;
  110369. private _texture;
  110370. /**
  110371. * Stores the anisotropy values in a texture.
  110372. * rg is direction (like normal from -1 to 1)
  110373. * b is a intensity
  110374. */
  110375. texture: Nullable<BaseTexture>;
  110376. /** @hidden */
  110377. private _internalMarkAllSubMeshesAsTexturesDirty;
  110378. /** @hidden */
  110379. _markAllSubMeshesAsTexturesDirty(): void;
  110380. /**
  110381. * Instantiate a new istance of anisotropy configuration.
  110382. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110383. */
  110384. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110385. /**
  110386. * Specifies that the submesh is ready to be used.
  110387. * @param defines the list of "defines" to update.
  110388. * @param scene defines the scene the material belongs to.
  110389. * @returns - boolean indicating that the submesh is ready or not.
  110390. */
  110391. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  110392. /**
  110393. * Checks to see if a texture is used in the material.
  110394. * @param defines the list of "defines" to update.
  110395. * @param mesh the mesh we are preparing the defines for.
  110396. * @param scene defines the scene the material belongs to.
  110397. */
  110398. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  110399. /**
  110400. * Binds the material data.
  110401. * @param uniformBuffer defines the Uniform buffer to fill in.
  110402. * @param scene defines the scene the material belongs to.
  110403. * @param isFrozen defines wether the material is frozen or not.
  110404. */
  110405. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110406. /**
  110407. * Checks to see if a texture is used in the material.
  110408. * @param texture - Base texture to use.
  110409. * @returns - Boolean specifying if a texture is used in the material.
  110410. */
  110411. hasTexture(texture: BaseTexture): boolean;
  110412. /**
  110413. * Returns an array of the actively used textures.
  110414. * @param activeTextures Array of BaseTextures
  110415. */
  110416. getActiveTextures(activeTextures: BaseTexture[]): void;
  110417. /**
  110418. * Returns the animatable textures.
  110419. * @param animatables Array of animatable textures.
  110420. */
  110421. getAnimatables(animatables: IAnimatable[]): void;
  110422. /**
  110423. * Disposes the resources of the material.
  110424. * @param forceDisposeTextures - Forces the disposal of all textures.
  110425. */
  110426. dispose(forceDisposeTextures?: boolean): void;
  110427. /**
  110428. * Get the current class name of the texture useful for serialization or dynamic coding.
  110429. * @returns "PBRAnisotropicConfiguration"
  110430. */
  110431. getClassName(): string;
  110432. /**
  110433. * Add fallbacks to the effect fallbacks list.
  110434. * @param defines defines the Base texture to use.
  110435. * @param fallbacks defines the current fallback list.
  110436. * @param currentRank defines the current fallback rank.
  110437. * @returns the new fallback rank.
  110438. */
  110439. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110440. /**
  110441. * Add the required uniforms to the current list.
  110442. * @param uniforms defines the current uniform list.
  110443. */
  110444. static AddUniforms(uniforms: string[]): void;
  110445. /**
  110446. * Add the required uniforms to the current buffer.
  110447. * @param uniformBuffer defines the current uniform buffer.
  110448. */
  110449. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110450. /**
  110451. * Add the required samplers to the current list.
  110452. * @param samplers defines the current sampler list.
  110453. */
  110454. static AddSamplers(samplers: string[]): void;
  110455. /**
  110456. * Makes a duplicate of the current configuration into another one.
  110457. * @param anisotropicConfiguration define the config where to copy the info
  110458. */
  110459. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110460. /**
  110461. * Serializes this anisotropy configuration.
  110462. * @returns - An object with the serialized config.
  110463. */
  110464. serialize(): any;
  110465. /**
  110466. * Parses a anisotropy Configuration from a serialized object.
  110467. * @param source - Serialized object.
  110468. * @param scene Defines the scene we are parsing for
  110469. * @param rootUrl Defines the rootUrl to load from
  110470. */
  110471. parse(source: any, scene: Scene, rootUrl: string): void;
  110472. }
  110473. }
  110474. declare module BABYLON {
  110475. /**
  110476. * @hidden
  110477. */
  110478. export interface IMaterialBRDFDefines {
  110479. BRDF_V_HEIGHT_CORRELATED: boolean;
  110480. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110481. SPHERICAL_HARMONICS: boolean;
  110482. /** @hidden */
  110483. _areMiscDirty: boolean;
  110484. }
  110485. /**
  110486. * Define the code related to the BRDF parameters of the pbr material.
  110487. */
  110488. export class PBRBRDFConfiguration {
  110489. /**
  110490. * Default value used for the energy conservation.
  110491. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110492. */
  110493. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110494. /**
  110495. * Default value used for the Smith Visibility Height Correlated mode.
  110496. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110497. */
  110498. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110499. /**
  110500. * Default value used for the IBL diffuse part.
  110501. * This can help switching back to the polynomials mode globally which is a tiny bit
  110502. * less GPU intensive at the drawback of a lower quality.
  110503. */
  110504. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110505. private _useEnergyConservation;
  110506. /**
  110507. * Defines if the material uses energy conservation.
  110508. */
  110509. useEnergyConservation: boolean;
  110510. private _useSmithVisibilityHeightCorrelated;
  110511. /**
  110512. * LEGACY Mode set to false
  110513. * Defines if the material uses height smith correlated visibility term.
  110514. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110515. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110516. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110517. * Not relying on height correlated will also disable energy conservation.
  110518. */
  110519. useSmithVisibilityHeightCorrelated: boolean;
  110520. private _useSphericalHarmonics;
  110521. /**
  110522. * LEGACY Mode set to false
  110523. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110524. * diffuse part of the IBL.
  110525. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110526. * to the ground truth.
  110527. */
  110528. useSphericalHarmonics: boolean;
  110529. /** @hidden */
  110530. private _internalMarkAllSubMeshesAsMiscDirty;
  110531. /** @hidden */
  110532. _markAllSubMeshesAsMiscDirty(): void;
  110533. /**
  110534. * Instantiate a new istance of clear coat configuration.
  110535. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110536. */
  110537. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110538. /**
  110539. * Checks to see if a texture is used in the material.
  110540. * @param defines the list of "defines" to update.
  110541. */
  110542. prepareDefines(defines: IMaterialBRDFDefines): void;
  110543. /**
  110544. * Get the current class name of the texture useful for serialization or dynamic coding.
  110545. * @returns "PBRClearCoatConfiguration"
  110546. */
  110547. getClassName(): string;
  110548. /**
  110549. * Makes a duplicate of the current configuration into another one.
  110550. * @param brdfConfiguration define the config where to copy the info
  110551. */
  110552. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110553. /**
  110554. * Serializes this BRDF configuration.
  110555. * @returns - An object with the serialized config.
  110556. */
  110557. serialize(): any;
  110558. /**
  110559. * Parses a anisotropy Configuration from a serialized object.
  110560. * @param source - Serialized object.
  110561. * @param scene Defines the scene we are parsing for
  110562. * @param rootUrl Defines the rootUrl to load from
  110563. */
  110564. parse(source: any, scene: Scene, rootUrl: string): void;
  110565. }
  110566. }
  110567. declare module BABYLON {
  110568. /**
  110569. * @hidden
  110570. */
  110571. export interface IMaterialSheenDefines {
  110572. SHEEN: boolean;
  110573. SHEEN_TEXTURE: boolean;
  110574. SHEEN_TEXTUREDIRECTUV: number;
  110575. SHEEN_LINKWITHALBEDO: boolean;
  110576. /** @hidden */
  110577. _areTexturesDirty: boolean;
  110578. }
  110579. /**
  110580. * Define the code related to the Sheen parameters of the pbr material.
  110581. */
  110582. export class PBRSheenConfiguration {
  110583. private _isEnabled;
  110584. /**
  110585. * Defines if the material uses sheen.
  110586. */
  110587. isEnabled: boolean;
  110588. private _linkSheenWithAlbedo;
  110589. /**
  110590. * Defines if the sheen is linked to the sheen color.
  110591. */
  110592. linkSheenWithAlbedo: boolean;
  110593. /**
  110594. * Defines the sheen intensity.
  110595. */
  110596. intensity: number;
  110597. /**
  110598. * Defines the sheen color.
  110599. */
  110600. color: Color3;
  110601. private _texture;
  110602. /**
  110603. * Stores the sheen tint values in a texture.
  110604. * rgb is tint
  110605. * a is a intensity
  110606. */
  110607. texture: Nullable<BaseTexture>;
  110608. /** @hidden */
  110609. private _internalMarkAllSubMeshesAsTexturesDirty;
  110610. /** @hidden */
  110611. _markAllSubMeshesAsTexturesDirty(): void;
  110612. /**
  110613. * Instantiate a new istance of clear coat configuration.
  110614. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110615. */
  110616. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110617. /**
  110618. * Specifies that the submesh is ready to be used.
  110619. * @param defines the list of "defines" to update.
  110620. * @param scene defines the scene the material belongs to.
  110621. * @returns - boolean indicating that the submesh is ready or not.
  110622. */
  110623. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110624. /**
  110625. * Checks to see if a texture is used in the material.
  110626. * @param defines the list of "defines" to update.
  110627. * @param scene defines the scene the material belongs to.
  110628. */
  110629. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110630. /**
  110631. * Binds the material data.
  110632. * @param uniformBuffer defines the Uniform buffer to fill in.
  110633. * @param scene defines the scene the material belongs to.
  110634. * @param isFrozen defines wether the material is frozen or not.
  110635. */
  110636. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110637. /**
  110638. * Checks to see if a texture is used in the material.
  110639. * @param texture - Base texture to use.
  110640. * @returns - Boolean specifying if a texture is used in the material.
  110641. */
  110642. hasTexture(texture: BaseTexture): boolean;
  110643. /**
  110644. * Returns an array of the actively used textures.
  110645. * @param activeTextures Array of BaseTextures
  110646. */
  110647. getActiveTextures(activeTextures: BaseTexture[]): void;
  110648. /**
  110649. * Returns the animatable textures.
  110650. * @param animatables Array of animatable textures.
  110651. */
  110652. getAnimatables(animatables: IAnimatable[]): void;
  110653. /**
  110654. * Disposes the resources of the material.
  110655. * @param forceDisposeTextures - Forces the disposal of all textures.
  110656. */
  110657. dispose(forceDisposeTextures?: boolean): void;
  110658. /**
  110659. * Get the current class name of the texture useful for serialization or dynamic coding.
  110660. * @returns "PBRSheenConfiguration"
  110661. */
  110662. getClassName(): string;
  110663. /**
  110664. * Add fallbacks to the effect fallbacks list.
  110665. * @param defines defines the Base texture to use.
  110666. * @param fallbacks defines the current fallback list.
  110667. * @param currentRank defines the current fallback rank.
  110668. * @returns the new fallback rank.
  110669. */
  110670. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110671. /**
  110672. * Add the required uniforms to the current list.
  110673. * @param uniforms defines the current uniform list.
  110674. */
  110675. static AddUniforms(uniforms: string[]): void;
  110676. /**
  110677. * Add the required uniforms to the current buffer.
  110678. * @param uniformBuffer defines the current uniform buffer.
  110679. */
  110680. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110681. /**
  110682. * Add the required samplers to the current list.
  110683. * @param samplers defines the current sampler list.
  110684. */
  110685. static AddSamplers(samplers: string[]): void;
  110686. /**
  110687. * Makes a duplicate of the current configuration into another one.
  110688. * @param sheenConfiguration define the config where to copy the info
  110689. */
  110690. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110691. /**
  110692. * Serializes this BRDF configuration.
  110693. * @returns - An object with the serialized config.
  110694. */
  110695. serialize(): any;
  110696. /**
  110697. * Parses a anisotropy Configuration from a serialized object.
  110698. * @param source - Serialized object.
  110699. * @param scene Defines the scene we are parsing for
  110700. * @param rootUrl Defines the rootUrl to load from
  110701. */
  110702. parse(source: any, scene: Scene, rootUrl: string): void;
  110703. }
  110704. }
  110705. declare module BABYLON {
  110706. /**
  110707. * @hidden
  110708. */
  110709. export interface IMaterialSubSurfaceDefines {
  110710. SUBSURFACE: boolean;
  110711. SS_REFRACTION: boolean;
  110712. SS_TRANSLUCENCY: boolean;
  110713. SS_SCATERRING: boolean;
  110714. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110715. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110716. SS_REFRACTIONMAP_3D: boolean;
  110717. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110718. SS_LODINREFRACTIONALPHA: boolean;
  110719. SS_GAMMAREFRACTION: boolean;
  110720. SS_RGBDREFRACTION: boolean;
  110721. SS_LINEARSPECULARREFRACTION: boolean;
  110722. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110723. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110724. /** @hidden */
  110725. _areTexturesDirty: boolean;
  110726. }
  110727. /**
  110728. * Define the code related to the sub surface parameters of the pbr material.
  110729. */
  110730. export class PBRSubSurfaceConfiguration {
  110731. private _isRefractionEnabled;
  110732. /**
  110733. * Defines if the refraction is enabled in the material.
  110734. */
  110735. isRefractionEnabled: boolean;
  110736. private _isTranslucencyEnabled;
  110737. /**
  110738. * Defines if the translucency is enabled in the material.
  110739. */
  110740. isTranslucencyEnabled: boolean;
  110741. private _isScatteringEnabled;
  110742. /**
  110743. * Defines the refraction intensity of the material.
  110744. * The refraction when enabled replaces the Diffuse part of the material.
  110745. * The intensity helps transitionning between diffuse and refraction.
  110746. */
  110747. refractionIntensity: number;
  110748. /**
  110749. * Defines the translucency intensity of the material.
  110750. * When translucency has been enabled, this defines how much of the "translucency"
  110751. * is addded to the diffuse part of the material.
  110752. */
  110753. translucencyIntensity: number;
  110754. /**
  110755. * Defines the scattering intensity of the material.
  110756. * When scattering has been enabled, this defines how much of the "scattered light"
  110757. * is addded to the diffuse part of the material.
  110758. */
  110759. scatteringIntensity: number;
  110760. private _thicknessTexture;
  110761. /**
  110762. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110763. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110764. * 0 would mean minimumThickness
  110765. * 1 would mean maximumThickness
  110766. * The other channels might be use as a mask to vary the different effects intensity.
  110767. */
  110768. thicknessTexture: Nullable<BaseTexture>;
  110769. private _refractionTexture;
  110770. /**
  110771. * Defines the texture to use for refraction.
  110772. */
  110773. refractionTexture: Nullable<BaseTexture>;
  110774. private _indexOfRefraction;
  110775. /**
  110776. * Defines the index of refraction used in the material.
  110777. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110778. */
  110779. indexOfRefraction: number;
  110780. private _invertRefractionY;
  110781. /**
  110782. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110783. */
  110784. invertRefractionY: boolean;
  110785. private _linkRefractionWithTransparency;
  110786. /**
  110787. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110788. * Materials half opaque for instance using refraction could benefit from this control.
  110789. */
  110790. linkRefractionWithTransparency: boolean;
  110791. /**
  110792. * Defines the minimum thickness stored in the thickness map.
  110793. * If no thickness map is defined, this value will be used to simulate thickness.
  110794. */
  110795. minimumThickness: number;
  110796. /**
  110797. * Defines the maximum thickness stored in the thickness map.
  110798. */
  110799. maximumThickness: number;
  110800. /**
  110801. * Defines the volume tint of the material.
  110802. * This is used for both translucency and scattering.
  110803. */
  110804. tintColor: Color3;
  110805. /**
  110806. * Defines the distance at which the tint color should be found in the media.
  110807. * This is used for refraction only.
  110808. */
  110809. tintColorAtDistance: number;
  110810. /**
  110811. * Defines how far each channel transmit through the media.
  110812. * It is defined as a color to simplify it selection.
  110813. */
  110814. diffusionDistance: Color3;
  110815. private _useMaskFromThicknessTexture;
  110816. /**
  110817. * Stores the intensity of the different subsurface effects in the thickness texture.
  110818. * * the green channel is the translucency intensity.
  110819. * * the blue channel is the scattering intensity.
  110820. * * the alpha channel is the refraction intensity.
  110821. */
  110822. useMaskFromThicknessTexture: boolean;
  110823. /** @hidden */
  110824. private _internalMarkAllSubMeshesAsTexturesDirty;
  110825. /** @hidden */
  110826. _markAllSubMeshesAsTexturesDirty(): void;
  110827. /**
  110828. * Instantiate a new istance of sub surface configuration.
  110829. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110830. */
  110831. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110832. /**
  110833. * Gets wehter the submesh is ready to be used or not.
  110834. * @param defines the list of "defines" to update.
  110835. * @param scene defines the scene the material belongs to.
  110836. * @returns - boolean indicating that the submesh is ready or not.
  110837. */
  110838. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110839. /**
  110840. * Checks to see if a texture is used in the material.
  110841. * @param defines the list of "defines" to update.
  110842. * @param scene defines the scene to the material belongs to.
  110843. */
  110844. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110845. /**
  110846. * Binds the material data.
  110847. * @param uniformBuffer defines the Uniform buffer to fill in.
  110848. * @param scene defines the scene the material belongs to.
  110849. * @param engine defines the engine the material belongs to.
  110850. * @param isFrozen defines wether the material is frozen or not.
  110851. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110852. */
  110853. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110854. /**
  110855. * Unbinds the material from the mesh.
  110856. * @param activeEffect defines the effect that should be unbound from.
  110857. * @returns true if unbound, otherwise false
  110858. */
  110859. unbind(activeEffect: Effect): boolean;
  110860. /**
  110861. * Returns the texture used for refraction or null if none is used.
  110862. * @param scene defines the scene the material belongs to.
  110863. * @returns - Refraction texture if present. If no refraction texture and refraction
  110864. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110865. */
  110866. private _getRefractionTexture;
  110867. /**
  110868. * Returns true if alpha blending should be disabled.
  110869. */
  110870. readonly disableAlphaBlending: boolean;
  110871. /**
  110872. * Fills the list of render target textures.
  110873. * @param renderTargets the list of render targets to update
  110874. */
  110875. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110876. /**
  110877. * Checks to see if a texture is used in the material.
  110878. * @param texture - Base texture to use.
  110879. * @returns - Boolean specifying if a texture is used in the material.
  110880. */
  110881. hasTexture(texture: BaseTexture): boolean;
  110882. /**
  110883. * Gets a boolean indicating that current material needs to register RTT
  110884. * @returns true if this uses a render target otherwise false.
  110885. */
  110886. hasRenderTargetTextures(): boolean;
  110887. /**
  110888. * Returns an array of the actively used textures.
  110889. * @param activeTextures Array of BaseTextures
  110890. */
  110891. getActiveTextures(activeTextures: BaseTexture[]): void;
  110892. /**
  110893. * Returns the animatable textures.
  110894. * @param animatables Array of animatable textures.
  110895. */
  110896. getAnimatables(animatables: IAnimatable[]): void;
  110897. /**
  110898. * Disposes the resources of the material.
  110899. * @param forceDisposeTextures - Forces the disposal of all textures.
  110900. */
  110901. dispose(forceDisposeTextures?: boolean): void;
  110902. /**
  110903. * Get the current class name of the texture useful for serialization or dynamic coding.
  110904. * @returns "PBRSubSurfaceConfiguration"
  110905. */
  110906. getClassName(): string;
  110907. /**
  110908. * Add fallbacks to the effect fallbacks list.
  110909. * @param defines defines the Base texture to use.
  110910. * @param fallbacks defines the current fallback list.
  110911. * @param currentRank defines the current fallback rank.
  110912. * @returns the new fallback rank.
  110913. */
  110914. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110915. /**
  110916. * Add the required uniforms to the current list.
  110917. * @param uniforms defines the current uniform list.
  110918. */
  110919. static AddUniforms(uniforms: string[]): void;
  110920. /**
  110921. * Add the required samplers to the current list.
  110922. * @param samplers defines the current sampler list.
  110923. */
  110924. static AddSamplers(samplers: string[]): void;
  110925. /**
  110926. * Add the required uniforms to the current buffer.
  110927. * @param uniformBuffer defines the current uniform buffer.
  110928. */
  110929. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110930. /**
  110931. * Makes a duplicate of the current configuration into another one.
  110932. * @param configuration define the config where to copy the info
  110933. */
  110934. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  110935. /**
  110936. * Serializes this Sub Surface configuration.
  110937. * @returns - An object with the serialized config.
  110938. */
  110939. serialize(): any;
  110940. /**
  110941. * Parses a anisotropy Configuration from a serialized object.
  110942. * @param source - Serialized object.
  110943. * @param scene Defines the scene we are parsing for
  110944. * @param rootUrl Defines the rootUrl to load from
  110945. */
  110946. parse(source: any, scene: Scene, rootUrl: string): void;
  110947. }
  110948. }
  110949. declare module BABYLON {
  110950. /** @hidden */
  110951. export var pbrFragmentDeclaration: {
  110952. name: string;
  110953. shader: string;
  110954. };
  110955. }
  110956. declare module BABYLON {
  110957. /** @hidden */
  110958. export var pbrUboDeclaration: {
  110959. name: string;
  110960. shader: string;
  110961. };
  110962. }
  110963. declare module BABYLON {
  110964. /** @hidden */
  110965. export var pbrFragmentExtraDeclaration: {
  110966. name: string;
  110967. shader: string;
  110968. };
  110969. }
  110970. declare module BABYLON {
  110971. /** @hidden */
  110972. export var pbrFragmentSamplersDeclaration: {
  110973. name: string;
  110974. shader: string;
  110975. };
  110976. }
  110977. declare module BABYLON {
  110978. /** @hidden */
  110979. export var pbrHelperFunctions: {
  110980. name: string;
  110981. shader: string;
  110982. };
  110983. }
  110984. declare module BABYLON {
  110985. /** @hidden */
  110986. export var harmonicsFunctions: {
  110987. name: string;
  110988. shader: string;
  110989. };
  110990. }
  110991. declare module BABYLON {
  110992. /** @hidden */
  110993. export var pbrDirectLightingSetupFunctions: {
  110994. name: string;
  110995. shader: string;
  110996. };
  110997. }
  110998. declare module BABYLON {
  110999. /** @hidden */
  111000. export var pbrDirectLightingFalloffFunctions: {
  111001. name: string;
  111002. shader: string;
  111003. };
  111004. }
  111005. declare module BABYLON {
  111006. /** @hidden */
  111007. export var pbrBRDFFunctions: {
  111008. name: string;
  111009. shader: string;
  111010. };
  111011. }
  111012. declare module BABYLON {
  111013. /** @hidden */
  111014. export var pbrDirectLightingFunctions: {
  111015. name: string;
  111016. shader: string;
  111017. };
  111018. }
  111019. declare module BABYLON {
  111020. /** @hidden */
  111021. export var pbrIBLFunctions: {
  111022. name: string;
  111023. shader: string;
  111024. };
  111025. }
  111026. declare module BABYLON {
  111027. /** @hidden */
  111028. export var pbrDebug: {
  111029. name: string;
  111030. shader: string;
  111031. };
  111032. }
  111033. declare module BABYLON {
  111034. /** @hidden */
  111035. export var pbrPixelShader: {
  111036. name: string;
  111037. shader: string;
  111038. };
  111039. }
  111040. declare module BABYLON {
  111041. /** @hidden */
  111042. export var pbrVertexDeclaration: {
  111043. name: string;
  111044. shader: string;
  111045. };
  111046. }
  111047. declare module BABYLON {
  111048. /** @hidden */
  111049. export var pbrVertexShader: {
  111050. name: string;
  111051. shader: string;
  111052. };
  111053. }
  111054. declare module BABYLON {
  111055. /**
  111056. * Manages the defines for the PBR Material.
  111057. * @hidden
  111058. */
  111059. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  111060. PBR: boolean;
  111061. MAINUV1: boolean;
  111062. MAINUV2: boolean;
  111063. UV1: boolean;
  111064. UV2: boolean;
  111065. ALBEDO: boolean;
  111066. ALBEDODIRECTUV: number;
  111067. VERTEXCOLOR: boolean;
  111068. AMBIENT: boolean;
  111069. AMBIENTDIRECTUV: number;
  111070. AMBIENTINGRAYSCALE: boolean;
  111071. OPACITY: boolean;
  111072. VERTEXALPHA: boolean;
  111073. OPACITYDIRECTUV: number;
  111074. OPACITYRGB: boolean;
  111075. ALPHATEST: boolean;
  111076. DEPTHPREPASS: boolean;
  111077. ALPHABLEND: boolean;
  111078. ALPHAFROMALBEDO: boolean;
  111079. ALPHATESTVALUE: string;
  111080. SPECULAROVERALPHA: boolean;
  111081. RADIANCEOVERALPHA: boolean;
  111082. ALPHAFRESNEL: boolean;
  111083. LINEARALPHAFRESNEL: boolean;
  111084. PREMULTIPLYALPHA: boolean;
  111085. EMISSIVE: boolean;
  111086. EMISSIVEDIRECTUV: number;
  111087. REFLECTIVITY: boolean;
  111088. REFLECTIVITYDIRECTUV: number;
  111089. SPECULARTERM: boolean;
  111090. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  111091. MICROSURFACEAUTOMATIC: boolean;
  111092. LODBASEDMICROSFURACE: boolean;
  111093. MICROSURFACEMAP: boolean;
  111094. MICROSURFACEMAPDIRECTUV: number;
  111095. METALLICWORKFLOW: boolean;
  111096. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  111097. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  111098. METALLNESSSTOREINMETALMAPBLUE: boolean;
  111099. AOSTOREINMETALMAPRED: boolean;
  111100. ENVIRONMENTBRDF: boolean;
  111101. ENVIRONMENTBRDF_RGBD: boolean;
  111102. NORMAL: boolean;
  111103. TANGENT: boolean;
  111104. BUMP: boolean;
  111105. BUMPDIRECTUV: number;
  111106. OBJECTSPACE_NORMALMAP: boolean;
  111107. PARALLAX: boolean;
  111108. PARALLAXOCCLUSION: boolean;
  111109. NORMALXYSCALE: boolean;
  111110. LIGHTMAP: boolean;
  111111. LIGHTMAPDIRECTUV: number;
  111112. USELIGHTMAPASSHADOWMAP: boolean;
  111113. GAMMALIGHTMAP: boolean;
  111114. REFLECTION: boolean;
  111115. REFLECTIONMAP_3D: boolean;
  111116. REFLECTIONMAP_SPHERICAL: boolean;
  111117. REFLECTIONMAP_PLANAR: boolean;
  111118. REFLECTIONMAP_CUBIC: boolean;
  111119. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  111120. REFLECTIONMAP_PROJECTION: boolean;
  111121. REFLECTIONMAP_SKYBOX: boolean;
  111122. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  111123. REFLECTIONMAP_EXPLICIT: boolean;
  111124. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  111125. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  111126. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  111127. INVERTCUBICMAP: boolean;
  111128. USESPHERICALFROMREFLECTIONMAP: boolean;
  111129. USEIRRADIANCEMAP: boolean;
  111130. SPHERICAL_HARMONICS: boolean;
  111131. USESPHERICALINVERTEX: boolean;
  111132. REFLECTIONMAP_OPPOSITEZ: boolean;
  111133. LODINREFLECTIONALPHA: boolean;
  111134. GAMMAREFLECTION: boolean;
  111135. RGBDREFLECTION: boolean;
  111136. LINEARSPECULARREFLECTION: boolean;
  111137. RADIANCEOCCLUSION: boolean;
  111138. HORIZONOCCLUSION: boolean;
  111139. INSTANCES: boolean;
  111140. NUM_BONE_INFLUENCERS: number;
  111141. BonesPerMesh: number;
  111142. BONETEXTURE: boolean;
  111143. NONUNIFORMSCALING: boolean;
  111144. MORPHTARGETS: boolean;
  111145. MORPHTARGETS_NORMAL: boolean;
  111146. MORPHTARGETS_TANGENT: boolean;
  111147. MORPHTARGETS_UV: boolean;
  111148. NUM_MORPH_INFLUENCERS: number;
  111149. IMAGEPROCESSING: boolean;
  111150. VIGNETTE: boolean;
  111151. VIGNETTEBLENDMODEMULTIPLY: boolean;
  111152. VIGNETTEBLENDMODEOPAQUE: boolean;
  111153. TONEMAPPING: boolean;
  111154. TONEMAPPING_ACES: boolean;
  111155. CONTRAST: boolean;
  111156. COLORCURVES: boolean;
  111157. COLORGRADING: boolean;
  111158. COLORGRADING3D: boolean;
  111159. SAMPLER3DGREENDEPTH: boolean;
  111160. SAMPLER3DBGRMAP: boolean;
  111161. IMAGEPROCESSINGPOSTPROCESS: boolean;
  111162. EXPOSURE: boolean;
  111163. MULTIVIEW: boolean;
  111164. USEPHYSICALLIGHTFALLOFF: boolean;
  111165. USEGLTFLIGHTFALLOFF: boolean;
  111166. TWOSIDEDLIGHTING: boolean;
  111167. SHADOWFLOAT: boolean;
  111168. CLIPPLANE: boolean;
  111169. CLIPPLANE2: boolean;
  111170. CLIPPLANE3: boolean;
  111171. CLIPPLANE4: boolean;
  111172. POINTSIZE: boolean;
  111173. FOG: boolean;
  111174. LOGARITHMICDEPTH: boolean;
  111175. FORCENORMALFORWARD: boolean;
  111176. SPECULARAA: boolean;
  111177. CLEARCOAT: boolean;
  111178. CLEARCOAT_DEFAULTIOR: boolean;
  111179. CLEARCOAT_TEXTURE: boolean;
  111180. CLEARCOAT_TEXTUREDIRECTUV: number;
  111181. CLEARCOAT_BUMP: boolean;
  111182. CLEARCOAT_BUMPDIRECTUV: number;
  111183. CLEARCOAT_TINT: boolean;
  111184. CLEARCOAT_TINT_TEXTURE: boolean;
  111185. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111186. ANISOTROPIC: boolean;
  111187. ANISOTROPIC_TEXTURE: boolean;
  111188. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111189. BRDF_V_HEIGHT_CORRELATED: boolean;
  111190. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111191. SHEEN: boolean;
  111192. SHEEN_TEXTURE: boolean;
  111193. SHEEN_TEXTUREDIRECTUV: number;
  111194. SHEEN_LINKWITHALBEDO: boolean;
  111195. SUBSURFACE: boolean;
  111196. SS_REFRACTION: boolean;
  111197. SS_TRANSLUCENCY: boolean;
  111198. SS_SCATERRING: boolean;
  111199. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111200. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111201. SS_REFRACTIONMAP_3D: boolean;
  111202. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111203. SS_LODINREFRACTIONALPHA: boolean;
  111204. SS_GAMMAREFRACTION: boolean;
  111205. SS_RGBDREFRACTION: boolean;
  111206. SS_LINEARSPECULARREFRACTION: boolean;
  111207. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111208. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111209. UNLIT: boolean;
  111210. DEBUGMODE: number;
  111211. /**
  111212. * Initializes the PBR Material defines.
  111213. */
  111214. constructor();
  111215. /**
  111216. * Resets the PBR Material defines.
  111217. */
  111218. reset(): void;
  111219. }
  111220. /**
  111221. * The Physically based material base class of BJS.
  111222. *
  111223. * This offers the main features of a standard PBR material.
  111224. * For more information, please refer to the documentation :
  111225. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111226. */
  111227. export abstract class PBRBaseMaterial extends PushMaterial {
  111228. /**
  111229. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111230. */
  111231. static readonly PBRMATERIAL_OPAQUE: number;
  111232. /**
  111233. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111234. */
  111235. static readonly PBRMATERIAL_ALPHATEST: number;
  111236. /**
  111237. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111238. */
  111239. static readonly PBRMATERIAL_ALPHABLEND: number;
  111240. /**
  111241. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111242. * They are also discarded below the alpha cutoff threshold to improve performances.
  111243. */
  111244. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111245. /**
  111246. * Defines the default value of how much AO map is occluding the analytical lights
  111247. * (point spot...).
  111248. */
  111249. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111250. /**
  111251. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  111252. */
  111253. static readonly LIGHTFALLOFF_PHYSICAL: number;
  111254. /**
  111255. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  111256. * to enhance interoperability with other engines.
  111257. */
  111258. static readonly LIGHTFALLOFF_GLTF: number;
  111259. /**
  111260. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  111261. * to enhance interoperability with other materials.
  111262. */
  111263. static readonly LIGHTFALLOFF_STANDARD: number;
  111264. /**
  111265. * Intensity of the direct lights e.g. the four lights available in your scene.
  111266. * This impacts both the direct diffuse and specular highlights.
  111267. */
  111268. protected _directIntensity: number;
  111269. /**
  111270. * Intensity of the emissive part of the material.
  111271. * This helps controlling the emissive effect without modifying the emissive color.
  111272. */
  111273. protected _emissiveIntensity: number;
  111274. /**
  111275. * Intensity of the environment e.g. how much the environment will light the object
  111276. * either through harmonics for rough material or through the refelction for shiny ones.
  111277. */
  111278. protected _environmentIntensity: number;
  111279. /**
  111280. * This is a special control allowing the reduction of the specular highlights coming from the
  111281. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111282. */
  111283. protected _specularIntensity: number;
  111284. /**
  111285. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  111286. */
  111287. private _lightingInfos;
  111288. /**
  111289. * Debug Control allowing disabling the bump map on this material.
  111290. */
  111291. protected _disableBumpMap: boolean;
  111292. /**
  111293. * AKA Diffuse Texture in standard nomenclature.
  111294. */
  111295. protected _albedoTexture: Nullable<BaseTexture>;
  111296. /**
  111297. * AKA Occlusion Texture in other nomenclature.
  111298. */
  111299. protected _ambientTexture: Nullable<BaseTexture>;
  111300. /**
  111301. * AKA Occlusion Texture Intensity in other nomenclature.
  111302. */
  111303. protected _ambientTextureStrength: number;
  111304. /**
  111305. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111306. * 1 means it completely occludes it
  111307. * 0 mean it has no impact
  111308. */
  111309. protected _ambientTextureImpactOnAnalyticalLights: number;
  111310. /**
  111311. * Stores the alpha values in a texture.
  111312. */
  111313. protected _opacityTexture: Nullable<BaseTexture>;
  111314. /**
  111315. * Stores the reflection values in a texture.
  111316. */
  111317. protected _reflectionTexture: Nullable<BaseTexture>;
  111318. /**
  111319. * Stores the emissive values in a texture.
  111320. */
  111321. protected _emissiveTexture: Nullable<BaseTexture>;
  111322. /**
  111323. * AKA Specular texture in other nomenclature.
  111324. */
  111325. protected _reflectivityTexture: Nullable<BaseTexture>;
  111326. /**
  111327. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111328. */
  111329. protected _metallicTexture: Nullable<BaseTexture>;
  111330. /**
  111331. * Specifies the metallic scalar of the metallic/roughness workflow.
  111332. * Can also be used to scale the metalness values of the metallic texture.
  111333. */
  111334. protected _metallic: Nullable<number>;
  111335. /**
  111336. * Specifies the roughness scalar of the metallic/roughness workflow.
  111337. * Can also be used to scale the roughness values of the metallic texture.
  111338. */
  111339. protected _roughness: Nullable<number>;
  111340. /**
  111341. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111342. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111343. */
  111344. protected _microSurfaceTexture: Nullable<BaseTexture>;
  111345. /**
  111346. * Stores surface normal data used to displace a mesh in a texture.
  111347. */
  111348. protected _bumpTexture: Nullable<BaseTexture>;
  111349. /**
  111350. * Stores the pre-calculated light information of a mesh in a texture.
  111351. */
  111352. protected _lightmapTexture: Nullable<BaseTexture>;
  111353. /**
  111354. * The color of a material in ambient lighting.
  111355. */
  111356. protected _ambientColor: Color3;
  111357. /**
  111358. * AKA Diffuse Color in other nomenclature.
  111359. */
  111360. protected _albedoColor: Color3;
  111361. /**
  111362. * AKA Specular Color in other nomenclature.
  111363. */
  111364. protected _reflectivityColor: Color3;
  111365. /**
  111366. * The color applied when light is reflected from a material.
  111367. */
  111368. protected _reflectionColor: Color3;
  111369. /**
  111370. * The color applied when light is emitted from a material.
  111371. */
  111372. protected _emissiveColor: Color3;
  111373. /**
  111374. * AKA Glossiness in other nomenclature.
  111375. */
  111376. protected _microSurface: number;
  111377. /**
  111378. * Specifies that the material will use the light map as a show map.
  111379. */
  111380. protected _useLightmapAsShadowmap: boolean;
  111381. /**
  111382. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111383. * makes the reflect vector face the model (under horizon).
  111384. */
  111385. protected _useHorizonOcclusion: boolean;
  111386. /**
  111387. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111388. * too much the area relying on ambient texture to define their ambient occlusion.
  111389. */
  111390. protected _useRadianceOcclusion: boolean;
  111391. /**
  111392. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111393. */
  111394. protected _useAlphaFromAlbedoTexture: boolean;
  111395. /**
  111396. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  111397. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111398. */
  111399. protected _useSpecularOverAlpha: boolean;
  111400. /**
  111401. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111402. */
  111403. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111404. /**
  111405. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111406. */
  111407. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  111408. /**
  111409. * Specifies if the metallic texture contains the roughness information in its green channel.
  111410. */
  111411. protected _useRoughnessFromMetallicTextureGreen: boolean;
  111412. /**
  111413. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111414. */
  111415. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111416. /**
  111417. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111418. */
  111419. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111420. /**
  111421. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111422. */
  111423. protected _useAmbientInGrayScale: boolean;
  111424. /**
  111425. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111426. * The material will try to infer what glossiness each pixel should be.
  111427. */
  111428. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111429. /**
  111430. * Defines the falloff type used in this material.
  111431. * It by default is Physical.
  111432. */
  111433. protected _lightFalloff: number;
  111434. /**
  111435. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111436. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111437. */
  111438. protected _useRadianceOverAlpha: boolean;
  111439. /**
  111440. * Allows using an object space normal map (instead of tangent space).
  111441. */
  111442. protected _useObjectSpaceNormalMap: boolean;
  111443. /**
  111444. * Allows using the bump map in parallax mode.
  111445. */
  111446. protected _useParallax: boolean;
  111447. /**
  111448. * Allows using the bump map in parallax occlusion mode.
  111449. */
  111450. protected _useParallaxOcclusion: boolean;
  111451. /**
  111452. * Controls the scale bias of the parallax mode.
  111453. */
  111454. protected _parallaxScaleBias: number;
  111455. /**
  111456. * If sets to true, disables all the lights affecting the material.
  111457. */
  111458. protected _disableLighting: boolean;
  111459. /**
  111460. * Number of Simultaneous lights allowed on the material.
  111461. */
  111462. protected _maxSimultaneousLights: number;
  111463. /**
  111464. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111465. */
  111466. protected _invertNormalMapX: boolean;
  111467. /**
  111468. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111469. */
  111470. protected _invertNormalMapY: boolean;
  111471. /**
  111472. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111473. */
  111474. protected _twoSidedLighting: boolean;
  111475. /**
  111476. * Defines the alpha limits in alpha test mode.
  111477. */
  111478. protected _alphaCutOff: number;
  111479. /**
  111480. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111481. */
  111482. protected _forceAlphaTest: boolean;
  111483. /**
  111484. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111485. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111486. */
  111487. protected _useAlphaFresnel: boolean;
  111488. /**
  111489. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111490. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111491. */
  111492. protected _useLinearAlphaFresnel: boolean;
  111493. /**
  111494. * The transparency mode of the material.
  111495. */
  111496. protected _transparencyMode: Nullable<number>;
  111497. /**
  111498. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111499. * from cos thetav and roughness:
  111500. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111501. */
  111502. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111503. /**
  111504. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111505. */
  111506. protected _forceIrradianceInFragment: boolean;
  111507. /**
  111508. * Force normal to face away from face.
  111509. */
  111510. protected _forceNormalForward: boolean;
  111511. /**
  111512. * Enables specular anti aliasing in the PBR shader.
  111513. * It will both interacts on the Geometry for analytical and IBL lighting.
  111514. * It also prefilter the roughness map based on the bump values.
  111515. */
  111516. protected _enableSpecularAntiAliasing: boolean;
  111517. /**
  111518. * Default configuration related to image processing available in the PBR Material.
  111519. */
  111520. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111521. /**
  111522. * Keep track of the image processing observer to allow dispose and replace.
  111523. */
  111524. private _imageProcessingObserver;
  111525. /**
  111526. * Attaches a new image processing configuration to the PBR Material.
  111527. * @param configuration
  111528. */
  111529. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111530. /**
  111531. * Stores the available render targets.
  111532. */
  111533. private _renderTargets;
  111534. /**
  111535. * Sets the global ambient color for the material used in lighting calculations.
  111536. */
  111537. private _globalAmbientColor;
  111538. /**
  111539. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111540. */
  111541. private _useLogarithmicDepth;
  111542. /**
  111543. * If set to true, no lighting calculations will be applied.
  111544. */
  111545. private _unlit;
  111546. private _debugMode;
  111547. /**
  111548. * @hidden
  111549. * This is reserved for the inspector.
  111550. * Defines the material debug mode.
  111551. * It helps seeing only some components of the material while troubleshooting.
  111552. */
  111553. debugMode: number;
  111554. /**
  111555. * @hidden
  111556. * This is reserved for the inspector.
  111557. * Specify from where on screen the debug mode should start.
  111558. * The value goes from -1 (full screen) to 1 (not visible)
  111559. * It helps with side by side comparison against the final render
  111560. * This defaults to -1
  111561. */
  111562. private debugLimit;
  111563. /**
  111564. * @hidden
  111565. * This is reserved for the inspector.
  111566. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111567. * You can use the factor to better multiply the final value.
  111568. */
  111569. private debugFactor;
  111570. /**
  111571. * Defines the clear coat layer parameters for the material.
  111572. */
  111573. readonly clearCoat: PBRClearCoatConfiguration;
  111574. /**
  111575. * Defines the anisotropic parameters for the material.
  111576. */
  111577. readonly anisotropy: PBRAnisotropicConfiguration;
  111578. /**
  111579. * Defines the BRDF parameters for the material.
  111580. */
  111581. readonly brdf: PBRBRDFConfiguration;
  111582. /**
  111583. * Defines the Sheen parameters for the material.
  111584. */
  111585. readonly sheen: PBRSheenConfiguration;
  111586. /**
  111587. * Defines the SubSurface parameters for the material.
  111588. */
  111589. readonly subSurface: PBRSubSurfaceConfiguration;
  111590. /**
  111591. * Custom callback helping to override the default shader used in the material.
  111592. */
  111593. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111594. /**
  111595. * Instantiates a new PBRMaterial instance.
  111596. *
  111597. * @param name The material name
  111598. * @param scene The scene the material will be use in.
  111599. */
  111600. constructor(name: string, scene: Scene);
  111601. /**
  111602. * Gets a boolean indicating that current material needs to register RTT
  111603. */
  111604. readonly hasRenderTargetTextures: boolean;
  111605. /**
  111606. * Gets the name of the material class.
  111607. */
  111608. getClassName(): string;
  111609. /**
  111610. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111611. */
  111612. /**
  111613. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111614. */
  111615. useLogarithmicDepth: boolean;
  111616. /**
  111617. * Gets the current transparency mode.
  111618. */
  111619. /**
  111620. * Sets the transparency mode of the material.
  111621. *
  111622. * | Value | Type | Description |
  111623. * | ----- | ----------------------------------- | ----------- |
  111624. * | 0 | OPAQUE | |
  111625. * | 1 | ALPHATEST | |
  111626. * | 2 | ALPHABLEND | |
  111627. * | 3 | ALPHATESTANDBLEND | |
  111628. *
  111629. */
  111630. transparencyMode: Nullable<number>;
  111631. /**
  111632. * Returns true if alpha blending should be disabled.
  111633. */
  111634. private readonly _disableAlphaBlending;
  111635. /**
  111636. * Specifies whether or not this material should be rendered in alpha blend mode.
  111637. */
  111638. needAlphaBlending(): boolean;
  111639. /**
  111640. * Specifies if the mesh will require alpha blending.
  111641. * @param mesh - BJS mesh.
  111642. */
  111643. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111644. /**
  111645. * Specifies whether or not this material should be rendered in alpha test mode.
  111646. */
  111647. needAlphaTesting(): boolean;
  111648. /**
  111649. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111650. */
  111651. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111652. /**
  111653. * Gets the texture used for the alpha test.
  111654. */
  111655. getAlphaTestTexture(): Nullable<BaseTexture>;
  111656. /**
  111657. * Specifies that the submesh is ready to be used.
  111658. * @param mesh - BJS mesh.
  111659. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111660. * @param useInstances - Specifies that instances should be used.
  111661. * @returns - boolean indicating that the submesh is ready or not.
  111662. */
  111663. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111664. /**
  111665. * Specifies if the material uses metallic roughness workflow.
  111666. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111667. */
  111668. isMetallicWorkflow(): boolean;
  111669. private _prepareEffect;
  111670. private _prepareDefines;
  111671. /**
  111672. * Force shader compilation
  111673. */
  111674. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111675. clipPlane: boolean;
  111676. }>): void;
  111677. /**
  111678. * Initializes the uniform buffer layout for the shader.
  111679. */
  111680. buildUniformLayout(): void;
  111681. /**
  111682. * Unbinds the material from the mesh
  111683. */
  111684. unbind(): void;
  111685. /**
  111686. * Binds the submesh data.
  111687. * @param world - The world matrix.
  111688. * @param mesh - The BJS mesh.
  111689. * @param subMesh - A submesh of the BJS mesh.
  111690. */
  111691. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111692. /**
  111693. * Returns the animatable textures.
  111694. * @returns - Array of animatable textures.
  111695. */
  111696. getAnimatables(): IAnimatable[];
  111697. /**
  111698. * Returns the texture used for reflections.
  111699. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111700. */
  111701. private _getReflectionTexture;
  111702. /**
  111703. * Returns an array of the actively used textures.
  111704. * @returns - Array of BaseTextures
  111705. */
  111706. getActiveTextures(): BaseTexture[];
  111707. /**
  111708. * Checks to see if a texture is used in the material.
  111709. * @param texture - Base texture to use.
  111710. * @returns - Boolean specifying if a texture is used in the material.
  111711. */
  111712. hasTexture(texture: BaseTexture): boolean;
  111713. /**
  111714. * Disposes the resources of the material.
  111715. * @param forceDisposeEffect - Forces the disposal of effects.
  111716. * @param forceDisposeTextures - Forces the disposal of all textures.
  111717. */
  111718. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111719. }
  111720. }
  111721. declare module BABYLON {
  111722. /**
  111723. * The Physically based material of BJS.
  111724. *
  111725. * This offers the main features of a standard PBR material.
  111726. * For more information, please refer to the documentation :
  111727. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111728. */
  111729. export class PBRMaterial extends PBRBaseMaterial {
  111730. /**
  111731. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111732. */
  111733. static readonly PBRMATERIAL_OPAQUE: number;
  111734. /**
  111735. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111736. */
  111737. static readonly PBRMATERIAL_ALPHATEST: number;
  111738. /**
  111739. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111740. */
  111741. static readonly PBRMATERIAL_ALPHABLEND: number;
  111742. /**
  111743. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111744. * They are also discarded below the alpha cutoff threshold to improve performances.
  111745. */
  111746. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111747. /**
  111748. * Defines the default value of how much AO map is occluding the analytical lights
  111749. * (point spot...).
  111750. */
  111751. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111752. /**
  111753. * Intensity of the direct lights e.g. the four lights available in your scene.
  111754. * This impacts both the direct diffuse and specular highlights.
  111755. */
  111756. directIntensity: number;
  111757. /**
  111758. * Intensity of the emissive part of the material.
  111759. * This helps controlling the emissive effect without modifying the emissive color.
  111760. */
  111761. emissiveIntensity: number;
  111762. /**
  111763. * Intensity of the environment e.g. how much the environment will light the object
  111764. * either through harmonics for rough material or through the refelction for shiny ones.
  111765. */
  111766. environmentIntensity: number;
  111767. /**
  111768. * This is a special control allowing the reduction of the specular highlights coming from the
  111769. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111770. */
  111771. specularIntensity: number;
  111772. /**
  111773. * Debug Control allowing disabling the bump map on this material.
  111774. */
  111775. disableBumpMap: boolean;
  111776. /**
  111777. * AKA Diffuse Texture in standard nomenclature.
  111778. */
  111779. albedoTexture: BaseTexture;
  111780. /**
  111781. * AKA Occlusion Texture in other nomenclature.
  111782. */
  111783. ambientTexture: BaseTexture;
  111784. /**
  111785. * AKA Occlusion Texture Intensity in other nomenclature.
  111786. */
  111787. ambientTextureStrength: number;
  111788. /**
  111789. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111790. * 1 means it completely occludes it
  111791. * 0 mean it has no impact
  111792. */
  111793. ambientTextureImpactOnAnalyticalLights: number;
  111794. /**
  111795. * Stores the alpha values in a texture.
  111796. */
  111797. opacityTexture: BaseTexture;
  111798. /**
  111799. * Stores the reflection values in a texture.
  111800. */
  111801. reflectionTexture: Nullable<BaseTexture>;
  111802. /**
  111803. * Stores the emissive values in a texture.
  111804. */
  111805. emissiveTexture: BaseTexture;
  111806. /**
  111807. * AKA Specular texture in other nomenclature.
  111808. */
  111809. reflectivityTexture: BaseTexture;
  111810. /**
  111811. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111812. */
  111813. metallicTexture: BaseTexture;
  111814. /**
  111815. * Specifies the metallic scalar of the metallic/roughness workflow.
  111816. * Can also be used to scale the metalness values of the metallic texture.
  111817. */
  111818. metallic: Nullable<number>;
  111819. /**
  111820. * Specifies the roughness scalar of the metallic/roughness workflow.
  111821. * Can also be used to scale the roughness values of the metallic texture.
  111822. */
  111823. roughness: Nullable<number>;
  111824. /**
  111825. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111826. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111827. */
  111828. microSurfaceTexture: BaseTexture;
  111829. /**
  111830. * Stores surface normal data used to displace a mesh in a texture.
  111831. */
  111832. bumpTexture: BaseTexture;
  111833. /**
  111834. * Stores the pre-calculated light information of a mesh in a texture.
  111835. */
  111836. lightmapTexture: BaseTexture;
  111837. /**
  111838. * Stores the refracted light information in a texture.
  111839. */
  111840. refractionTexture: Nullable<BaseTexture>;
  111841. /**
  111842. * The color of a material in ambient lighting.
  111843. */
  111844. ambientColor: Color3;
  111845. /**
  111846. * AKA Diffuse Color in other nomenclature.
  111847. */
  111848. albedoColor: Color3;
  111849. /**
  111850. * AKA Specular Color in other nomenclature.
  111851. */
  111852. reflectivityColor: Color3;
  111853. /**
  111854. * The color reflected from the material.
  111855. */
  111856. reflectionColor: Color3;
  111857. /**
  111858. * The color emitted from the material.
  111859. */
  111860. emissiveColor: Color3;
  111861. /**
  111862. * AKA Glossiness in other nomenclature.
  111863. */
  111864. microSurface: number;
  111865. /**
  111866. * source material index of refraction (IOR)' / 'destination material IOR.
  111867. */
  111868. indexOfRefraction: number;
  111869. /**
  111870. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111871. */
  111872. invertRefractionY: boolean;
  111873. /**
  111874. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111875. * Materials half opaque for instance using refraction could benefit from this control.
  111876. */
  111877. linkRefractionWithTransparency: boolean;
  111878. /**
  111879. * If true, the light map contains occlusion information instead of lighting info.
  111880. */
  111881. useLightmapAsShadowmap: boolean;
  111882. /**
  111883. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111884. */
  111885. useAlphaFromAlbedoTexture: boolean;
  111886. /**
  111887. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111888. */
  111889. forceAlphaTest: boolean;
  111890. /**
  111891. * Defines the alpha limits in alpha test mode.
  111892. */
  111893. alphaCutOff: number;
  111894. /**
  111895. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  111896. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111897. */
  111898. useSpecularOverAlpha: boolean;
  111899. /**
  111900. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111901. */
  111902. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111903. /**
  111904. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111905. */
  111906. useRoughnessFromMetallicTextureAlpha: boolean;
  111907. /**
  111908. * Specifies if the metallic texture contains the roughness information in its green channel.
  111909. */
  111910. useRoughnessFromMetallicTextureGreen: boolean;
  111911. /**
  111912. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111913. */
  111914. useMetallnessFromMetallicTextureBlue: boolean;
  111915. /**
  111916. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111917. */
  111918. useAmbientOcclusionFromMetallicTextureRed: boolean;
  111919. /**
  111920. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111921. */
  111922. useAmbientInGrayScale: boolean;
  111923. /**
  111924. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111925. * The material will try to infer what glossiness each pixel should be.
  111926. */
  111927. useAutoMicroSurfaceFromReflectivityMap: boolean;
  111928. /**
  111929. * BJS is using an harcoded light falloff based on a manually sets up range.
  111930. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111931. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111932. */
  111933. /**
  111934. * BJS is using an harcoded light falloff based on a manually sets up range.
  111935. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111936. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111937. */
  111938. usePhysicalLightFalloff: boolean;
  111939. /**
  111940. * In order to support the falloff compatibility with gltf, a special mode has been added
  111941. * to reproduce the gltf light falloff.
  111942. */
  111943. /**
  111944. * In order to support the falloff compatibility with gltf, a special mode has been added
  111945. * to reproduce the gltf light falloff.
  111946. */
  111947. useGLTFLightFalloff: boolean;
  111948. /**
  111949. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111950. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111951. */
  111952. useRadianceOverAlpha: boolean;
  111953. /**
  111954. * Allows using an object space normal map (instead of tangent space).
  111955. */
  111956. useObjectSpaceNormalMap: boolean;
  111957. /**
  111958. * Allows using the bump map in parallax mode.
  111959. */
  111960. useParallax: boolean;
  111961. /**
  111962. * Allows using the bump map in parallax occlusion mode.
  111963. */
  111964. useParallaxOcclusion: boolean;
  111965. /**
  111966. * Controls the scale bias of the parallax mode.
  111967. */
  111968. parallaxScaleBias: number;
  111969. /**
  111970. * If sets to true, disables all the lights affecting the material.
  111971. */
  111972. disableLighting: boolean;
  111973. /**
  111974. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111975. */
  111976. forceIrradianceInFragment: boolean;
  111977. /**
  111978. * Number of Simultaneous lights allowed on the material.
  111979. */
  111980. maxSimultaneousLights: number;
  111981. /**
  111982. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  111983. */
  111984. invertNormalMapX: boolean;
  111985. /**
  111986. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  111987. */
  111988. invertNormalMapY: boolean;
  111989. /**
  111990. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111991. */
  111992. twoSidedLighting: boolean;
  111993. /**
  111994. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111995. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111996. */
  111997. useAlphaFresnel: boolean;
  111998. /**
  111999. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112000. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112001. */
  112002. useLinearAlphaFresnel: boolean;
  112003. /**
  112004. * Let user defines the brdf lookup texture used for IBL.
  112005. * A default 8bit version is embedded but you could point at :
  112006. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  112007. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  112008. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  112009. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  112010. */
  112011. environmentBRDFTexture: Nullable<BaseTexture>;
  112012. /**
  112013. * Force normal to face away from face.
  112014. */
  112015. forceNormalForward: boolean;
  112016. /**
  112017. * Enables specular anti aliasing in the PBR shader.
  112018. * It will both interacts on the Geometry for analytical and IBL lighting.
  112019. * It also prefilter the roughness map based on the bump values.
  112020. */
  112021. enableSpecularAntiAliasing: boolean;
  112022. /**
  112023. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112024. * makes the reflect vector face the model (under horizon).
  112025. */
  112026. useHorizonOcclusion: boolean;
  112027. /**
  112028. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112029. * too much the area relying on ambient texture to define their ambient occlusion.
  112030. */
  112031. useRadianceOcclusion: boolean;
  112032. /**
  112033. * If set to true, no lighting calculations will be applied.
  112034. */
  112035. unlit: boolean;
  112036. /**
  112037. * Gets the image processing configuration used either in this material.
  112038. */
  112039. /**
  112040. * Sets the Default image processing configuration used either in the this material.
  112041. *
  112042. * If sets to null, the scene one is in use.
  112043. */
  112044. imageProcessingConfiguration: ImageProcessingConfiguration;
  112045. /**
  112046. * Gets wether the color curves effect is enabled.
  112047. */
  112048. /**
  112049. * Sets wether the color curves effect is enabled.
  112050. */
  112051. cameraColorCurvesEnabled: boolean;
  112052. /**
  112053. * Gets wether the color grading effect is enabled.
  112054. */
  112055. /**
  112056. * Gets wether the color grading effect is enabled.
  112057. */
  112058. cameraColorGradingEnabled: boolean;
  112059. /**
  112060. * Gets wether tonemapping is enabled or not.
  112061. */
  112062. /**
  112063. * Sets wether tonemapping is enabled or not
  112064. */
  112065. cameraToneMappingEnabled: boolean;
  112066. /**
  112067. * The camera exposure used on this material.
  112068. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  112069. * This corresponds to a photographic exposure.
  112070. */
  112071. /**
  112072. * The camera exposure used on this material.
  112073. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  112074. * This corresponds to a photographic exposure.
  112075. */
  112076. cameraExposure: number;
  112077. /**
  112078. * Gets The camera contrast used on this material.
  112079. */
  112080. /**
  112081. * Sets The camera contrast used on this material.
  112082. */
  112083. cameraContrast: number;
  112084. /**
  112085. * Gets the Color Grading 2D Lookup Texture.
  112086. */
  112087. /**
  112088. * Sets the Color Grading 2D Lookup Texture.
  112089. */
  112090. cameraColorGradingTexture: Nullable<BaseTexture>;
  112091. /**
  112092. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  112093. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  112094. * 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;
  112095. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  112096. */
  112097. /**
  112098. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  112099. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  112100. * 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;
  112101. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  112102. */
  112103. cameraColorCurves: Nullable<ColorCurves>;
  112104. /**
  112105. * Instantiates a new PBRMaterial instance.
  112106. *
  112107. * @param name The material name
  112108. * @param scene The scene the material will be use in.
  112109. */
  112110. constructor(name: string, scene: Scene);
  112111. /**
  112112. * Returns the name of this material class.
  112113. */
  112114. getClassName(): string;
  112115. /**
  112116. * Makes a duplicate of the current material.
  112117. * @param name - name to use for the new material.
  112118. */
  112119. clone(name: string): PBRMaterial;
  112120. /**
  112121. * Serializes this PBR Material.
  112122. * @returns - An object with the serialized material.
  112123. */
  112124. serialize(): any;
  112125. /**
  112126. * Parses a PBR Material from a serialized object.
  112127. * @param source - Serialized object.
  112128. * @param scene - BJS scene instance.
  112129. * @param rootUrl - url for the scene object
  112130. * @returns - PBRMaterial
  112131. */
  112132. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  112133. }
  112134. }
  112135. declare module BABYLON {
  112136. /**
  112137. * Direct draw surface info
  112138. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  112139. */
  112140. export interface DDSInfo {
  112141. /**
  112142. * Width of the texture
  112143. */
  112144. width: number;
  112145. /**
  112146. * Width of the texture
  112147. */
  112148. height: number;
  112149. /**
  112150. * Number of Mipmaps for the texture
  112151. * @see https://en.wikipedia.org/wiki/Mipmap
  112152. */
  112153. mipmapCount: number;
  112154. /**
  112155. * If the textures format is a known fourCC format
  112156. * @see https://www.fourcc.org/
  112157. */
  112158. isFourCC: boolean;
  112159. /**
  112160. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  112161. */
  112162. isRGB: boolean;
  112163. /**
  112164. * If the texture is a lumincance format
  112165. */
  112166. isLuminance: boolean;
  112167. /**
  112168. * If this is a cube texture
  112169. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  112170. */
  112171. isCube: boolean;
  112172. /**
  112173. * If the texture is a compressed format eg. FOURCC_DXT1
  112174. */
  112175. isCompressed: boolean;
  112176. /**
  112177. * The dxgiFormat of the texture
  112178. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  112179. */
  112180. dxgiFormat: number;
  112181. /**
  112182. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  112183. */
  112184. textureType: number;
  112185. /**
  112186. * Sphericle polynomial created for the dds texture
  112187. */
  112188. sphericalPolynomial?: SphericalPolynomial;
  112189. }
  112190. /**
  112191. * Class used to provide DDS decompression tools
  112192. */
  112193. export class DDSTools {
  112194. /**
  112195. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  112196. */
  112197. static StoreLODInAlphaChannel: boolean;
  112198. /**
  112199. * Gets DDS information from an array buffer
  112200. * @param arrayBuffer defines the array buffer to read data from
  112201. * @returns the DDS information
  112202. */
  112203. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  112204. private static _FloatView;
  112205. private static _Int32View;
  112206. private static _ToHalfFloat;
  112207. private static _FromHalfFloat;
  112208. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  112209. private static _GetHalfFloatRGBAArrayBuffer;
  112210. private static _GetFloatRGBAArrayBuffer;
  112211. private static _GetFloatAsUIntRGBAArrayBuffer;
  112212. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  112213. private static _GetRGBAArrayBuffer;
  112214. private static _ExtractLongWordOrder;
  112215. private static _GetRGBArrayBuffer;
  112216. private static _GetLuminanceArrayBuffer;
  112217. /**
  112218. * Uploads DDS Levels to a Babylon Texture
  112219. * @hidden
  112220. */
  112221. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  112222. }
  112223. interface Engine {
  112224. /**
  112225. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  112226. * @param rootUrl defines the url where the file to load is located
  112227. * @param scene defines the current scene
  112228. * @param lodScale defines scale to apply to the mip map selection
  112229. * @param lodOffset defines offset to apply to the mip map selection
  112230. * @param onLoad defines an optional callback raised when the texture is loaded
  112231. * @param onError defines an optional callback raised if there is an issue to load the texture
  112232. * @param format defines the format of the data
  112233. * @param forcedExtension defines the extension to use to pick the right loader
  112234. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  112235. * @returns the cube texture as an InternalTexture
  112236. */
  112237. 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;
  112238. }
  112239. }
  112240. declare module BABYLON {
  112241. /**
  112242. * Implementation of the DDS Texture Loader.
  112243. * @hidden
  112244. */
  112245. export class _DDSTextureLoader implements IInternalTextureLoader {
  112246. /**
  112247. * Defines wether the loader supports cascade loading the different faces.
  112248. */
  112249. readonly supportCascades: boolean;
  112250. /**
  112251. * This returns if the loader support the current file information.
  112252. * @param extension defines the file extension of the file being loaded
  112253. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112254. * @param fallback defines the fallback internal texture if any
  112255. * @param isBase64 defines whether the texture is encoded as a base64
  112256. * @param isBuffer defines whether the texture data are stored as a buffer
  112257. * @returns true if the loader can load the specified file
  112258. */
  112259. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112260. /**
  112261. * Transform the url before loading if required.
  112262. * @param rootUrl the url of the texture
  112263. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112264. * @returns the transformed texture
  112265. */
  112266. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112267. /**
  112268. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112269. * @param rootUrl the url of the texture
  112270. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112271. * @returns the fallback texture
  112272. */
  112273. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112274. /**
  112275. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112276. * @param data contains the texture data
  112277. * @param texture defines the BabylonJS internal texture
  112278. * @param createPolynomials will be true if polynomials have been requested
  112279. * @param onLoad defines the callback to trigger once the texture is ready
  112280. * @param onError defines the callback to trigger in case of error
  112281. */
  112282. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112283. /**
  112284. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112285. * @param data contains the texture data
  112286. * @param texture defines the BabylonJS internal texture
  112287. * @param callback defines the method to call once ready to upload
  112288. */
  112289. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112290. }
  112291. }
  112292. declare module BABYLON {
  112293. /** @hidden */
  112294. export var rgbdEncodePixelShader: {
  112295. name: string;
  112296. shader: string;
  112297. };
  112298. }
  112299. declare module BABYLON {
  112300. /**
  112301. * Raw texture data and descriptor sufficient for WebGL texture upload
  112302. */
  112303. export interface EnvironmentTextureInfo {
  112304. /**
  112305. * Version of the environment map
  112306. */
  112307. version: number;
  112308. /**
  112309. * Width of image
  112310. */
  112311. width: number;
  112312. /**
  112313. * Irradiance information stored in the file.
  112314. */
  112315. irradiance: any;
  112316. /**
  112317. * Specular information stored in the file.
  112318. */
  112319. specular: any;
  112320. }
  112321. /**
  112322. * Sets of helpers addressing the serialization and deserialization of environment texture
  112323. * stored in a BabylonJS env file.
  112324. * Those files are usually stored as .env files.
  112325. */
  112326. export class EnvironmentTextureTools {
  112327. /**
  112328. * Magic number identifying the env file.
  112329. */
  112330. private static _MagicBytes;
  112331. /**
  112332. * Gets the environment info from an env file.
  112333. * @param data The array buffer containing the .env bytes.
  112334. * @returns the environment file info (the json header) if successfully parsed.
  112335. */
  112336. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112337. /**
  112338. * Creates an environment texture from a loaded cube texture.
  112339. * @param texture defines the cube texture to convert in env file
  112340. * @return a promise containing the environment data if succesfull.
  112341. */
  112342. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112343. /**
  112344. * Creates a JSON representation of the spherical data.
  112345. * @param texture defines the texture containing the polynomials
  112346. * @return the JSON representation of the spherical info
  112347. */
  112348. private static _CreateEnvTextureIrradiance;
  112349. /**
  112350. * Uploads the texture info contained in the env file to the GPU.
  112351. * @param texture defines the internal texture to upload to
  112352. * @param arrayBuffer defines the buffer cotaining the data to load
  112353. * @param info defines the texture info retrieved through the GetEnvInfo method
  112354. * @returns a promise
  112355. */
  112356. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112357. /**
  112358. * Uploads the levels of image data to the GPU.
  112359. * @param texture defines the internal texture to upload to
  112360. * @param imageData defines the array buffer views of image data [mipmap][face]
  112361. * @returns a promise
  112362. */
  112363. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112364. /**
  112365. * Uploads spherical polynomials information to the texture.
  112366. * @param texture defines the texture we are trying to upload the information to
  112367. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112368. */
  112369. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112370. /** @hidden */
  112371. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112372. }
  112373. }
  112374. declare module BABYLON {
  112375. /**
  112376. * Implementation of the ENV Texture Loader.
  112377. * @hidden
  112378. */
  112379. export class _ENVTextureLoader implements IInternalTextureLoader {
  112380. /**
  112381. * Defines wether the loader supports cascade loading the different faces.
  112382. */
  112383. readonly supportCascades: boolean;
  112384. /**
  112385. * This returns if the loader support the current file information.
  112386. * @param extension defines the file extension of the file being loaded
  112387. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112388. * @param fallback defines the fallback internal texture if any
  112389. * @param isBase64 defines whether the texture is encoded as a base64
  112390. * @param isBuffer defines whether the texture data are stored as a buffer
  112391. * @returns true if the loader can load the specified file
  112392. */
  112393. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112394. /**
  112395. * Transform the url before loading if required.
  112396. * @param rootUrl the url of the texture
  112397. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112398. * @returns the transformed texture
  112399. */
  112400. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112401. /**
  112402. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112403. * @param rootUrl the url of the texture
  112404. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112405. * @returns the fallback texture
  112406. */
  112407. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112408. /**
  112409. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112410. * @param data contains the texture data
  112411. * @param texture defines the BabylonJS internal texture
  112412. * @param createPolynomials will be true if polynomials have been requested
  112413. * @param onLoad defines the callback to trigger once the texture is ready
  112414. * @param onError defines the callback to trigger in case of error
  112415. */
  112416. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112417. /**
  112418. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112419. * @param data contains the texture data
  112420. * @param texture defines the BabylonJS internal texture
  112421. * @param callback defines the method to call once ready to upload
  112422. */
  112423. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112424. }
  112425. }
  112426. declare module BABYLON {
  112427. /**
  112428. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112429. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112430. */
  112431. export class KhronosTextureContainer {
  112432. /** contents of the KTX container file */
  112433. arrayBuffer: any;
  112434. private static HEADER_LEN;
  112435. private static COMPRESSED_2D;
  112436. private static COMPRESSED_3D;
  112437. private static TEX_2D;
  112438. private static TEX_3D;
  112439. /**
  112440. * Gets the openGL type
  112441. */
  112442. glType: number;
  112443. /**
  112444. * Gets the openGL type size
  112445. */
  112446. glTypeSize: number;
  112447. /**
  112448. * Gets the openGL format
  112449. */
  112450. glFormat: number;
  112451. /**
  112452. * Gets the openGL internal format
  112453. */
  112454. glInternalFormat: number;
  112455. /**
  112456. * Gets the base internal format
  112457. */
  112458. glBaseInternalFormat: number;
  112459. /**
  112460. * Gets image width in pixel
  112461. */
  112462. pixelWidth: number;
  112463. /**
  112464. * Gets image height in pixel
  112465. */
  112466. pixelHeight: number;
  112467. /**
  112468. * Gets image depth in pixels
  112469. */
  112470. pixelDepth: number;
  112471. /**
  112472. * Gets the number of array elements
  112473. */
  112474. numberOfArrayElements: number;
  112475. /**
  112476. * Gets the number of faces
  112477. */
  112478. numberOfFaces: number;
  112479. /**
  112480. * Gets the number of mipmap levels
  112481. */
  112482. numberOfMipmapLevels: number;
  112483. /**
  112484. * Gets the bytes of key value data
  112485. */
  112486. bytesOfKeyValueData: number;
  112487. /**
  112488. * Gets the load type
  112489. */
  112490. loadType: number;
  112491. /**
  112492. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112493. */
  112494. isInvalid: boolean;
  112495. /**
  112496. * Creates a new KhronosTextureContainer
  112497. * @param arrayBuffer contents of the KTX container file
  112498. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112499. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112500. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112501. */
  112502. constructor(
  112503. /** contents of the KTX container file */
  112504. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112505. /**
  112506. * Uploads KTX content to a Babylon Texture.
  112507. * It is assumed that the texture has already been created & is currently bound
  112508. * @hidden
  112509. */
  112510. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112511. private _upload2DCompressedLevels;
  112512. }
  112513. }
  112514. declare module BABYLON {
  112515. /**
  112516. * Implementation of the KTX Texture Loader.
  112517. * @hidden
  112518. */
  112519. export class _KTXTextureLoader implements IInternalTextureLoader {
  112520. /**
  112521. * Defines wether the loader supports cascade loading the different faces.
  112522. */
  112523. readonly supportCascades: boolean;
  112524. /**
  112525. * This returns if the loader support the current file information.
  112526. * @param extension defines the file extension of the file being loaded
  112527. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112528. * @param fallback defines the fallback internal texture if any
  112529. * @param isBase64 defines whether the texture is encoded as a base64
  112530. * @param isBuffer defines whether the texture data are stored as a buffer
  112531. * @returns true if the loader can load the specified file
  112532. */
  112533. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112534. /**
  112535. * Transform the url before loading if required.
  112536. * @param rootUrl the url of the texture
  112537. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112538. * @returns the transformed texture
  112539. */
  112540. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112541. /**
  112542. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112543. * @param rootUrl the url of the texture
  112544. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112545. * @returns the fallback texture
  112546. */
  112547. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112548. /**
  112549. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112550. * @param data contains the texture data
  112551. * @param texture defines the BabylonJS internal texture
  112552. * @param createPolynomials will be true if polynomials have been requested
  112553. * @param onLoad defines the callback to trigger once the texture is ready
  112554. * @param onError defines the callback to trigger in case of error
  112555. */
  112556. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112557. /**
  112558. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112559. * @param data contains the texture data
  112560. * @param texture defines the BabylonJS internal texture
  112561. * @param callback defines the method to call once ready to upload
  112562. */
  112563. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112564. }
  112565. }
  112566. declare module BABYLON {
  112567. /**
  112568. * Options for the default xr helper
  112569. */
  112570. export class WebXRDefaultExperienceOptions {
  112571. /**
  112572. * Floor meshes that should be used for teleporting
  112573. */
  112574. floorMeshes: Array<AbstractMesh>;
  112575. }
  112576. /**
  112577. * Default experience which provides a similar setup to the previous webVRExperience
  112578. */
  112579. export class WebXRDefaultExperience {
  112580. /**
  112581. * Base experience
  112582. */
  112583. baseExperience: WebXRExperienceHelper;
  112584. /**
  112585. * Input experience extension
  112586. */
  112587. input: WebXRInput;
  112588. /**
  112589. * Loads the controller models
  112590. */
  112591. controllerModelLoader: WebXRControllerModelLoader;
  112592. /**
  112593. * Enables laser pointer and selection
  112594. */
  112595. pointerSelection: WebXRControllerPointerSelection;
  112596. /**
  112597. * Enables teleportation
  112598. */
  112599. teleportation: WebXRControllerTeleportation;
  112600. /**
  112601. * Enables ui for enetering/exiting xr
  112602. */
  112603. enterExitUI: WebXREnterExitUI;
  112604. /**
  112605. * Default output canvas xr should render to
  112606. */
  112607. outputCanvas: WebXRManagedOutputCanvas;
  112608. /**
  112609. * Creates the default xr experience
  112610. * @param scene scene
  112611. * @param options options for basic configuration
  112612. * @returns resulting WebXRDefaultExperience
  112613. */
  112614. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112615. private constructor();
  112616. /**
  112617. * DIsposes of the experience helper
  112618. */
  112619. dispose(): void;
  112620. }
  112621. }
  112622. declare module BABYLON {
  112623. /** @hidden */
  112624. export var _forceSceneHelpersToBundle: boolean;
  112625. interface Scene {
  112626. /**
  112627. * Creates a default light for the scene.
  112628. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112629. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112630. */
  112631. createDefaultLight(replace?: boolean): void;
  112632. /**
  112633. * Creates a default camera for the scene.
  112634. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112635. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112636. * @param replace has default false, when true replaces the active camera in the scene
  112637. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112638. */
  112639. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112640. /**
  112641. * Creates a default camera and a default light.
  112642. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112643. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112644. * @param replace has the default false, when true replaces the active camera/light in the scene
  112645. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112646. */
  112647. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112648. /**
  112649. * Creates a new sky box
  112650. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112651. * @param environmentTexture defines the texture to use as environment texture
  112652. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112653. * @param scale defines the overall scale of the skybox
  112654. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112655. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112656. * @returns a new mesh holding the sky box
  112657. */
  112658. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112659. /**
  112660. * Creates a new environment
  112661. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112662. * @param options defines the options you can use to configure the environment
  112663. * @returns the new EnvironmentHelper
  112664. */
  112665. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112666. /**
  112667. * Creates a new VREXperienceHelper
  112668. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112669. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112670. * @returns a new VREXperienceHelper
  112671. */
  112672. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112673. /**
  112674. * Creates a new WebXRDefaultExperience
  112675. * @see http://doc.babylonjs.com/how_to/webxr
  112676. * @param options experience options
  112677. * @returns a promise for a new WebXRDefaultExperience
  112678. */
  112679. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112680. }
  112681. }
  112682. declare module BABYLON {
  112683. /**
  112684. * Contains position and normal vectors for a vertex
  112685. */
  112686. export class PositionNormalVertex {
  112687. /** the position of the vertex (defaut: 0,0,0) */
  112688. position: Vector3;
  112689. /** the normal of the vertex (defaut: 0,1,0) */
  112690. normal: Vector3;
  112691. /**
  112692. * Creates a PositionNormalVertex
  112693. * @param position the position of the vertex (defaut: 0,0,0)
  112694. * @param normal the normal of the vertex (defaut: 0,1,0)
  112695. */
  112696. constructor(
  112697. /** the position of the vertex (defaut: 0,0,0) */
  112698. position?: Vector3,
  112699. /** the normal of the vertex (defaut: 0,1,0) */
  112700. normal?: Vector3);
  112701. /**
  112702. * Clones the PositionNormalVertex
  112703. * @returns the cloned PositionNormalVertex
  112704. */
  112705. clone(): PositionNormalVertex;
  112706. }
  112707. /**
  112708. * Contains position, normal and uv vectors for a vertex
  112709. */
  112710. export class PositionNormalTextureVertex {
  112711. /** the position of the vertex (defaut: 0,0,0) */
  112712. position: Vector3;
  112713. /** the normal of the vertex (defaut: 0,1,0) */
  112714. normal: Vector3;
  112715. /** the uv of the vertex (default: 0,0) */
  112716. uv: Vector2;
  112717. /**
  112718. * Creates a PositionNormalTextureVertex
  112719. * @param position the position of the vertex (defaut: 0,0,0)
  112720. * @param normal the normal of the vertex (defaut: 0,1,0)
  112721. * @param uv the uv of the vertex (default: 0,0)
  112722. */
  112723. constructor(
  112724. /** the position of the vertex (defaut: 0,0,0) */
  112725. position?: Vector3,
  112726. /** the normal of the vertex (defaut: 0,1,0) */
  112727. normal?: Vector3,
  112728. /** the uv of the vertex (default: 0,0) */
  112729. uv?: Vector2);
  112730. /**
  112731. * Clones the PositionNormalTextureVertex
  112732. * @returns the cloned PositionNormalTextureVertex
  112733. */
  112734. clone(): PositionNormalTextureVertex;
  112735. }
  112736. }
  112737. declare module BABYLON {
  112738. /**
  112739. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112740. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112741. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112742. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112743. */
  112744. export class VideoDome extends TransformNode {
  112745. /**
  112746. * Define the video source as a Monoscopic panoramic 360 video.
  112747. */
  112748. static readonly MODE_MONOSCOPIC: number;
  112749. /**
  112750. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112751. */
  112752. static readonly MODE_TOPBOTTOM: number;
  112753. /**
  112754. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112755. */
  112756. static readonly MODE_SIDEBYSIDE: number;
  112757. private _halfDome;
  112758. private _useDirectMapping;
  112759. /**
  112760. * The video texture being displayed on the sphere
  112761. */
  112762. protected _videoTexture: VideoTexture;
  112763. /**
  112764. * Gets the video texture being displayed on the sphere
  112765. */
  112766. readonly videoTexture: VideoTexture;
  112767. /**
  112768. * The skybox material
  112769. */
  112770. protected _material: BackgroundMaterial;
  112771. /**
  112772. * The surface used for the skybox
  112773. */
  112774. protected _mesh: Mesh;
  112775. /**
  112776. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112777. */
  112778. private _halfDomeMask;
  112779. /**
  112780. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112781. * Also see the options.resolution property.
  112782. */
  112783. fovMultiplier: number;
  112784. private _videoMode;
  112785. /**
  112786. * Gets or set the current video mode for the video. It can be:
  112787. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112788. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112789. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112790. */
  112791. videoMode: number;
  112792. /**
  112793. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112794. *
  112795. */
  112796. /**
  112797. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112798. */
  112799. halfDome: boolean;
  112800. /**
  112801. * Oberserver used in Stereoscopic VR Mode.
  112802. */
  112803. private _onBeforeCameraRenderObserver;
  112804. /**
  112805. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112806. * @param name Element's name, child elements will append suffixes for their own names.
  112807. * @param urlsOrVideo defines the url(s) or the video element to use
  112808. * @param options An object containing optional or exposed sub element properties
  112809. */
  112810. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112811. resolution?: number;
  112812. clickToPlay?: boolean;
  112813. autoPlay?: boolean;
  112814. loop?: boolean;
  112815. size?: number;
  112816. poster?: string;
  112817. faceForward?: boolean;
  112818. useDirectMapping?: boolean;
  112819. halfDomeMode?: boolean;
  112820. }, scene: Scene);
  112821. private _changeVideoMode;
  112822. /**
  112823. * Releases resources associated with this node.
  112824. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112825. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112826. */
  112827. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112828. }
  112829. }
  112830. declare module BABYLON {
  112831. /**
  112832. * This class can be used to get instrumentation data from a Babylon engine
  112833. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112834. */
  112835. export class EngineInstrumentation implements IDisposable {
  112836. /**
  112837. * Define the instrumented engine.
  112838. */
  112839. engine: Engine;
  112840. private _captureGPUFrameTime;
  112841. private _gpuFrameTimeToken;
  112842. private _gpuFrameTime;
  112843. private _captureShaderCompilationTime;
  112844. private _shaderCompilationTime;
  112845. private _onBeginFrameObserver;
  112846. private _onEndFrameObserver;
  112847. private _onBeforeShaderCompilationObserver;
  112848. private _onAfterShaderCompilationObserver;
  112849. /**
  112850. * Gets the perf counter used for GPU frame time
  112851. */
  112852. readonly gpuFrameTimeCounter: PerfCounter;
  112853. /**
  112854. * Gets the GPU frame time capture status
  112855. */
  112856. /**
  112857. * Enable or disable the GPU frame time capture
  112858. */
  112859. captureGPUFrameTime: boolean;
  112860. /**
  112861. * Gets the perf counter used for shader compilation time
  112862. */
  112863. readonly shaderCompilationTimeCounter: PerfCounter;
  112864. /**
  112865. * Gets the shader compilation time capture status
  112866. */
  112867. /**
  112868. * Enable or disable the shader compilation time capture
  112869. */
  112870. captureShaderCompilationTime: boolean;
  112871. /**
  112872. * Instantiates a new engine instrumentation.
  112873. * This class can be used to get instrumentation data from a Babylon engine
  112874. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112875. * @param engine Defines the engine to instrument
  112876. */
  112877. constructor(
  112878. /**
  112879. * Define the instrumented engine.
  112880. */
  112881. engine: Engine);
  112882. /**
  112883. * Dispose and release associated resources.
  112884. */
  112885. dispose(): void;
  112886. }
  112887. }
  112888. declare module BABYLON {
  112889. /**
  112890. * This class can be used to get instrumentation data from a Babylon engine
  112891. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112892. */
  112893. export class SceneInstrumentation implements IDisposable {
  112894. /**
  112895. * Defines the scene to instrument
  112896. */
  112897. scene: Scene;
  112898. private _captureActiveMeshesEvaluationTime;
  112899. private _activeMeshesEvaluationTime;
  112900. private _captureRenderTargetsRenderTime;
  112901. private _renderTargetsRenderTime;
  112902. private _captureFrameTime;
  112903. private _frameTime;
  112904. private _captureRenderTime;
  112905. private _renderTime;
  112906. private _captureInterFrameTime;
  112907. private _interFrameTime;
  112908. private _captureParticlesRenderTime;
  112909. private _particlesRenderTime;
  112910. private _captureSpritesRenderTime;
  112911. private _spritesRenderTime;
  112912. private _capturePhysicsTime;
  112913. private _physicsTime;
  112914. private _captureAnimationsTime;
  112915. private _animationsTime;
  112916. private _captureCameraRenderTime;
  112917. private _cameraRenderTime;
  112918. private _onBeforeActiveMeshesEvaluationObserver;
  112919. private _onAfterActiveMeshesEvaluationObserver;
  112920. private _onBeforeRenderTargetsRenderObserver;
  112921. private _onAfterRenderTargetsRenderObserver;
  112922. private _onAfterRenderObserver;
  112923. private _onBeforeDrawPhaseObserver;
  112924. private _onAfterDrawPhaseObserver;
  112925. private _onBeforeAnimationsObserver;
  112926. private _onBeforeParticlesRenderingObserver;
  112927. private _onAfterParticlesRenderingObserver;
  112928. private _onBeforeSpritesRenderingObserver;
  112929. private _onAfterSpritesRenderingObserver;
  112930. private _onBeforePhysicsObserver;
  112931. private _onAfterPhysicsObserver;
  112932. private _onAfterAnimationsObserver;
  112933. private _onBeforeCameraRenderObserver;
  112934. private _onAfterCameraRenderObserver;
  112935. /**
  112936. * Gets the perf counter used for active meshes evaluation time
  112937. */
  112938. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  112939. /**
  112940. * Gets the active meshes evaluation time capture status
  112941. */
  112942. /**
  112943. * Enable or disable the active meshes evaluation time capture
  112944. */
  112945. captureActiveMeshesEvaluationTime: boolean;
  112946. /**
  112947. * Gets the perf counter used for render targets render time
  112948. */
  112949. readonly renderTargetsRenderTimeCounter: PerfCounter;
  112950. /**
  112951. * Gets the render targets render time capture status
  112952. */
  112953. /**
  112954. * Enable or disable the render targets render time capture
  112955. */
  112956. captureRenderTargetsRenderTime: boolean;
  112957. /**
  112958. * Gets the perf counter used for particles render time
  112959. */
  112960. readonly particlesRenderTimeCounter: PerfCounter;
  112961. /**
  112962. * Gets the particles render time capture status
  112963. */
  112964. /**
  112965. * Enable or disable the particles render time capture
  112966. */
  112967. captureParticlesRenderTime: boolean;
  112968. /**
  112969. * Gets the perf counter used for sprites render time
  112970. */
  112971. readonly spritesRenderTimeCounter: PerfCounter;
  112972. /**
  112973. * Gets the sprites render time capture status
  112974. */
  112975. /**
  112976. * Enable or disable the sprites render time capture
  112977. */
  112978. captureSpritesRenderTime: boolean;
  112979. /**
  112980. * Gets the perf counter used for physics time
  112981. */
  112982. readonly physicsTimeCounter: PerfCounter;
  112983. /**
  112984. * Gets the physics time capture status
  112985. */
  112986. /**
  112987. * Enable or disable the physics time capture
  112988. */
  112989. capturePhysicsTime: boolean;
  112990. /**
  112991. * Gets the perf counter used for animations time
  112992. */
  112993. readonly animationsTimeCounter: PerfCounter;
  112994. /**
  112995. * Gets the animations time capture status
  112996. */
  112997. /**
  112998. * Enable or disable the animations time capture
  112999. */
  113000. captureAnimationsTime: boolean;
  113001. /**
  113002. * Gets the perf counter used for frame time capture
  113003. */
  113004. readonly frameTimeCounter: PerfCounter;
  113005. /**
  113006. * Gets the frame time capture status
  113007. */
  113008. /**
  113009. * Enable or disable the frame time capture
  113010. */
  113011. captureFrameTime: boolean;
  113012. /**
  113013. * Gets the perf counter used for inter-frames time capture
  113014. */
  113015. readonly interFrameTimeCounter: PerfCounter;
  113016. /**
  113017. * Gets the inter-frames time capture status
  113018. */
  113019. /**
  113020. * Enable or disable the inter-frames time capture
  113021. */
  113022. captureInterFrameTime: boolean;
  113023. /**
  113024. * Gets the perf counter used for render time capture
  113025. */
  113026. readonly renderTimeCounter: PerfCounter;
  113027. /**
  113028. * Gets the render time capture status
  113029. */
  113030. /**
  113031. * Enable or disable the render time capture
  113032. */
  113033. captureRenderTime: boolean;
  113034. /**
  113035. * Gets the perf counter used for camera render time capture
  113036. */
  113037. readonly cameraRenderTimeCounter: PerfCounter;
  113038. /**
  113039. * Gets the camera render time capture status
  113040. */
  113041. /**
  113042. * Enable or disable the camera render time capture
  113043. */
  113044. captureCameraRenderTime: boolean;
  113045. /**
  113046. * Gets the perf counter used for draw calls
  113047. */
  113048. readonly drawCallsCounter: PerfCounter;
  113049. /**
  113050. * Instantiates a new scene instrumentation.
  113051. * This class can be used to get instrumentation data from a Babylon engine
  113052. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  113053. * @param scene Defines the scene to instrument
  113054. */
  113055. constructor(
  113056. /**
  113057. * Defines the scene to instrument
  113058. */
  113059. scene: Scene);
  113060. /**
  113061. * Dispose and release associated resources.
  113062. */
  113063. dispose(): void;
  113064. }
  113065. }
  113066. declare module BABYLON {
  113067. /** @hidden */
  113068. export var glowMapGenerationPixelShader: {
  113069. name: string;
  113070. shader: string;
  113071. };
  113072. }
  113073. declare module BABYLON {
  113074. /** @hidden */
  113075. export var glowMapGenerationVertexShader: {
  113076. name: string;
  113077. shader: string;
  113078. };
  113079. }
  113080. declare module BABYLON {
  113081. /**
  113082. * Effect layer options. This helps customizing the behaviour
  113083. * of the effect layer.
  113084. */
  113085. export interface IEffectLayerOptions {
  113086. /**
  113087. * Multiplication factor apply to the canvas size to compute the render target size
  113088. * used to generated the objects (the smaller the faster).
  113089. */
  113090. mainTextureRatio: number;
  113091. /**
  113092. * Enforces a fixed size texture to ensure effect stability across devices.
  113093. */
  113094. mainTextureFixedSize?: number;
  113095. /**
  113096. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  113097. */
  113098. alphaBlendingMode: number;
  113099. /**
  113100. * The camera attached to the layer.
  113101. */
  113102. camera: Nullable<Camera>;
  113103. /**
  113104. * The rendering group to draw the layer in.
  113105. */
  113106. renderingGroupId: number;
  113107. }
  113108. /**
  113109. * The effect layer Helps adding post process effect blended with the main pass.
  113110. *
  113111. * This can be for instance use to generate glow or higlight effects on the scene.
  113112. *
  113113. * The effect layer class can not be used directly and is intented to inherited from to be
  113114. * customized per effects.
  113115. */
  113116. export abstract class EffectLayer {
  113117. private _vertexBuffers;
  113118. private _indexBuffer;
  113119. private _cachedDefines;
  113120. private _effectLayerMapGenerationEffect;
  113121. private _effectLayerOptions;
  113122. private _mergeEffect;
  113123. protected _scene: Scene;
  113124. protected _engine: Engine;
  113125. protected _maxSize: number;
  113126. protected _mainTextureDesiredSize: ISize;
  113127. protected _mainTexture: RenderTargetTexture;
  113128. protected _shouldRender: boolean;
  113129. protected _postProcesses: PostProcess[];
  113130. protected _textures: BaseTexture[];
  113131. protected _emissiveTextureAndColor: {
  113132. texture: Nullable<BaseTexture>;
  113133. color: Color4;
  113134. };
  113135. /**
  113136. * The name of the layer
  113137. */
  113138. name: string;
  113139. /**
  113140. * The clear color of the texture used to generate the glow map.
  113141. */
  113142. neutralColor: Color4;
  113143. /**
  113144. * Specifies wether the highlight layer is enabled or not.
  113145. */
  113146. isEnabled: boolean;
  113147. /**
  113148. * Gets the camera attached to the layer.
  113149. */
  113150. readonly camera: Nullable<Camera>;
  113151. /**
  113152. * Gets the rendering group id the layer should render in.
  113153. */
  113154. renderingGroupId: number;
  113155. /**
  113156. * An event triggered when the effect layer has been disposed.
  113157. */
  113158. onDisposeObservable: Observable<EffectLayer>;
  113159. /**
  113160. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113161. */
  113162. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  113163. /**
  113164. * An event triggered when the generated texture is being merged in the scene.
  113165. */
  113166. onBeforeComposeObservable: Observable<EffectLayer>;
  113167. /**
  113168. * An event triggered when the generated texture has been merged in the scene.
  113169. */
  113170. onAfterComposeObservable: Observable<EffectLayer>;
  113171. /**
  113172. * An event triggered when the efffect layer changes its size.
  113173. */
  113174. onSizeChangedObservable: Observable<EffectLayer>;
  113175. /** @hidden */
  113176. static _SceneComponentInitialization: (scene: Scene) => void;
  113177. /**
  113178. * Instantiates a new effect Layer and references it in the scene.
  113179. * @param name The name of the layer
  113180. * @param scene The scene to use the layer in
  113181. */
  113182. constructor(
  113183. /** The Friendly of the effect in the scene */
  113184. name: string, scene: Scene);
  113185. /**
  113186. * Get the effect name of the layer.
  113187. * @return The effect name
  113188. */
  113189. abstract getEffectName(): string;
  113190. /**
  113191. * Checks for the readiness of the element composing the layer.
  113192. * @param subMesh the mesh to check for
  113193. * @param useInstances specify wether or not to use instances to render the mesh
  113194. * @return true if ready otherwise, false
  113195. */
  113196. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113197. /**
  113198. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113199. * @returns true if the effect requires stencil during the main canvas render pass.
  113200. */
  113201. abstract needStencil(): boolean;
  113202. /**
  113203. * Create the merge effect. This is the shader use to blit the information back
  113204. * to the main canvas at the end of the scene rendering.
  113205. * @returns The effect containing the shader used to merge the effect on the main canvas
  113206. */
  113207. protected abstract _createMergeEffect(): Effect;
  113208. /**
  113209. * Creates the render target textures and post processes used in the effect layer.
  113210. */
  113211. protected abstract _createTextureAndPostProcesses(): void;
  113212. /**
  113213. * Implementation specific of rendering the generating effect on the main canvas.
  113214. * @param effect The effect used to render through
  113215. */
  113216. protected abstract _internalRender(effect: Effect): void;
  113217. /**
  113218. * Sets the required values for both the emissive texture and and the main color.
  113219. */
  113220. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113221. /**
  113222. * Free any resources and references associated to a mesh.
  113223. * Internal use
  113224. * @param mesh The mesh to free.
  113225. */
  113226. abstract _disposeMesh(mesh: Mesh): void;
  113227. /**
  113228. * Serializes this layer (Glow or Highlight for example)
  113229. * @returns a serialized layer object
  113230. */
  113231. abstract serialize?(): any;
  113232. /**
  113233. * Initializes the effect layer with the required options.
  113234. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113235. */
  113236. protected _init(options: Partial<IEffectLayerOptions>): void;
  113237. /**
  113238. * Generates the index buffer of the full screen quad blending to the main canvas.
  113239. */
  113240. private _generateIndexBuffer;
  113241. /**
  113242. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113243. */
  113244. private _generateVertexBuffer;
  113245. /**
  113246. * Sets the main texture desired size which is the closest power of two
  113247. * of the engine canvas size.
  113248. */
  113249. private _setMainTextureSize;
  113250. /**
  113251. * Creates the main texture for the effect layer.
  113252. */
  113253. protected _createMainTexture(): void;
  113254. /**
  113255. * Adds specific effects defines.
  113256. * @param defines The defines to add specifics to.
  113257. */
  113258. protected _addCustomEffectDefines(defines: string[]): void;
  113259. /**
  113260. * Checks for the readiness of the element composing the layer.
  113261. * @param subMesh the mesh to check for
  113262. * @param useInstances specify wether or not to use instances to render the mesh
  113263. * @param emissiveTexture the associated emissive texture used to generate the glow
  113264. * @return true if ready otherwise, false
  113265. */
  113266. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  113267. /**
  113268. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113269. */
  113270. render(): void;
  113271. /**
  113272. * Determine if a given mesh will be used in the current effect.
  113273. * @param mesh mesh to test
  113274. * @returns true if the mesh will be used
  113275. */
  113276. hasMesh(mesh: AbstractMesh): boolean;
  113277. /**
  113278. * Returns true if the layer contains information to display, otherwise false.
  113279. * @returns true if the glow layer should be rendered
  113280. */
  113281. shouldRender(): boolean;
  113282. /**
  113283. * Returns true if the mesh should render, otherwise false.
  113284. * @param mesh The mesh to render
  113285. * @returns true if it should render otherwise false
  113286. */
  113287. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  113288. /**
  113289. * Returns true if the mesh can be rendered, otherwise false.
  113290. * @param mesh The mesh to render
  113291. * @param material The material used on the mesh
  113292. * @returns true if it can be rendered otherwise false
  113293. */
  113294. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113295. /**
  113296. * Returns true if the mesh should render, otherwise false.
  113297. * @param mesh The mesh to render
  113298. * @returns true if it should render otherwise false
  113299. */
  113300. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  113301. /**
  113302. * Renders the submesh passed in parameter to the generation map.
  113303. */
  113304. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  113305. /**
  113306. * Rebuild the required buffers.
  113307. * @hidden Internal use only.
  113308. */
  113309. _rebuild(): void;
  113310. /**
  113311. * Dispose only the render target textures and post process.
  113312. */
  113313. private _disposeTextureAndPostProcesses;
  113314. /**
  113315. * Dispose the highlight layer and free resources.
  113316. */
  113317. dispose(): void;
  113318. /**
  113319. * Gets the class name of the effect layer
  113320. * @returns the string with the class name of the effect layer
  113321. */
  113322. getClassName(): string;
  113323. /**
  113324. * Creates an effect layer from parsed effect layer data
  113325. * @param parsedEffectLayer defines effect layer data
  113326. * @param scene defines the current scene
  113327. * @param rootUrl defines the root URL containing the effect layer information
  113328. * @returns a parsed effect Layer
  113329. */
  113330. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  113331. }
  113332. }
  113333. declare module BABYLON {
  113334. interface AbstractScene {
  113335. /**
  113336. * The list of effect layers (highlights/glow) added to the scene
  113337. * @see http://doc.babylonjs.com/how_to/highlight_layer
  113338. * @see http://doc.babylonjs.com/how_to/glow_layer
  113339. */
  113340. effectLayers: Array<EffectLayer>;
  113341. /**
  113342. * Removes the given effect layer from this scene.
  113343. * @param toRemove defines the effect layer to remove
  113344. * @returns the index of the removed effect layer
  113345. */
  113346. removeEffectLayer(toRemove: EffectLayer): number;
  113347. /**
  113348. * Adds the given effect layer to this scene
  113349. * @param newEffectLayer defines the effect layer to add
  113350. */
  113351. addEffectLayer(newEffectLayer: EffectLayer): void;
  113352. }
  113353. /**
  113354. * Defines the layer scene component responsible to manage any effect layers
  113355. * in a given scene.
  113356. */
  113357. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  113358. /**
  113359. * The component name helpfull to identify the component in the list of scene components.
  113360. */
  113361. readonly name: string;
  113362. /**
  113363. * The scene the component belongs to.
  113364. */
  113365. scene: Scene;
  113366. private _engine;
  113367. private _renderEffects;
  113368. private _needStencil;
  113369. private _previousStencilState;
  113370. /**
  113371. * Creates a new instance of the component for the given scene
  113372. * @param scene Defines the scene to register the component in
  113373. */
  113374. constructor(scene: Scene);
  113375. /**
  113376. * Registers the component in a given scene
  113377. */
  113378. register(): void;
  113379. /**
  113380. * Rebuilds the elements related to this component in case of
  113381. * context lost for instance.
  113382. */
  113383. rebuild(): void;
  113384. /**
  113385. * Serializes the component data to the specified json object
  113386. * @param serializationObject The object to serialize to
  113387. */
  113388. serialize(serializationObject: any): void;
  113389. /**
  113390. * Adds all the elements from the container to the scene
  113391. * @param container the container holding the elements
  113392. */
  113393. addFromContainer(container: AbstractScene): void;
  113394. /**
  113395. * Removes all the elements in the container from the scene
  113396. * @param container contains the elements to remove
  113397. * @param dispose if the removed element should be disposed (default: false)
  113398. */
  113399. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113400. /**
  113401. * Disposes the component and the associated ressources.
  113402. */
  113403. dispose(): void;
  113404. private _isReadyForMesh;
  113405. private _renderMainTexture;
  113406. private _setStencil;
  113407. private _setStencilBack;
  113408. private _draw;
  113409. private _drawCamera;
  113410. private _drawRenderingGroup;
  113411. }
  113412. }
  113413. declare module BABYLON {
  113414. /** @hidden */
  113415. export var glowMapMergePixelShader: {
  113416. name: string;
  113417. shader: string;
  113418. };
  113419. }
  113420. declare module BABYLON {
  113421. /** @hidden */
  113422. export var glowMapMergeVertexShader: {
  113423. name: string;
  113424. shader: string;
  113425. };
  113426. }
  113427. declare module BABYLON {
  113428. interface AbstractScene {
  113429. /**
  113430. * Return a the first highlight layer of the scene with a given name.
  113431. * @param name The name of the highlight layer to look for.
  113432. * @return The highlight layer if found otherwise null.
  113433. */
  113434. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113435. }
  113436. /**
  113437. * Glow layer options. This helps customizing the behaviour
  113438. * of the glow layer.
  113439. */
  113440. export interface IGlowLayerOptions {
  113441. /**
  113442. * Multiplication factor apply to the canvas size to compute the render target size
  113443. * used to generated the glowing objects (the smaller the faster).
  113444. */
  113445. mainTextureRatio: number;
  113446. /**
  113447. * Enforces a fixed size texture to ensure resize independant blur.
  113448. */
  113449. mainTextureFixedSize?: number;
  113450. /**
  113451. * How big is the kernel of the blur texture.
  113452. */
  113453. blurKernelSize: number;
  113454. /**
  113455. * The camera attached to the layer.
  113456. */
  113457. camera: Nullable<Camera>;
  113458. /**
  113459. * Enable MSAA by chosing the number of samples.
  113460. */
  113461. mainTextureSamples?: number;
  113462. /**
  113463. * The rendering group to draw the layer in.
  113464. */
  113465. renderingGroupId: number;
  113466. }
  113467. /**
  113468. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113469. *
  113470. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113471. * glowy meshes to your scene.
  113472. *
  113473. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113474. */
  113475. export class GlowLayer extends EffectLayer {
  113476. /**
  113477. * Effect Name of the layer.
  113478. */
  113479. static readonly EffectName: string;
  113480. /**
  113481. * The default blur kernel size used for the glow.
  113482. */
  113483. static DefaultBlurKernelSize: number;
  113484. /**
  113485. * The default texture size ratio used for the glow.
  113486. */
  113487. static DefaultTextureRatio: number;
  113488. /**
  113489. * Sets the kernel size of the blur.
  113490. */
  113491. /**
  113492. * Gets the kernel size of the blur.
  113493. */
  113494. blurKernelSize: number;
  113495. /**
  113496. * Sets the glow intensity.
  113497. */
  113498. /**
  113499. * Gets the glow intensity.
  113500. */
  113501. intensity: number;
  113502. private _options;
  113503. private _intensity;
  113504. private _horizontalBlurPostprocess1;
  113505. private _verticalBlurPostprocess1;
  113506. private _horizontalBlurPostprocess2;
  113507. private _verticalBlurPostprocess2;
  113508. private _blurTexture1;
  113509. private _blurTexture2;
  113510. private _postProcesses1;
  113511. private _postProcesses2;
  113512. private _includedOnlyMeshes;
  113513. private _excludedMeshes;
  113514. /**
  113515. * Callback used to let the user override the color selection on a per mesh basis
  113516. */
  113517. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113518. /**
  113519. * Callback used to let the user override the texture selection on a per mesh basis
  113520. */
  113521. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113522. /**
  113523. * Instantiates a new glow Layer and references it to the scene.
  113524. * @param name The name of the layer
  113525. * @param scene The scene to use the layer in
  113526. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113527. */
  113528. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113529. /**
  113530. * Get the effect name of the layer.
  113531. * @return The effect name
  113532. */
  113533. getEffectName(): string;
  113534. /**
  113535. * Create the merge effect. This is the shader use to blit the information back
  113536. * to the main canvas at the end of the scene rendering.
  113537. */
  113538. protected _createMergeEffect(): Effect;
  113539. /**
  113540. * Creates the render target textures and post processes used in the glow layer.
  113541. */
  113542. protected _createTextureAndPostProcesses(): void;
  113543. /**
  113544. * Checks for the readiness of the element composing the layer.
  113545. * @param subMesh the mesh to check for
  113546. * @param useInstances specify wether or not to use instances to render the mesh
  113547. * @param emissiveTexture the associated emissive texture used to generate the glow
  113548. * @return true if ready otherwise, false
  113549. */
  113550. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113551. /**
  113552. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113553. */
  113554. needStencil(): boolean;
  113555. /**
  113556. * Returns true if the mesh can be rendered, otherwise false.
  113557. * @param mesh The mesh to render
  113558. * @param material The material used on the mesh
  113559. * @returns true if it can be rendered otherwise false
  113560. */
  113561. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113562. /**
  113563. * Implementation specific of rendering the generating effect on the main canvas.
  113564. * @param effect The effect used to render through
  113565. */
  113566. protected _internalRender(effect: Effect): void;
  113567. /**
  113568. * Sets the required values for both the emissive texture and and the main color.
  113569. */
  113570. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113571. /**
  113572. * Returns true if the mesh should render, otherwise false.
  113573. * @param mesh The mesh to render
  113574. * @returns true if it should render otherwise false
  113575. */
  113576. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113577. /**
  113578. * Adds specific effects defines.
  113579. * @param defines The defines to add specifics to.
  113580. */
  113581. protected _addCustomEffectDefines(defines: string[]): void;
  113582. /**
  113583. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113584. * @param mesh The mesh to exclude from the glow layer
  113585. */
  113586. addExcludedMesh(mesh: Mesh): void;
  113587. /**
  113588. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113589. * @param mesh The mesh to remove
  113590. */
  113591. removeExcludedMesh(mesh: Mesh): void;
  113592. /**
  113593. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113594. * @param mesh The mesh to include in the glow layer
  113595. */
  113596. addIncludedOnlyMesh(mesh: Mesh): void;
  113597. /**
  113598. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113599. * @param mesh The mesh to remove
  113600. */
  113601. removeIncludedOnlyMesh(mesh: Mesh): void;
  113602. /**
  113603. * Determine if a given mesh will be used in the glow layer
  113604. * @param mesh The mesh to test
  113605. * @returns true if the mesh will be highlighted by the current glow layer
  113606. */
  113607. hasMesh(mesh: AbstractMesh): boolean;
  113608. /**
  113609. * Free any resources and references associated to a mesh.
  113610. * Internal use
  113611. * @param mesh The mesh to free.
  113612. * @hidden
  113613. */
  113614. _disposeMesh(mesh: Mesh): void;
  113615. /**
  113616. * Gets the class name of the effect layer
  113617. * @returns the string with the class name of the effect layer
  113618. */
  113619. getClassName(): string;
  113620. /**
  113621. * Serializes this glow layer
  113622. * @returns a serialized glow layer object
  113623. */
  113624. serialize(): any;
  113625. /**
  113626. * Creates a Glow Layer from parsed glow layer data
  113627. * @param parsedGlowLayer defines glow layer data
  113628. * @param scene defines the current scene
  113629. * @param rootUrl defines the root URL containing the glow layer information
  113630. * @returns a parsed Glow Layer
  113631. */
  113632. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113633. }
  113634. }
  113635. declare module BABYLON {
  113636. /** @hidden */
  113637. export var glowBlurPostProcessPixelShader: {
  113638. name: string;
  113639. shader: string;
  113640. };
  113641. }
  113642. declare module BABYLON {
  113643. interface AbstractScene {
  113644. /**
  113645. * Return a the first highlight layer of the scene with a given name.
  113646. * @param name The name of the highlight layer to look for.
  113647. * @return The highlight layer if found otherwise null.
  113648. */
  113649. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113650. }
  113651. /**
  113652. * Highlight layer options. This helps customizing the behaviour
  113653. * of the highlight layer.
  113654. */
  113655. export interface IHighlightLayerOptions {
  113656. /**
  113657. * Multiplication factor apply to the canvas size to compute the render target size
  113658. * used to generated the glowing objects (the smaller the faster).
  113659. */
  113660. mainTextureRatio: number;
  113661. /**
  113662. * Enforces a fixed size texture to ensure resize independant blur.
  113663. */
  113664. mainTextureFixedSize?: number;
  113665. /**
  113666. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113667. * of the picture to blur (the smaller the faster).
  113668. */
  113669. blurTextureSizeRatio: number;
  113670. /**
  113671. * How big in texel of the blur texture is the vertical blur.
  113672. */
  113673. blurVerticalSize: number;
  113674. /**
  113675. * How big in texel of the blur texture is the horizontal blur.
  113676. */
  113677. blurHorizontalSize: number;
  113678. /**
  113679. * Alpha blending mode used to apply the blur. Default is combine.
  113680. */
  113681. alphaBlendingMode: number;
  113682. /**
  113683. * The camera attached to the layer.
  113684. */
  113685. camera: Nullable<Camera>;
  113686. /**
  113687. * Should we display highlight as a solid stroke?
  113688. */
  113689. isStroke?: boolean;
  113690. /**
  113691. * The rendering group to draw the layer in.
  113692. */
  113693. renderingGroupId: number;
  113694. }
  113695. /**
  113696. * The highlight layer Helps adding a glow effect around a mesh.
  113697. *
  113698. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113699. * glowy meshes to your scene.
  113700. *
  113701. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113702. */
  113703. export class HighlightLayer extends EffectLayer {
  113704. name: string;
  113705. /**
  113706. * Effect Name of the highlight layer.
  113707. */
  113708. static readonly EffectName: string;
  113709. /**
  113710. * The neutral color used during the preparation of the glow effect.
  113711. * This is black by default as the blend operation is a blend operation.
  113712. */
  113713. static NeutralColor: Color4;
  113714. /**
  113715. * Stencil value used for glowing meshes.
  113716. */
  113717. static GlowingMeshStencilReference: number;
  113718. /**
  113719. * Stencil value used for the other meshes in the scene.
  113720. */
  113721. static NormalMeshStencilReference: number;
  113722. /**
  113723. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113724. */
  113725. innerGlow: boolean;
  113726. /**
  113727. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113728. */
  113729. outerGlow: boolean;
  113730. /**
  113731. * Specifies the horizontal size of the blur.
  113732. */
  113733. /**
  113734. * Gets the horizontal size of the blur.
  113735. */
  113736. blurHorizontalSize: number;
  113737. /**
  113738. * Specifies the vertical size of the blur.
  113739. */
  113740. /**
  113741. * Gets the vertical size of the blur.
  113742. */
  113743. blurVerticalSize: number;
  113744. /**
  113745. * An event triggered when the highlight layer is being blurred.
  113746. */
  113747. onBeforeBlurObservable: Observable<HighlightLayer>;
  113748. /**
  113749. * An event triggered when the highlight layer has been blurred.
  113750. */
  113751. onAfterBlurObservable: Observable<HighlightLayer>;
  113752. private _instanceGlowingMeshStencilReference;
  113753. private _options;
  113754. private _downSamplePostprocess;
  113755. private _horizontalBlurPostprocess;
  113756. private _verticalBlurPostprocess;
  113757. private _blurTexture;
  113758. private _meshes;
  113759. private _excludedMeshes;
  113760. /**
  113761. * Instantiates a new highlight Layer and references it to the scene..
  113762. * @param name The name of the layer
  113763. * @param scene The scene to use the layer in
  113764. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113765. */
  113766. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113767. /**
  113768. * Get the effect name of the layer.
  113769. * @return The effect name
  113770. */
  113771. getEffectName(): string;
  113772. /**
  113773. * Create the merge effect. This is the shader use to blit the information back
  113774. * to the main canvas at the end of the scene rendering.
  113775. */
  113776. protected _createMergeEffect(): Effect;
  113777. /**
  113778. * Creates the render target textures and post processes used in the highlight layer.
  113779. */
  113780. protected _createTextureAndPostProcesses(): void;
  113781. /**
  113782. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113783. */
  113784. needStencil(): boolean;
  113785. /**
  113786. * Checks for the readiness of the element composing the layer.
  113787. * @param subMesh the mesh to check for
  113788. * @param useInstances specify wether or not to use instances to render the mesh
  113789. * @param emissiveTexture the associated emissive texture used to generate the glow
  113790. * @return true if ready otherwise, false
  113791. */
  113792. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113793. /**
  113794. * Implementation specific of rendering the generating effect on the main canvas.
  113795. * @param effect The effect used to render through
  113796. */
  113797. protected _internalRender(effect: Effect): void;
  113798. /**
  113799. * Returns true if the layer contains information to display, otherwise false.
  113800. */
  113801. shouldRender(): boolean;
  113802. /**
  113803. * Returns true if the mesh should render, otherwise false.
  113804. * @param mesh The mesh to render
  113805. * @returns true if it should render otherwise false
  113806. */
  113807. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113808. /**
  113809. * Sets the required values for both the emissive texture and and the main color.
  113810. */
  113811. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113812. /**
  113813. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113814. * @param mesh The mesh to exclude from the highlight layer
  113815. */
  113816. addExcludedMesh(mesh: Mesh): void;
  113817. /**
  113818. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113819. * @param mesh The mesh to highlight
  113820. */
  113821. removeExcludedMesh(mesh: Mesh): void;
  113822. /**
  113823. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113824. * @param mesh mesh to test
  113825. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113826. */
  113827. hasMesh(mesh: AbstractMesh): boolean;
  113828. /**
  113829. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113830. * @param mesh The mesh to highlight
  113831. * @param color The color of the highlight
  113832. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113833. */
  113834. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113835. /**
  113836. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113837. * @param mesh The mesh to highlight
  113838. */
  113839. removeMesh(mesh: Mesh): void;
  113840. /**
  113841. * Force the stencil to the normal expected value for none glowing parts
  113842. */
  113843. private _defaultStencilReference;
  113844. /**
  113845. * Free any resources and references associated to a mesh.
  113846. * Internal use
  113847. * @param mesh The mesh to free.
  113848. * @hidden
  113849. */
  113850. _disposeMesh(mesh: Mesh): void;
  113851. /**
  113852. * Dispose the highlight layer and free resources.
  113853. */
  113854. dispose(): void;
  113855. /**
  113856. * Gets the class name of the effect layer
  113857. * @returns the string with the class name of the effect layer
  113858. */
  113859. getClassName(): string;
  113860. /**
  113861. * Serializes this Highlight layer
  113862. * @returns a serialized Highlight layer object
  113863. */
  113864. serialize(): any;
  113865. /**
  113866. * Creates a Highlight layer from parsed Highlight layer data
  113867. * @param parsedHightlightLayer defines the Highlight layer data
  113868. * @param scene defines the current scene
  113869. * @param rootUrl defines the root URL containing the Highlight layer information
  113870. * @returns a parsed Highlight layer
  113871. */
  113872. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113873. }
  113874. }
  113875. declare module BABYLON {
  113876. interface AbstractScene {
  113877. /**
  113878. * The list of layers (background and foreground) of the scene
  113879. */
  113880. layers: Array<Layer>;
  113881. }
  113882. /**
  113883. * Defines the layer scene component responsible to manage any layers
  113884. * in a given scene.
  113885. */
  113886. export class LayerSceneComponent implements ISceneComponent {
  113887. /**
  113888. * The component name helpfull to identify the component in the list of scene components.
  113889. */
  113890. readonly name: string;
  113891. /**
  113892. * The scene the component belongs to.
  113893. */
  113894. scene: Scene;
  113895. private _engine;
  113896. /**
  113897. * Creates a new instance of the component for the given scene
  113898. * @param scene Defines the scene to register the component in
  113899. */
  113900. constructor(scene: Scene);
  113901. /**
  113902. * Registers the component in a given scene
  113903. */
  113904. register(): void;
  113905. /**
  113906. * Rebuilds the elements related to this component in case of
  113907. * context lost for instance.
  113908. */
  113909. rebuild(): void;
  113910. /**
  113911. * Disposes the component and the associated ressources.
  113912. */
  113913. dispose(): void;
  113914. private _draw;
  113915. private _drawCameraPredicate;
  113916. private _drawCameraBackground;
  113917. private _drawCameraForeground;
  113918. private _drawRenderTargetPredicate;
  113919. private _drawRenderTargetBackground;
  113920. private _drawRenderTargetForeground;
  113921. /**
  113922. * Adds all the elements from the container to the scene
  113923. * @param container the container holding the elements
  113924. */
  113925. addFromContainer(container: AbstractScene): void;
  113926. /**
  113927. * Removes all the elements in the container from the scene
  113928. * @param container contains the elements to remove
  113929. * @param dispose if the removed element should be disposed (default: false)
  113930. */
  113931. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113932. }
  113933. }
  113934. declare module BABYLON {
  113935. /** @hidden */
  113936. export var layerPixelShader: {
  113937. name: string;
  113938. shader: string;
  113939. };
  113940. }
  113941. declare module BABYLON {
  113942. /** @hidden */
  113943. export var layerVertexShader: {
  113944. name: string;
  113945. shader: string;
  113946. };
  113947. }
  113948. declare module BABYLON {
  113949. /**
  113950. * This represents a full screen 2d layer.
  113951. * This can be useful to display a picture in the background of your scene for instance.
  113952. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113953. */
  113954. export class Layer {
  113955. /**
  113956. * Define the name of the layer.
  113957. */
  113958. name: string;
  113959. /**
  113960. * Define the texture the layer should display.
  113961. */
  113962. texture: Nullable<Texture>;
  113963. /**
  113964. * Is the layer in background or foreground.
  113965. */
  113966. isBackground: boolean;
  113967. /**
  113968. * Define the color of the layer (instead of texture).
  113969. */
  113970. color: Color4;
  113971. /**
  113972. * Define the scale of the layer in order to zoom in out of the texture.
  113973. */
  113974. scale: Vector2;
  113975. /**
  113976. * Define an offset for the layer in order to shift the texture.
  113977. */
  113978. offset: Vector2;
  113979. /**
  113980. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113981. */
  113982. alphaBlendingMode: number;
  113983. /**
  113984. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  113985. * Alpha test will not mix with the background color in case of transparency.
  113986. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  113987. */
  113988. alphaTest: boolean;
  113989. /**
  113990. * Define a mask to restrict the layer to only some of the scene cameras.
  113991. */
  113992. layerMask: number;
  113993. /**
  113994. * Define the list of render target the layer is visible into.
  113995. */
  113996. renderTargetTextures: RenderTargetTexture[];
  113997. /**
  113998. * Define if the layer is only used in renderTarget or if it also
  113999. * renders in the main frame buffer of the canvas.
  114000. */
  114001. renderOnlyInRenderTargetTextures: boolean;
  114002. private _scene;
  114003. private _vertexBuffers;
  114004. private _indexBuffer;
  114005. private _effect;
  114006. private _alphaTestEffect;
  114007. /**
  114008. * An event triggered when the layer is disposed.
  114009. */
  114010. onDisposeObservable: Observable<Layer>;
  114011. private _onDisposeObserver;
  114012. /**
  114013. * Back compatibility with callback before the onDisposeObservable existed.
  114014. * The set callback will be triggered when the layer has been disposed.
  114015. */
  114016. onDispose: () => void;
  114017. /**
  114018. * An event triggered before rendering the scene
  114019. */
  114020. onBeforeRenderObservable: Observable<Layer>;
  114021. private _onBeforeRenderObserver;
  114022. /**
  114023. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114024. * The set callback will be triggered just before rendering the layer.
  114025. */
  114026. onBeforeRender: () => void;
  114027. /**
  114028. * An event triggered after rendering the scene
  114029. */
  114030. onAfterRenderObservable: Observable<Layer>;
  114031. private _onAfterRenderObserver;
  114032. /**
  114033. * Back compatibility with callback before the onAfterRenderObservable existed.
  114034. * The set callback will be triggered just after rendering the layer.
  114035. */
  114036. onAfterRender: () => void;
  114037. /**
  114038. * Instantiates a new layer.
  114039. * This represents a full screen 2d layer.
  114040. * This can be useful to display a picture in the background of your scene for instance.
  114041. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114042. * @param name Define the name of the layer in the scene
  114043. * @param imgUrl Define the url of the texture to display in the layer
  114044. * @param scene Define the scene the layer belongs to
  114045. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114046. * @param color Defines a color for the layer
  114047. */
  114048. constructor(
  114049. /**
  114050. * Define the name of the layer.
  114051. */
  114052. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  114053. private _createIndexBuffer;
  114054. /** @hidden */
  114055. _rebuild(): void;
  114056. /**
  114057. * Renders the layer in the scene.
  114058. */
  114059. render(): void;
  114060. /**
  114061. * Disposes and releases the associated ressources.
  114062. */
  114063. dispose(): void;
  114064. }
  114065. }
  114066. declare module BABYLON {
  114067. /** @hidden */
  114068. export var lensFlarePixelShader: {
  114069. name: string;
  114070. shader: string;
  114071. };
  114072. }
  114073. declare module BABYLON {
  114074. /** @hidden */
  114075. export var lensFlareVertexShader: {
  114076. name: string;
  114077. shader: string;
  114078. };
  114079. }
  114080. declare module BABYLON {
  114081. /**
  114082. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  114083. * It is usually composed of several `lensFlare`.
  114084. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114085. */
  114086. export class LensFlareSystem {
  114087. /**
  114088. * Define the name of the lens flare system
  114089. */
  114090. name: string;
  114091. /**
  114092. * List of lens flares used in this system.
  114093. */
  114094. lensFlares: LensFlare[];
  114095. /**
  114096. * Define a limit from the border the lens flare can be visible.
  114097. */
  114098. borderLimit: number;
  114099. /**
  114100. * Define a viewport border we do not want to see the lens flare in.
  114101. */
  114102. viewportBorder: number;
  114103. /**
  114104. * Define a predicate which could limit the list of meshes able to occlude the effect.
  114105. */
  114106. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  114107. /**
  114108. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  114109. */
  114110. layerMask: number;
  114111. /**
  114112. * Define the id of the lens flare system in the scene.
  114113. * (equal to name by default)
  114114. */
  114115. id: string;
  114116. private _scene;
  114117. private _emitter;
  114118. private _vertexBuffers;
  114119. private _indexBuffer;
  114120. private _effect;
  114121. private _positionX;
  114122. private _positionY;
  114123. private _isEnabled;
  114124. /** @hidden */
  114125. static _SceneComponentInitialization: (scene: Scene) => void;
  114126. /**
  114127. * Instantiates a lens flare system.
  114128. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  114129. * It is usually composed of several `lensFlare`.
  114130. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114131. * @param name Define the name of the lens flare system in the scene
  114132. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  114133. * @param scene Define the scene the lens flare system belongs to
  114134. */
  114135. constructor(
  114136. /**
  114137. * Define the name of the lens flare system
  114138. */
  114139. name: string, emitter: any, scene: Scene);
  114140. /**
  114141. * Define if the lens flare system is enabled.
  114142. */
  114143. isEnabled: boolean;
  114144. /**
  114145. * Get the scene the effects belongs to.
  114146. * @returns the scene holding the lens flare system
  114147. */
  114148. getScene(): Scene;
  114149. /**
  114150. * Get the emitter of the lens flare system.
  114151. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114152. * @returns the emitter of the lens flare system
  114153. */
  114154. getEmitter(): any;
  114155. /**
  114156. * Set the emitter of the lens flare system.
  114157. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114158. * @param newEmitter Define the new emitter of the system
  114159. */
  114160. setEmitter(newEmitter: any): void;
  114161. /**
  114162. * Get the lens flare system emitter position.
  114163. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  114164. * @returns the position
  114165. */
  114166. getEmitterPosition(): Vector3;
  114167. /**
  114168. * @hidden
  114169. */
  114170. computeEffectivePosition(globalViewport: Viewport): boolean;
  114171. /** @hidden */
  114172. _isVisible(): boolean;
  114173. /**
  114174. * @hidden
  114175. */
  114176. render(): boolean;
  114177. /**
  114178. * Dispose and release the lens flare with its associated resources.
  114179. */
  114180. dispose(): void;
  114181. /**
  114182. * Parse a lens flare system from a JSON repressentation
  114183. * @param parsedLensFlareSystem Define the JSON to parse
  114184. * @param scene Define the scene the parsed system should be instantiated in
  114185. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  114186. * @returns the parsed system
  114187. */
  114188. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  114189. /**
  114190. * Serialize the current Lens Flare System into a JSON representation.
  114191. * @returns the serialized JSON
  114192. */
  114193. serialize(): any;
  114194. }
  114195. }
  114196. declare module BABYLON {
  114197. /**
  114198. * This represents one of the lens effect in a `lensFlareSystem`.
  114199. * It controls one of the indiviual texture used in the effect.
  114200. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114201. */
  114202. export class LensFlare {
  114203. /**
  114204. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114205. */
  114206. size: number;
  114207. /**
  114208. * 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.
  114209. */
  114210. position: number;
  114211. /**
  114212. * Define the lens color.
  114213. */
  114214. color: Color3;
  114215. /**
  114216. * Define the lens texture.
  114217. */
  114218. texture: Nullable<Texture>;
  114219. /**
  114220. * Define the alpha mode to render this particular lens.
  114221. */
  114222. alphaMode: number;
  114223. private _system;
  114224. /**
  114225. * Creates a new Lens Flare.
  114226. * This represents one of the lens effect in a `lensFlareSystem`.
  114227. * It controls one of the indiviual texture used in the effect.
  114228. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114229. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  114230. * @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.
  114231. * @param color Define the lens color
  114232. * @param imgUrl Define the lens texture url
  114233. * @param system Define the `lensFlareSystem` this flare is part of
  114234. * @returns The newly created Lens Flare
  114235. */
  114236. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  114237. /**
  114238. * Instantiates a new Lens Flare.
  114239. * This represents one of the lens effect in a `lensFlareSystem`.
  114240. * It controls one of the indiviual texture used in the effect.
  114241. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114242. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  114243. * @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.
  114244. * @param color Define the lens color
  114245. * @param imgUrl Define the lens texture url
  114246. * @param system Define the `lensFlareSystem` this flare is part of
  114247. */
  114248. constructor(
  114249. /**
  114250. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114251. */
  114252. size: number,
  114253. /**
  114254. * 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.
  114255. */
  114256. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  114257. /**
  114258. * Dispose and release the lens flare with its associated resources.
  114259. */
  114260. dispose(): void;
  114261. }
  114262. }
  114263. declare module BABYLON {
  114264. interface AbstractScene {
  114265. /**
  114266. * The list of lens flare system added to the scene
  114267. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114268. */
  114269. lensFlareSystems: Array<LensFlareSystem>;
  114270. /**
  114271. * Removes the given lens flare system from this scene.
  114272. * @param toRemove The lens flare system to remove
  114273. * @returns The index of the removed lens flare system
  114274. */
  114275. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  114276. /**
  114277. * Adds the given lens flare system to this scene
  114278. * @param newLensFlareSystem The lens flare system to add
  114279. */
  114280. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  114281. /**
  114282. * Gets a lens flare system using its name
  114283. * @param name defines the name to look for
  114284. * @returns the lens flare system or null if not found
  114285. */
  114286. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  114287. /**
  114288. * Gets a lens flare system using its id
  114289. * @param id defines the id to look for
  114290. * @returns the lens flare system or null if not found
  114291. */
  114292. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  114293. }
  114294. /**
  114295. * Defines the lens flare scene component responsible to manage any lens flares
  114296. * in a given scene.
  114297. */
  114298. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  114299. /**
  114300. * The component name helpfull to identify the component in the list of scene components.
  114301. */
  114302. readonly name: string;
  114303. /**
  114304. * The scene the component belongs to.
  114305. */
  114306. scene: Scene;
  114307. /**
  114308. * Creates a new instance of the component for the given scene
  114309. * @param scene Defines the scene to register the component in
  114310. */
  114311. constructor(scene: Scene);
  114312. /**
  114313. * Registers the component in a given scene
  114314. */
  114315. register(): void;
  114316. /**
  114317. * Rebuilds the elements related to this component in case of
  114318. * context lost for instance.
  114319. */
  114320. rebuild(): void;
  114321. /**
  114322. * Adds all the elements from the container to the scene
  114323. * @param container the container holding the elements
  114324. */
  114325. addFromContainer(container: AbstractScene): void;
  114326. /**
  114327. * Removes all the elements in the container from the scene
  114328. * @param container contains the elements to remove
  114329. * @param dispose if the removed element should be disposed (default: false)
  114330. */
  114331. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114332. /**
  114333. * Serializes the component data to the specified json object
  114334. * @param serializationObject The object to serialize to
  114335. */
  114336. serialize(serializationObject: any): void;
  114337. /**
  114338. * Disposes the component and the associated ressources.
  114339. */
  114340. dispose(): void;
  114341. private _draw;
  114342. }
  114343. }
  114344. declare module BABYLON {
  114345. /**
  114346. * Defines the shadow generator component responsible to manage any shadow generators
  114347. * in a given scene.
  114348. */
  114349. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  114350. /**
  114351. * The component name helpfull to identify the component in the list of scene components.
  114352. */
  114353. readonly name: string;
  114354. /**
  114355. * The scene the component belongs to.
  114356. */
  114357. scene: Scene;
  114358. /**
  114359. * Creates a new instance of the component for the given scene
  114360. * @param scene Defines the scene to register the component in
  114361. */
  114362. constructor(scene: Scene);
  114363. /**
  114364. * Registers the component in a given scene
  114365. */
  114366. register(): void;
  114367. /**
  114368. * Rebuilds the elements related to this component in case of
  114369. * context lost for instance.
  114370. */
  114371. rebuild(): void;
  114372. /**
  114373. * Serializes the component data to the specified json object
  114374. * @param serializationObject The object to serialize to
  114375. */
  114376. serialize(serializationObject: any): void;
  114377. /**
  114378. * Adds all the elements from the container to the scene
  114379. * @param container the container holding the elements
  114380. */
  114381. addFromContainer(container: AbstractScene): void;
  114382. /**
  114383. * Removes all the elements in the container from the scene
  114384. * @param container contains the elements to remove
  114385. * @param dispose if the removed element should be disposed (default: false)
  114386. */
  114387. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114388. /**
  114389. * Rebuilds the elements related to this component in case of
  114390. * context lost for instance.
  114391. */
  114392. dispose(): void;
  114393. private _gatherRenderTargets;
  114394. }
  114395. }
  114396. declare module BABYLON {
  114397. /**
  114398. * A point light is a light defined by an unique point in world space.
  114399. * The light is emitted in every direction from this point.
  114400. * A good example of a point light is a standard light bulb.
  114401. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114402. */
  114403. export class PointLight extends ShadowLight {
  114404. private _shadowAngle;
  114405. /**
  114406. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114407. * This specifies what angle the shadow will use to be created.
  114408. *
  114409. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114410. */
  114411. /**
  114412. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114413. * This specifies what angle the shadow will use to be created.
  114414. *
  114415. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114416. */
  114417. shadowAngle: number;
  114418. /**
  114419. * Gets the direction if it has been set.
  114420. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114421. */
  114422. /**
  114423. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114424. */
  114425. direction: Vector3;
  114426. /**
  114427. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114428. * A PointLight emits the light in every direction.
  114429. * It can cast shadows.
  114430. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114431. * ```javascript
  114432. * var pointLight = new PointLight("pl", camera.position, scene);
  114433. * ```
  114434. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114435. * @param name The light friendly name
  114436. * @param position The position of the point light in the scene
  114437. * @param scene The scene the lights belongs to
  114438. */
  114439. constructor(name: string, position: Vector3, scene: Scene);
  114440. /**
  114441. * Returns the string "PointLight"
  114442. * @returns the class name
  114443. */
  114444. getClassName(): string;
  114445. /**
  114446. * Returns the integer 0.
  114447. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114448. */
  114449. getTypeID(): number;
  114450. /**
  114451. * Specifies wether or not the shadowmap should be a cube texture.
  114452. * @returns true if the shadowmap needs to be a cube texture.
  114453. */
  114454. needCube(): boolean;
  114455. /**
  114456. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114457. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114458. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114459. */
  114460. getShadowDirection(faceIndex?: number): Vector3;
  114461. /**
  114462. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114463. * - fov = PI / 2
  114464. * - aspect ratio : 1.0
  114465. * - z-near and far equal to the active camera minZ and maxZ.
  114466. * Returns the PointLight.
  114467. */
  114468. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114469. protected _buildUniformLayout(): void;
  114470. /**
  114471. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114472. * @param effect The effect to update
  114473. * @param lightIndex The index of the light in the effect to update
  114474. * @returns The point light
  114475. */
  114476. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114477. /**
  114478. * Prepares the list of defines specific to the light type.
  114479. * @param defines the list of defines
  114480. * @param lightIndex defines the index of the light for the effect
  114481. */
  114482. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114483. }
  114484. }
  114485. declare module BABYLON {
  114486. /**
  114487. * Header information of HDR texture files.
  114488. */
  114489. export interface HDRInfo {
  114490. /**
  114491. * The height of the texture in pixels.
  114492. */
  114493. height: number;
  114494. /**
  114495. * The width of the texture in pixels.
  114496. */
  114497. width: number;
  114498. /**
  114499. * The index of the beginning of the data in the binary file.
  114500. */
  114501. dataPosition: number;
  114502. }
  114503. /**
  114504. * This groups tools to convert HDR texture to native colors array.
  114505. */
  114506. export class HDRTools {
  114507. private static Ldexp;
  114508. private static Rgbe2float;
  114509. private static readStringLine;
  114510. /**
  114511. * Reads header information from an RGBE texture stored in a native array.
  114512. * More information on this format are available here:
  114513. * https://en.wikipedia.org/wiki/RGBE_image_format
  114514. *
  114515. * @param uint8array The binary file stored in native array.
  114516. * @return The header information.
  114517. */
  114518. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114519. /**
  114520. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114521. * This RGBE texture needs to store the information as a panorama.
  114522. *
  114523. * More information on this format are available here:
  114524. * https://en.wikipedia.org/wiki/RGBE_image_format
  114525. *
  114526. * @param buffer The binary file stored in an array buffer.
  114527. * @param size The expected size of the extracted cubemap.
  114528. * @return The Cube Map information.
  114529. */
  114530. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114531. /**
  114532. * Returns the pixels data extracted from an RGBE texture.
  114533. * This pixels will be stored left to right up to down in the R G B order in one array.
  114534. *
  114535. * More information on this format are available here:
  114536. * https://en.wikipedia.org/wiki/RGBE_image_format
  114537. *
  114538. * @param uint8array The binary file stored in an array buffer.
  114539. * @param hdrInfo The header information of the file.
  114540. * @return The pixels data in RGB right to left up to down order.
  114541. */
  114542. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114543. private static RGBE_ReadPixels_RLE;
  114544. }
  114545. }
  114546. declare module BABYLON {
  114547. /**
  114548. * This represents a texture coming from an HDR input.
  114549. *
  114550. * The only supported format is currently panorama picture stored in RGBE format.
  114551. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114552. */
  114553. export class HDRCubeTexture extends BaseTexture {
  114554. private static _facesMapping;
  114555. private _generateHarmonics;
  114556. private _noMipmap;
  114557. private _textureMatrix;
  114558. private _size;
  114559. private _onLoad;
  114560. private _onError;
  114561. /**
  114562. * The texture URL.
  114563. */
  114564. url: string;
  114565. /**
  114566. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114567. */
  114568. coordinatesMode: number;
  114569. protected _isBlocking: boolean;
  114570. /**
  114571. * Sets wether or not the texture is blocking during loading.
  114572. */
  114573. /**
  114574. * Gets wether or not the texture is blocking during loading.
  114575. */
  114576. isBlocking: boolean;
  114577. protected _rotationY: number;
  114578. /**
  114579. * Sets texture matrix rotation angle around Y axis in radians.
  114580. */
  114581. /**
  114582. * Gets texture matrix rotation angle around Y axis radians.
  114583. */
  114584. rotationY: number;
  114585. /**
  114586. * Gets or sets the center of the bounding box associated with the cube texture
  114587. * It must define where the camera used to render the texture was set
  114588. */
  114589. boundingBoxPosition: Vector3;
  114590. private _boundingBoxSize;
  114591. /**
  114592. * Gets or sets the size of the bounding box associated with the cube texture
  114593. * When defined, the cubemap will switch to local mode
  114594. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114595. * @example https://www.babylonjs-playground.com/#RNASML
  114596. */
  114597. boundingBoxSize: Vector3;
  114598. /**
  114599. * Instantiates an HDRTexture from the following parameters.
  114600. *
  114601. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114602. * @param scene The scene the texture will be used in
  114603. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114604. * @param noMipmap Forces to not generate the mipmap if true
  114605. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114606. * @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)
  114607. * @param reserved Reserved flag for internal use.
  114608. */
  114609. 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>);
  114610. /**
  114611. * Get the current class name of the texture useful for serialization or dynamic coding.
  114612. * @returns "HDRCubeTexture"
  114613. */
  114614. getClassName(): string;
  114615. /**
  114616. * Occurs when the file is raw .hdr file.
  114617. */
  114618. private loadTexture;
  114619. clone(): HDRCubeTexture;
  114620. delayLoad(): void;
  114621. /**
  114622. * Get the texture reflection matrix used to rotate/transform the reflection.
  114623. * @returns the reflection matrix
  114624. */
  114625. getReflectionTextureMatrix(): Matrix;
  114626. /**
  114627. * Set the texture reflection matrix used to rotate/transform the reflection.
  114628. * @param value Define the reflection matrix to set
  114629. */
  114630. setReflectionTextureMatrix(value: Matrix): void;
  114631. /**
  114632. * Parses a JSON representation of an HDR Texture in order to create the texture
  114633. * @param parsedTexture Define the JSON representation
  114634. * @param scene Define the scene the texture should be created in
  114635. * @param rootUrl Define the root url in case we need to load relative dependencies
  114636. * @returns the newly created texture after parsing
  114637. */
  114638. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114639. serialize(): any;
  114640. }
  114641. }
  114642. declare module BABYLON {
  114643. /**
  114644. * Class used to control physics engine
  114645. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114646. */
  114647. export class PhysicsEngine implements IPhysicsEngine {
  114648. private _physicsPlugin;
  114649. /**
  114650. * Global value used to control the smallest number supported by the simulation
  114651. */
  114652. static Epsilon: number;
  114653. private _impostors;
  114654. private _joints;
  114655. /**
  114656. * Gets the gravity vector used by the simulation
  114657. */
  114658. gravity: Vector3;
  114659. /**
  114660. * Factory used to create the default physics plugin.
  114661. * @returns The default physics plugin
  114662. */
  114663. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114664. /**
  114665. * Creates a new Physics Engine
  114666. * @param gravity defines the gravity vector used by the simulation
  114667. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114668. */
  114669. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114670. /**
  114671. * Sets the gravity vector used by the simulation
  114672. * @param gravity defines the gravity vector to use
  114673. */
  114674. setGravity(gravity: Vector3): void;
  114675. /**
  114676. * Set the time step of the physics engine.
  114677. * Default is 1/60.
  114678. * To slow it down, enter 1/600 for example.
  114679. * To speed it up, 1/30
  114680. * @param newTimeStep defines the new timestep to apply to this world.
  114681. */
  114682. setTimeStep(newTimeStep?: number): void;
  114683. /**
  114684. * Get the time step of the physics engine.
  114685. * @returns the current time step
  114686. */
  114687. getTimeStep(): number;
  114688. /**
  114689. * Release all resources
  114690. */
  114691. dispose(): void;
  114692. /**
  114693. * Gets the name of the current physics plugin
  114694. * @returns the name of the plugin
  114695. */
  114696. getPhysicsPluginName(): string;
  114697. /**
  114698. * Adding a new impostor for the impostor tracking.
  114699. * This will be done by the impostor itself.
  114700. * @param impostor the impostor to add
  114701. */
  114702. addImpostor(impostor: PhysicsImpostor): void;
  114703. /**
  114704. * Remove an impostor from the engine.
  114705. * This impostor and its mesh will not longer be updated by the physics engine.
  114706. * @param impostor the impostor to remove
  114707. */
  114708. removeImpostor(impostor: PhysicsImpostor): void;
  114709. /**
  114710. * Add a joint to the physics engine
  114711. * @param mainImpostor defines the main impostor to which the joint is added.
  114712. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114713. * @param joint defines the joint that will connect both impostors.
  114714. */
  114715. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114716. /**
  114717. * Removes a joint from the simulation
  114718. * @param mainImpostor defines the impostor used with the joint
  114719. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114720. * @param joint defines the joint to remove
  114721. */
  114722. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114723. /**
  114724. * Called by the scene. No need to call it.
  114725. * @param delta defines the timespam between frames
  114726. */
  114727. _step(delta: number): void;
  114728. /**
  114729. * Gets the current plugin used to run the simulation
  114730. * @returns current plugin
  114731. */
  114732. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114733. /**
  114734. * Gets the list of physic impostors
  114735. * @returns an array of PhysicsImpostor
  114736. */
  114737. getImpostors(): Array<PhysicsImpostor>;
  114738. /**
  114739. * Gets the impostor for a physics enabled object
  114740. * @param object defines the object impersonated by the impostor
  114741. * @returns the PhysicsImpostor or null if not found
  114742. */
  114743. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114744. /**
  114745. * Gets the impostor for a physics body object
  114746. * @param body defines physics body used by the impostor
  114747. * @returns the PhysicsImpostor or null if not found
  114748. */
  114749. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114750. /**
  114751. * Does a raycast in the physics world
  114752. * @param from when should the ray start?
  114753. * @param to when should the ray end?
  114754. * @returns PhysicsRaycastResult
  114755. */
  114756. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114757. }
  114758. }
  114759. declare module BABYLON {
  114760. /** @hidden */
  114761. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114762. private _useDeltaForWorldStep;
  114763. world: any;
  114764. name: string;
  114765. private _physicsMaterials;
  114766. private _fixedTimeStep;
  114767. private _cannonRaycastResult;
  114768. private _raycastResult;
  114769. private _physicsBodysToRemoveAfterStep;
  114770. BJSCANNON: any;
  114771. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114772. setGravity(gravity: Vector3): void;
  114773. setTimeStep(timeStep: number): void;
  114774. getTimeStep(): number;
  114775. executeStep(delta: number): void;
  114776. private _removeMarkedPhysicsBodiesFromWorld;
  114777. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114778. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114779. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114780. private _processChildMeshes;
  114781. removePhysicsBody(impostor: PhysicsImpostor): void;
  114782. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114783. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114784. private _addMaterial;
  114785. private _checkWithEpsilon;
  114786. private _createShape;
  114787. private _createHeightmap;
  114788. private _minus90X;
  114789. private _plus90X;
  114790. private _tmpPosition;
  114791. private _tmpDeltaPosition;
  114792. private _tmpUnityRotation;
  114793. private _updatePhysicsBodyTransformation;
  114794. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114795. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114796. isSupported(): boolean;
  114797. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114798. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114799. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114800. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114801. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114802. getBodyMass(impostor: PhysicsImpostor): number;
  114803. getBodyFriction(impostor: PhysicsImpostor): number;
  114804. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114805. getBodyRestitution(impostor: PhysicsImpostor): number;
  114806. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114807. sleepBody(impostor: PhysicsImpostor): void;
  114808. wakeUpBody(impostor: PhysicsImpostor): void;
  114809. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114810. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114811. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114812. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114813. getRadius(impostor: PhysicsImpostor): number;
  114814. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114815. dispose(): void;
  114816. private _extendNamespace;
  114817. /**
  114818. * Does a raycast in the physics world
  114819. * @param from when should the ray start?
  114820. * @param to when should the ray end?
  114821. * @returns PhysicsRaycastResult
  114822. */
  114823. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114824. }
  114825. }
  114826. declare module BABYLON {
  114827. /** @hidden */
  114828. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114829. world: any;
  114830. name: string;
  114831. BJSOIMO: any;
  114832. private _raycastResult;
  114833. constructor(iterations?: number, oimoInjection?: any);
  114834. setGravity(gravity: Vector3): void;
  114835. setTimeStep(timeStep: number): void;
  114836. getTimeStep(): number;
  114837. private _tmpImpostorsArray;
  114838. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114839. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114840. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114841. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114842. private _tmpPositionVector;
  114843. removePhysicsBody(impostor: PhysicsImpostor): void;
  114844. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114845. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114846. isSupported(): boolean;
  114847. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114848. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114849. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114850. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114851. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114852. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114853. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114854. getBodyMass(impostor: PhysicsImpostor): number;
  114855. getBodyFriction(impostor: PhysicsImpostor): number;
  114856. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114857. getBodyRestitution(impostor: PhysicsImpostor): number;
  114858. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114859. sleepBody(impostor: PhysicsImpostor): void;
  114860. wakeUpBody(impostor: PhysicsImpostor): void;
  114861. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114862. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114863. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114864. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114865. getRadius(impostor: PhysicsImpostor): number;
  114866. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114867. dispose(): void;
  114868. /**
  114869. * Does a raycast in the physics world
  114870. * @param from when should the ray start?
  114871. * @param to when should the ray end?
  114872. * @returns PhysicsRaycastResult
  114873. */
  114874. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114875. }
  114876. }
  114877. declare module BABYLON {
  114878. /**
  114879. * Class containing static functions to help procedurally build meshes
  114880. */
  114881. export class RibbonBuilder {
  114882. /**
  114883. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  114884. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  114885. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  114886. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  114887. * * 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
  114888. * * 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
  114889. * * 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
  114890. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114891. * * If you create a double-sided mesh, you can choose what parts of 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
  114892. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114893. * * 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
  114894. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  114895. * * 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
  114896. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  114897. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114898. * @param name defines the name of the mesh
  114899. * @param options defines the options used to create the mesh
  114900. * @param scene defines the hosting scene
  114901. * @returns the ribbon mesh
  114902. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  114903. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114904. */
  114905. static CreateRibbon(name: string, options: {
  114906. pathArray: Vector3[][];
  114907. closeArray?: boolean;
  114908. closePath?: boolean;
  114909. offset?: number;
  114910. updatable?: boolean;
  114911. sideOrientation?: number;
  114912. frontUVs?: Vector4;
  114913. backUVs?: Vector4;
  114914. instance?: Mesh;
  114915. invertUV?: boolean;
  114916. uvs?: Vector2[];
  114917. colors?: Color4[];
  114918. }, scene?: Nullable<Scene>): Mesh;
  114919. }
  114920. }
  114921. declare module BABYLON {
  114922. /**
  114923. * Class containing static functions to help procedurally build meshes
  114924. */
  114925. export class ShapeBuilder {
  114926. /**
  114927. * 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.
  114928. * * 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.
  114929. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114930. * * 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.
  114931. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  114932. * * 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
  114933. * * 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
  114934. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  114935. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114936. * * If you create a double-sided mesh, you can choose what parts of 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
  114937. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  114938. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114939. * @param name defines the name of the mesh
  114940. * @param options defines the options used to create the mesh
  114941. * @param scene defines the hosting scene
  114942. * @returns the extruded shape mesh
  114943. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114944. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114945. */
  114946. static ExtrudeShape(name: string, options: {
  114947. shape: Vector3[];
  114948. path: Vector3[];
  114949. scale?: number;
  114950. rotation?: number;
  114951. cap?: number;
  114952. updatable?: boolean;
  114953. sideOrientation?: number;
  114954. frontUVs?: Vector4;
  114955. backUVs?: Vector4;
  114956. instance?: Mesh;
  114957. invertUV?: boolean;
  114958. }, scene?: Nullable<Scene>): Mesh;
  114959. /**
  114960. * Creates an custom extruded shape mesh.
  114961. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114962. * * 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.
  114963. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114964. * * 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
  114965. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  114966. * * 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
  114967. * * It must returns a float value that will be the scale value applied to the shape on each path point
  114968. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  114969. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  114970. * * 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
  114971. * * 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
  114972. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  114973. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114974. * * If you create a double-sided mesh, you can choose what parts of 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
  114975. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114976. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114977. * @param name defines the name of the mesh
  114978. * @param options defines the options used to create the mesh
  114979. * @param scene defines the hosting scene
  114980. * @returns the custom extruded shape mesh
  114981. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  114982. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114983. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114984. */
  114985. static ExtrudeShapeCustom(name: string, options: {
  114986. shape: Vector3[];
  114987. path: Vector3[];
  114988. scaleFunction?: any;
  114989. rotationFunction?: any;
  114990. ribbonCloseArray?: boolean;
  114991. ribbonClosePath?: boolean;
  114992. cap?: number;
  114993. updatable?: boolean;
  114994. sideOrientation?: number;
  114995. frontUVs?: Vector4;
  114996. backUVs?: Vector4;
  114997. instance?: Mesh;
  114998. invertUV?: boolean;
  114999. }, scene?: Nullable<Scene>): Mesh;
  115000. private static _ExtrudeShapeGeneric;
  115001. }
  115002. }
  115003. declare module BABYLON {
  115004. /**
  115005. * AmmoJS Physics plugin
  115006. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  115007. * @see https://github.com/kripken/ammo.js/
  115008. */
  115009. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  115010. private _useDeltaForWorldStep;
  115011. /**
  115012. * Reference to the Ammo library
  115013. */
  115014. bjsAMMO: any;
  115015. /**
  115016. * Created ammoJS world which physics bodies are added to
  115017. */
  115018. world: any;
  115019. /**
  115020. * Name of the plugin
  115021. */
  115022. name: string;
  115023. private _timeStep;
  115024. private _fixedTimeStep;
  115025. private _maxSteps;
  115026. private _tmpQuaternion;
  115027. private _tmpAmmoTransform;
  115028. private _tmpAmmoQuaternion;
  115029. private _tmpAmmoConcreteContactResultCallback;
  115030. private _collisionConfiguration;
  115031. private _dispatcher;
  115032. private _overlappingPairCache;
  115033. private _solver;
  115034. private _softBodySolver;
  115035. private _tmpAmmoVectorA;
  115036. private _tmpAmmoVectorB;
  115037. private _tmpAmmoVectorC;
  115038. private _tmpAmmoVectorD;
  115039. private _tmpContactCallbackResult;
  115040. private _tmpAmmoVectorRCA;
  115041. private _tmpAmmoVectorRCB;
  115042. private _raycastResult;
  115043. private static readonly DISABLE_COLLISION_FLAG;
  115044. private static readonly KINEMATIC_FLAG;
  115045. private static readonly DISABLE_DEACTIVATION_FLAG;
  115046. /**
  115047. * Initializes the ammoJS plugin
  115048. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  115049. * @param ammoInjection can be used to inject your own ammo reference
  115050. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  115051. */
  115052. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  115053. /**
  115054. * Sets the gravity of the physics world (m/(s^2))
  115055. * @param gravity Gravity to set
  115056. */
  115057. setGravity(gravity: Vector3): void;
  115058. /**
  115059. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  115060. * @param timeStep timestep to use in seconds
  115061. */
  115062. setTimeStep(timeStep: number): void;
  115063. /**
  115064. * 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)
  115065. * @param fixedTimeStep fixedTimeStep to use in seconds
  115066. */
  115067. setFixedTimeStep(fixedTimeStep: number): void;
  115068. /**
  115069. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  115070. * @param maxSteps the maximum number of steps by the physics engine per frame
  115071. */
  115072. setMaxSteps(maxSteps: number): void;
  115073. /**
  115074. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  115075. * @returns the current timestep in seconds
  115076. */
  115077. getTimeStep(): number;
  115078. private _isImpostorInContact;
  115079. private _isImpostorPairInContact;
  115080. private _stepSimulation;
  115081. /**
  115082. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  115083. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  115084. * After the step the babylon meshes are set to the position of the physics imposters
  115085. * @param delta amount of time to step forward
  115086. * @param impostors array of imposters to update before/after the step
  115087. */
  115088. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115089. /**
  115090. * Update babylon mesh to match physics world object
  115091. * @param impostor imposter to match
  115092. */
  115093. private _afterSoftStep;
  115094. /**
  115095. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  115096. * @param impostor imposter to match
  115097. */
  115098. private _ropeStep;
  115099. /**
  115100. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  115101. * @param impostor imposter to match
  115102. */
  115103. private _softbodyOrClothStep;
  115104. private _tmpVector;
  115105. private _tmpMatrix;
  115106. /**
  115107. * Applies an impulse on the imposter
  115108. * @param impostor imposter to apply impulse to
  115109. * @param force amount of force to be applied to the imposter
  115110. * @param contactPoint the location to apply the impulse on the imposter
  115111. */
  115112. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115113. /**
  115114. * Applies a force on the imposter
  115115. * @param impostor imposter to apply force
  115116. * @param force amount of force to be applied to the imposter
  115117. * @param contactPoint the location to apply the force on the imposter
  115118. */
  115119. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115120. /**
  115121. * Creates a physics body using the plugin
  115122. * @param impostor the imposter to create the physics body on
  115123. */
  115124. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115125. /**
  115126. * Removes the physics body from the imposter and disposes of the body's memory
  115127. * @param impostor imposter to remove the physics body from
  115128. */
  115129. removePhysicsBody(impostor: PhysicsImpostor): void;
  115130. /**
  115131. * Generates a joint
  115132. * @param impostorJoint the imposter joint to create the joint with
  115133. */
  115134. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115135. /**
  115136. * Removes a joint
  115137. * @param impostorJoint the imposter joint to remove the joint from
  115138. */
  115139. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115140. private _addMeshVerts;
  115141. /**
  115142. * Initialise the soft body vertices to match its object's (mesh) vertices
  115143. * Softbody vertices (nodes) are in world space and to match this
  115144. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  115145. * @param impostor to create the softbody for
  115146. */
  115147. private _softVertexData;
  115148. /**
  115149. * Create an impostor's soft body
  115150. * @param impostor to create the softbody for
  115151. */
  115152. private _createSoftbody;
  115153. /**
  115154. * Create cloth for an impostor
  115155. * @param impostor to create the softbody for
  115156. */
  115157. private _createCloth;
  115158. /**
  115159. * Create rope for an impostor
  115160. * @param impostor to create the softbody for
  115161. */
  115162. private _createRope;
  115163. private _addHullVerts;
  115164. private _createShape;
  115165. /**
  115166. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  115167. * @param impostor imposter containing the physics body and babylon object
  115168. */
  115169. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115170. /**
  115171. * Sets the babylon object's position/rotation from the physics body's position/rotation
  115172. * @param impostor imposter containing the physics body and babylon object
  115173. * @param newPosition new position
  115174. * @param newRotation new rotation
  115175. */
  115176. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115177. /**
  115178. * If this plugin is supported
  115179. * @returns true if its supported
  115180. */
  115181. isSupported(): boolean;
  115182. /**
  115183. * Sets the linear velocity of the physics body
  115184. * @param impostor imposter to set the velocity on
  115185. * @param velocity velocity to set
  115186. */
  115187. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115188. /**
  115189. * Sets the angular velocity of the physics body
  115190. * @param impostor imposter to set the velocity on
  115191. * @param velocity velocity to set
  115192. */
  115193. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115194. /**
  115195. * gets the linear velocity
  115196. * @param impostor imposter to get linear velocity from
  115197. * @returns linear velocity
  115198. */
  115199. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115200. /**
  115201. * gets the angular velocity
  115202. * @param impostor imposter to get angular velocity from
  115203. * @returns angular velocity
  115204. */
  115205. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115206. /**
  115207. * Sets the mass of physics body
  115208. * @param impostor imposter to set the mass on
  115209. * @param mass mass to set
  115210. */
  115211. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115212. /**
  115213. * Gets the mass of the physics body
  115214. * @param impostor imposter to get the mass from
  115215. * @returns mass
  115216. */
  115217. getBodyMass(impostor: PhysicsImpostor): number;
  115218. /**
  115219. * Gets friction of the impostor
  115220. * @param impostor impostor to get friction from
  115221. * @returns friction value
  115222. */
  115223. getBodyFriction(impostor: PhysicsImpostor): number;
  115224. /**
  115225. * Sets friction of the impostor
  115226. * @param impostor impostor to set friction on
  115227. * @param friction friction value
  115228. */
  115229. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115230. /**
  115231. * Gets restitution of the impostor
  115232. * @param impostor impostor to get restitution from
  115233. * @returns restitution value
  115234. */
  115235. getBodyRestitution(impostor: PhysicsImpostor): number;
  115236. /**
  115237. * Sets resitution of the impostor
  115238. * @param impostor impostor to set resitution on
  115239. * @param restitution resitution value
  115240. */
  115241. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115242. /**
  115243. * Gets pressure inside the impostor
  115244. * @param impostor impostor to get pressure from
  115245. * @returns pressure value
  115246. */
  115247. getBodyPressure(impostor: PhysicsImpostor): number;
  115248. /**
  115249. * Sets pressure inside a soft body impostor
  115250. * Cloth and rope must remain 0 pressure
  115251. * @param impostor impostor to set pressure on
  115252. * @param pressure pressure value
  115253. */
  115254. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  115255. /**
  115256. * Gets stiffness of the impostor
  115257. * @param impostor impostor to get stiffness from
  115258. * @returns pressure value
  115259. */
  115260. getBodyStiffness(impostor: PhysicsImpostor): number;
  115261. /**
  115262. * Sets stiffness of the impostor
  115263. * @param impostor impostor to set stiffness on
  115264. * @param stiffness stiffness value from 0 to 1
  115265. */
  115266. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  115267. /**
  115268. * Gets velocityIterations of the impostor
  115269. * @param impostor impostor to get velocity iterations from
  115270. * @returns velocityIterations value
  115271. */
  115272. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  115273. /**
  115274. * Sets velocityIterations of the impostor
  115275. * @param impostor impostor to set velocity iterations on
  115276. * @param velocityIterations velocityIterations value
  115277. */
  115278. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  115279. /**
  115280. * Gets positionIterations of the impostor
  115281. * @param impostor impostor to get position iterations from
  115282. * @returns positionIterations value
  115283. */
  115284. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  115285. /**
  115286. * Sets positionIterations of the impostor
  115287. * @param impostor impostor to set position on
  115288. * @param positionIterations positionIterations value
  115289. */
  115290. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  115291. /**
  115292. * Append an anchor to a cloth object
  115293. * @param impostor is the cloth impostor to add anchor to
  115294. * @param otherImpostor is the rigid impostor to anchor to
  115295. * @param width ratio across width from 0 to 1
  115296. * @param height ratio up height from 0 to 1
  115297. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  115298. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115299. */
  115300. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115301. /**
  115302. * Append an hook to a rope object
  115303. * @param impostor is the rope impostor to add hook to
  115304. * @param otherImpostor is the rigid impostor to hook to
  115305. * @param length ratio along the rope from 0 to 1
  115306. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  115307. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115308. */
  115309. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115310. /**
  115311. * Sleeps the physics body and stops it from being active
  115312. * @param impostor impostor to sleep
  115313. */
  115314. sleepBody(impostor: PhysicsImpostor): void;
  115315. /**
  115316. * Activates the physics body
  115317. * @param impostor impostor to activate
  115318. */
  115319. wakeUpBody(impostor: PhysicsImpostor): void;
  115320. /**
  115321. * Updates the distance parameters of the joint
  115322. * @param joint joint to update
  115323. * @param maxDistance maximum distance of the joint
  115324. * @param minDistance minimum distance of the joint
  115325. */
  115326. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115327. /**
  115328. * Sets a motor on the joint
  115329. * @param joint joint to set motor on
  115330. * @param speed speed of the motor
  115331. * @param maxForce maximum force of the motor
  115332. * @param motorIndex index of the motor
  115333. */
  115334. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115335. /**
  115336. * Sets the motors limit
  115337. * @param joint joint to set limit on
  115338. * @param upperLimit upper limit
  115339. * @param lowerLimit lower limit
  115340. */
  115341. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115342. /**
  115343. * Syncs the position and rotation of a mesh with the impostor
  115344. * @param mesh mesh to sync
  115345. * @param impostor impostor to update the mesh with
  115346. */
  115347. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115348. /**
  115349. * Gets the radius of the impostor
  115350. * @param impostor impostor to get radius from
  115351. * @returns the radius
  115352. */
  115353. getRadius(impostor: PhysicsImpostor): number;
  115354. /**
  115355. * Gets the box size of the impostor
  115356. * @param impostor impostor to get box size from
  115357. * @param result the resulting box size
  115358. */
  115359. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115360. /**
  115361. * Disposes of the impostor
  115362. */
  115363. dispose(): void;
  115364. /**
  115365. * Does a raycast in the physics world
  115366. * @param from when should the ray start?
  115367. * @param to when should the ray end?
  115368. * @returns PhysicsRaycastResult
  115369. */
  115370. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115371. }
  115372. }
  115373. declare module BABYLON {
  115374. interface AbstractScene {
  115375. /**
  115376. * The list of reflection probes added to the scene
  115377. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115378. */
  115379. reflectionProbes: Array<ReflectionProbe>;
  115380. /**
  115381. * Removes the given reflection probe from this scene.
  115382. * @param toRemove The reflection probe to remove
  115383. * @returns The index of the removed reflection probe
  115384. */
  115385. removeReflectionProbe(toRemove: ReflectionProbe): number;
  115386. /**
  115387. * Adds the given reflection probe to this scene.
  115388. * @param newReflectionProbe The reflection probe to add
  115389. */
  115390. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  115391. }
  115392. /**
  115393. * Class used to generate realtime reflection / refraction cube textures
  115394. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115395. */
  115396. export class ReflectionProbe {
  115397. /** defines the name of the probe */
  115398. name: string;
  115399. private _scene;
  115400. private _renderTargetTexture;
  115401. private _projectionMatrix;
  115402. private _viewMatrix;
  115403. private _target;
  115404. private _add;
  115405. private _attachedMesh;
  115406. private _invertYAxis;
  115407. /** Gets or sets probe position (center of the cube map) */
  115408. position: Vector3;
  115409. /**
  115410. * Creates a new reflection probe
  115411. * @param name defines the name of the probe
  115412. * @param size defines the texture resolution (for each face)
  115413. * @param scene defines the hosting scene
  115414. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115415. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115416. */
  115417. constructor(
  115418. /** defines the name of the probe */
  115419. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115420. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115421. samples: number;
  115422. /** Gets or sets the refresh rate to use (on every frame by default) */
  115423. refreshRate: number;
  115424. /**
  115425. * Gets the hosting scene
  115426. * @returns a Scene
  115427. */
  115428. getScene(): Scene;
  115429. /** Gets the internal CubeTexture used to render to */
  115430. readonly cubeTexture: RenderTargetTexture;
  115431. /** Gets the list of meshes to render */
  115432. readonly renderList: Nullable<AbstractMesh[]>;
  115433. /**
  115434. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115435. * @param mesh defines the mesh to attach to
  115436. */
  115437. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115438. /**
  115439. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115440. * @param renderingGroupId The rendering group id corresponding to its index
  115441. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115442. */
  115443. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115444. /**
  115445. * Clean all associated resources
  115446. */
  115447. dispose(): void;
  115448. /**
  115449. * Converts the reflection probe information to a readable string for debug purpose.
  115450. * @param fullDetails Supports for multiple levels of logging within scene loading
  115451. * @returns the human readable reflection probe info
  115452. */
  115453. toString(fullDetails?: boolean): string;
  115454. /**
  115455. * Get the class name of the relfection probe.
  115456. * @returns "ReflectionProbe"
  115457. */
  115458. getClassName(): string;
  115459. /**
  115460. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115461. * @returns The JSON representation of the texture
  115462. */
  115463. serialize(): any;
  115464. /**
  115465. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115466. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115467. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115468. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115469. * @returns The parsed reflection probe if successful
  115470. */
  115471. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115472. }
  115473. }
  115474. declare module BABYLON {
  115475. /** @hidden */
  115476. export var _BabylonLoaderRegistered: boolean;
  115477. }
  115478. declare module BABYLON {
  115479. /**
  115480. * The Physically based simple base material of BJS.
  115481. *
  115482. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115483. * It is used as the base class for both the specGloss and metalRough conventions.
  115484. */
  115485. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115486. /**
  115487. * Number of Simultaneous lights allowed on the material.
  115488. */
  115489. maxSimultaneousLights: number;
  115490. /**
  115491. * If sets to true, disables all the lights affecting the material.
  115492. */
  115493. disableLighting: boolean;
  115494. /**
  115495. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115496. */
  115497. environmentTexture: BaseTexture;
  115498. /**
  115499. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115500. */
  115501. invertNormalMapX: boolean;
  115502. /**
  115503. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115504. */
  115505. invertNormalMapY: boolean;
  115506. /**
  115507. * Normal map used in the model.
  115508. */
  115509. normalTexture: BaseTexture;
  115510. /**
  115511. * Emissivie color used to self-illuminate the model.
  115512. */
  115513. emissiveColor: Color3;
  115514. /**
  115515. * Emissivie texture used to self-illuminate the model.
  115516. */
  115517. emissiveTexture: BaseTexture;
  115518. /**
  115519. * Occlusion Channel Strenght.
  115520. */
  115521. occlusionStrength: number;
  115522. /**
  115523. * Occlusion Texture of the material (adding extra occlusion effects).
  115524. */
  115525. occlusionTexture: BaseTexture;
  115526. /**
  115527. * Defines the alpha limits in alpha test mode.
  115528. */
  115529. alphaCutOff: number;
  115530. /**
  115531. * Gets the current double sided mode.
  115532. */
  115533. /**
  115534. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115535. */
  115536. doubleSided: boolean;
  115537. /**
  115538. * Stores the pre-calculated light information of a mesh in a texture.
  115539. */
  115540. lightmapTexture: BaseTexture;
  115541. /**
  115542. * If true, the light map contains occlusion information instead of lighting info.
  115543. */
  115544. useLightmapAsShadowmap: boolean;
  115545. /**
  115546. * Instantiates a new PBRMaterial instance.
  115547. *
  115548. * @param name The material name
  115549. * @param scene The scene the material will be use in.
  115550. */
  115551. constructor(name: string, scene: Scene);
  115552. getClassName(): string;
  115553. }
  115554. }
  115555. declare module BABYLON {
  115556. /**
  115557. * The PBR material of BJS following the metal roughness convention.
  115558. *
  115559. * This fits to the PBR convention in the GLTF definition:
  115560. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115561. */
  115562. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115563. /**
  115564. * The base color has two different interpretations depending on the value of metalness.
  115565. * When the material is a metal, the base color is the specific measured reflectance value
  115566. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115567. * of the material.
  115568. */
  115569. baseColor: Color3;
  115570. /**
  115571. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115572. * well as opacity information in the alpha channel.
  115573. */
  115574. baseTexture: BaseTexture;
  115575. /**
  115576. * Specifies the metallic scalar value of the material.
  115577. * Can also be used to scale the metalness values of the metallic texture.
  115578. */
  115579. metallic: number;
  115580. /**
  115581. * Specifies the roughness scalar value of the material.
  115582. * Can also be used to scale the roughness values of the metallic texture.
  115583. */
  115584. roughness: number;
  115585. /**
  115586. * Texture containing both the metallic value in the B channel and the
  115587. * roughness value in the G channel to keep better precision.
  115588. */
  115589. metallicRoughnessTexture: BaseTexture;
  115590. /**
  115591. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115592. *
  115593. * @param name The material name
  115594. * @param scene The scene the material will be use in.
  115595. */
  115596. constructor(name: string, scene: Scene);
  115597. /**
  115598. * Return the currrent class name of the material.
  115599. */
  115600. getClassName(): string;
  115601. /**
  115602. * Makes a duplicate of the current material.
  115603. * @param name - name to use for the new material.
  115604. */
  115605. clone(name: string): PBRMetallicRoughnessMaterial;
  115606. /**
  115607. * Serialize the material to a parsable JSON object.
  115608. */
  115609. serialize(): any;
  115610. /**
  115611. * Parses a JSON object correponding to the serialize function.
  115612. */
  115613. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115614. }
  115615. }
  115616. declare module BABYLON {
  115617. /**
  115618. * The PBR material of BJS following the specular glossiness convention.
  115619. *
  115620. * This fits to the PBR convention in the GLTF definition:
  115621. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115622. */
  115623. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115624. /**
  115625. * Specifies the diffuse color of the material.
  115626. */
  115627. diffuseColor: Color3;
  115628. /**
  115629. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115630. * channel.
  115631. */
  115632. diffuseTexture: BaseTexture;
  115633. /**
  115634. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115635. */
  115636. specularColor: Color3;
  115637. /**
  115638. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115639. */
  115640. glossiness: number;
  115641. /**
  115642. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115643. */
  115644. specularGlossinessTexture: BaseTexture;
  115645. /**
  115646. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115647. *
  115648. * @param name The material name
  115649. * @param scene The scene the material will be use in.
  115650. */
  115651. constructor(name: string, scene: Scene);
  115652. /**
  115653. * Return the currrent class name of the material.
  115654. */
  115655. getClassName(): string;
  115656. /**
  115657. * Makes a duplicate of the current material.
  115658. * @param name - name to use for the new material.
  115659. */
  115660. clone(name: string): PBRSpecularGlossinessMaterial;
  115661. /**
  115662. * Serialize the material to a parsable JSON object.
  115663. */
  115664. serialize(): any;
  115665. /**
  115666. * Parses a JSON object correponding to the serialize function.
  115667. */
  115668. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115669. }
  115670. }
  115671. declare module BABYLON {
  115672. /**
  115673. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115674. * It can help converting any input color in a desired output one. This can then be used to create effects
  115675. * from sepia, black and white to sixties or futuristic rendering...
  115676. *
  115677. * The only supported format is currently 3dl.
  115678. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115679. */
  115680. export class ColorGradingTexture extends BaseTexture {
  115681. /**
  115682. * The current texture matrix. (will always be identity in color grading texture)
  115683. */
  115684. private _textureMatrix;
  115685. /**
  115686. * The texture URL.
  115687. */
  115688. url: string;
  115689. /**
  115690. * Empty line regex stored for GC.
  115691. */
  115692. private static _noneEmptyLineRegex;
  115693. private _engine;
  115694. /**
  115695. * Instantiates a ColorGradingTexture from the following parameters.
  115696. *
  115697. * @param url The location of the color gradind data (currently only supporting 3dl)
  115698. * @param scene The scene the texture will be used in
  115699. */
  115700. constructor(url: string, scene: Scene);
  115701. /**
  115702. * Returns the texture matrix used in most of the material.
  115703. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115704. */
  115705. getTextureMatrix(): Matrix;
  115706. /**
  115707. * Occurs when the file being loaded is a .3dl LUT file.
  115708. */
  115709. private load3dlTexture;
  115710. /**
  115711. * Starts the loading process of the texture.
  115712. */
  115713. private loadTexture;
  115714. /**
  115715. * Clones the color gradind texture.
  115716. */
  115717. clone(): ColorGradingTexture;
  115718. /**
  115719. * Called during delayed load for textures.
  115720. */
  115721. delayLoad(): void;
  115722. /**
  115723. * Parses a color grading texture serialized by Babylon.
  115724. * @param parsedTexture The texture information being parsedTexture
  115725. * @param scene The scene to load the texture in
  115726. * @param rootUrl The root url of the data assets to load
  115727. * @return A color gradind texture
  115728. */
  115729. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115730. /**
  115731. * Serializes the LUT texture to json format.
  115732. */
  115733. serialize(): any;
  115734. }
  115735. }
  115736. declare module BABYLON {
  115737. /**
  115738. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115739. */
  115740. export class EquiRectangularCubeTexture extends BaseTexture {
  115741. /** The six faces of the cube. */
  115742. private static _FacesMapping;
  115743. private _noMipmap;
  115744. private _onLoad;
  115745. private _onError;
  115746. /** The size of the cubemap. */
  115747. private _size;
  115748. /** The buffer of the image. */
  115749. private _buffer;
  115750. /** The width of the input image. */
  115751. private _width;
  115752. /** The height of the input image. */
  115753. private _height;
  115754. /** The URL to the image. */
  115755. url: string;
  115756. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115757. coordinatesMode: number;
  115758. /**
  115759. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115760. * @param url The location of the image
  115761. * @param scene The scene the texture will be used in
  115762. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115763. * @param noMipmap Forces to not generate the mipmap if true
  115764. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115765. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115766. * @param onLoad — defines a callback called when texture is loaded
  115767. * @param onError — defines a callback called if there is an error
  115768. */
  115769. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115770. /**
  115771. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115772. */
  115773. private loadImage;
  115774. /**
  115775. * Convert the image buffer into a cubemap and create a CubeTexture.
  115776. */
  115777. private loadTexture;
  115778. /**
  115779. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115780. * @param buffer The ArrayBuffer that should be converted.
  115781. * @returns The buffer as Float32Array.
  115782. */
  115783. private getFloat32ArrayFromArrayBuffer;
  115784. /**
  115785. * Get the current class name of the texture useful for serialization or dynamic coding.
  115786. * @returns "EquiRectangularCubeTexture"
  115787. */
  115788. getClassName(): string;
  115789. /**
  115790. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115791. * @returns A clone of the current EquiRectangularCubeTexture.
  115792. */
  115793. clone(): EquiRectangularCubeTexture;
  115794. }
  115795. }
  115796. declare module BABYLON {
  115797. /**
  115798. * Based on jsTGALoader - Javascript loader for TGA file
  115799. * By Vincent Thibault
  115800. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115801. */
  115802. export class TGATools {
  115803. private static _TYPE_INDEXED;
  115804. private static _TYPE_RGB;
  115805. private static _TYPE_GREY;
  115806. private static _TYPE_RLE_INDEXED;
  115807. private static _TYPE_RLE_RGB;
  115808. private static _TYPE_RLE_GREY;
  115809. private static _ORIGIN_MASK;
  115810. private static _ORIGIN_SHIFT;
  115811. private static _ORIGIN_BL;
  115812. private static _ORIGIN_BR;
  115813. private static _ORIGIN_UL;
  115814. private static _ORIGIN_UR;
  115815. /**
  115816. * Gets the header of a TGA file
  115817. * @param data defines the TGA data
  115818. * @returns the header
  115819. */
  115820. static GetTGAHeader(data: Uint8Array): any;
  115821. /**
  115822. * Uploads TGA content to a Babylon Texture
  115823. * @hidden
  115824. */
  115825. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115826. /** @hidden */
  115827. 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;
  115828. /** @hidden */
  115829. 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;
  115830. /** @hidden */
  115831. 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;
  115832. /** @hidden */
  115833. 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;
  115834. /** @hidden */
  115835. 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;
  115836. /** @hidden */
  115837. 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;
  115838. }
  115839. }
  115840. declare module BABYLON {
  115841. /**
  115842. * Implementation of the TGA Texture Loader.
  115843. * @hidden
  115844. */
  115845. export class _TGATextureLoader implements IInternalTextureLoader {
  115846. /**
  115847. * Defines wether the loader supports cascade loading the different faces.
  115848. */
  115849. readonly supportCascades: boolean;
  115850. /**
  115851. * This returns if the loader support the current file information.
  115852. * @param extension defines the file extension of the file being loaded
  115853. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115854. * @param fallback defines the fallback internal texture if any
  115855. * @param isBase64 defines whether the texture is encoded as a base64
  115856. * @param isBuffer defines whether the texture data are stored as a buffer
  115857. * @returns true if the loader can load the specified file
  115858. */
  115859. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115860. /**
  115861. * Transform the url before loading if required.
  115862. * @param rootUrl the url of the texture
  115863. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115864. * @returns the transformed texture
  115865. */
  115866. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115867. /**
  115868. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115869. * @param rootUrl the url of the texture
  115870. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115871. * @returns the fallback texture
  115872. */
  115873. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115874. /**
  115875. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115876. * @param data contains the texture data
  115877. * @param texture defines the BabylonJS internal texture
  115878. * @param createPolynomials will be true if polynomials have been requested
  115879. * @param onLoad defines the callback to trigger once the texture is ready
  115880. * @param onError defines the callback to trigger in case of error
  115881. */
  115882. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115883. /**
  115884. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115885. * @param data contains the texture data
  115886. * @param texture defines the BabylonJS internal texture
  115887. * @param callback defines the method to call once ready to upload
  115888. */
  115889. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115890. }
  115891. }
  115892. declare module BABYLON {
  115893. /**
  115894. * Info about the .basis files
  115895. */
  115896. class BasisFileInfo {
  115897. /**
  115898. * If the file has alpha
  115899. */
  115900. hasAlpha: boolean;
  115901. /**
  115902. * Info about each image of the basis file
  115903. */
  115904. images: Array<{
  115905. levels: Array<{
  115906. width: number;
  115907. height: number;
  115908. transcodedPixels: ArrayBufferView;
  115909. }>;
  115910. }>;
  115911. }
  115912. /**
  115913. * Result of transcoding a basis file
  115914. */
  115915. class TranscodeResult {
  115916. /**
  115917. * Info about the .basis file
  115918. */
  115919. fileInfo: BasisFileInfo;
  115920. /**
  115921. * Format to use when loading the file
  115922. */
  115923. format: number;
  115924. }
  115925. /**
  115926. * Configuration options for the Basis transcoder
  115927. */
  115928. export class BasisTranscodeConfiguration {
  115929. /**
  115930. * Supported compression formats used to determine the supported output format of the transcoder
  115931. */
  115932. supportedCompressionFormats?: {
  115933. /**
  115934. * etc1 compression format
  115935. */
  115936. etc1?: boolean;
  115937. /**
  115938. * s3tc compression format
  115939. */
  115940. s3tc?: boolean;
  115941. /**
  115942. * pvrtc compression format
  115943. */
  115944. pvrtc?: boolean;
  115945. /**
  115946. * etc2 compression format
  115947. */
  115948. etc2?: boolean;
  115949. };
  115950. /**
  115951. * If mipmap levels should be loaded for transcoded images (Default: true)
  115952. */
  115953. loadMipmapLevels?: boolean;
  115954. /**
  115955. * Index of a single image to load (Default: all images)
  115956. */
  115957. loadSingleImage?: number;
  115958. }
  115959. /**
  115960. * Used to load .Basis files
  115961. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  115962. */
  115963. export class BasisTools {
  115964. private static _IgnoreSupportedFormats;
  115965. /**
  115966. * URL to use when loading the basis transcoder
  115967. */
  115968. static JSModuleURL: string;
  115969. /**
  115970. * URL to use when loading the wasm module for the transcoder
  115971. */
  115972. static WasmModuleURL: string;
  115973. /**
  115974. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  115975. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  115976. * @returns internal format corresponding to the Basis format
  115977. */
  115978. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  115979. private static _WorkerPromise;
  115980. private static _Worker;
  115981. private static _actionId;
  115982. private static _CreateWorkerAsync;
  115983. /**
  115984. * Transcodes a loaded image file to compressed pixel data
  115985. * @param imageData image data to transcode
  115986. * @param config configuration options for the transcoding
  115987. * @returns a promise resulting in the transcoded image
  115988. */
  115989. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  115990. /**
  115991. * Loads a texture from the transcode result
  115992. * @param texture texture load to
  115993. * @param transcodeResult the result of transcoding the basis file to load from
  115994. */
  115995. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  115996. }
  115997. }
  115998. declare module BABYLON {
  115999. /**
  116000. * Loader for .basis file format
  116001. */
  116002. export class _BasisTextureLoader implements IInternalTextureLoader {
  116003. /**
  116004. * Defines whether the loader supports cascade loading the different faces.
  116005. */
  116006. readonly supportCascades: boolean;
  116007. /**
  116008. * This returns if the loader support the current file information.
  116009. * @param extension defines the file extension of the file being loaded
  116010. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116011. * @param fallback defines the fallback internal texture if any
  116012. * @param isBase64 defines whether the texture is encoded as a base64
  116013. * @param isBuffer defines whether the texture data are stored as a buffer
  116014. * @returns true if the loader can load the specified file
  116015. */
  116016. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116017. /**
  116018. * Transform the url before loading if required.
  116019. * @param rootUrl the url of the texture
  116020. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116021. * @returns the transformed texture
  116022. */
  116023. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116024. /**
  116025. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116026. * @param rootUrl the url of the texture
  116027. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116028. * @returns the fallback texture
  116029. */
  116030. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116031. /**
  116032. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  116033. * @param data contains the texture data
  116034. * @param texture defines the BabylonJS internal texture
  116035. * @param createPolynomials will be true if polynomials have been requested
  116036. * @param onLoad defines the callback to trigger once the texture is ready
  116037. * @param onError defines the callback to trigger in case of error
  116038. */
  116039. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116040. /**
  116041. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116042. * @param data contains the texture data
  116043. * @param texture defines the BabylonJS internal texture
  116044. * @param callback defines the method to call once ready to upload
  116045. */
  116046. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116047. }
  116048. }
  116049. declare module BABYLON {
  116050. /**
  116051. * 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.
  116052. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  116053. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  116054. */
  116055. export class CustomProceduralTexture extends ProceduralTexture {
  116056. private _animate;
  116057. private _time;
  116058. private _config;
  116059. private _texturePath;
  116060. /**
  116061. * Instantiates a new Custom Procedural Texture.
  116062. * 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.
  116063. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  116064. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  116065. * @param name Define the name of the texture
  116066. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  116067. * @param size Define the size of the texture to create
  116068. * @param scene Define the scene the texture belongs to
  116069. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  116070. * @param generateMipMaps Define if the texture should creates mip maps or not
  116071. */
  116072. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  116073. private _loadJson;
  116074. /**
  116075. * Is the texture ready to be used ? (rendered at least once)
  116076. * @returns true if ready, otherwise, false.
  116077. */
  116078. isReady(): boolean;
  116079. /**
  116080. * Render the texture to its associated render target.
  116081. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  116082. */
  116083. render(useCameraPostProcess?: boolean): void;
  116084. /**
  116085. * Update the list of dependant textures samplers in the shader.
  116086. */
  116087. updateTextures(): void;
  116088. /**
  116089. * Update the uniform values of the procedural texture in the shader.
  116090. */
  116091. updateShaderUniforms(): void;
  116092. /**
  116093. * Define if the texture animates or not.
  116094. */
  116095. animate: boolean;
  116096. }
  116097. }
  116098. declare module BABYLON {
  116099. /** @hidden */
  116100. export var noisePixelShader: {
  116101. name: string;
  116102. shader: string;
  116103. };
  116104. }
  116105. declare module BABYLON {
  116106. /**
  116107. * Class used to generate noise procedural textures
  116108. */
  116109. export class NoiseProceduralTexture extends ProceduralTexture {
  116110. private _time;
  116111. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  116112. brightness: number;
  116113. /** Defines the number of octaves to process */
  116114. octaves: number;
  116115. /** Defines the level of persistence (0.8 by default) */
  116116. persistence: number;
  116117. /** Gets or sets animation speed factor (default is 1) */
  116118. animationSpeedFactor: number;
  116119. /**
  116120. * Creates a new NoiseProceduralTexture
  116121. * @param name defines the name fo the texture
  116122. * @param size defines the size of the texture (default is 256)
  116123. * @param scene defines the hosting scene
  116124. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  116125. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  116126. */
  116127. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  116128. private _updateShaderUniforms;
  116129. protected _getDefines(): string;
  116130. /** Generate the current state of the procedural texture */
  116131. render(useCameraPostProcess?: boolean): void;
  116132. /**
  116133. * Serializes this noise procedural texture
  116134. * @returns a serialized noise procedural texture object
  116135. */
  116136. serialize(): any;
  116137. /**
  116138. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  116139. * @param parsedTexture defines parsed texture data
  116140. * @param scene defines the current scene
  116141. * @param rootUrl defines the root URL containing noise procedural texture information
  116142. * @returns a parsed NoiseProceduralTexture
  116143. */
  116144. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  116145. }
  116146. }
  116147. declare module BABYLON {
  116148. /**
  116149. * Raw cube texture where the raw buffers are passed in
  116150. */
  116151. export class RawCubeTexture extends CubeTexture {
  116152. /**
  116153. * Creates a cube texture where the raw buffers are passed in.
  116154. * @param scene defines the scene the texture is attached to
  116155. * @param data defines the array of data to use to create each face
  116156. * @param size defines the size of the textures
  116157. * @param format defines the format of the data
  116158. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  116159. * @param generateMipMaps defines if the engine should generate the mip levels
  116160. * @param invertY defines if data must be stored with Y axis inverted
  116161. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  116162. * @param compression defines the compression used (null by default)
  116163. */
  116164. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  116165. /**
  116166. * Updates the raw cube texture.
  116167. * @param data defines the data to store
  116168. * @param format defines the data format
  116169. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  116170. * @param invertY defines if data must be stored with Y axis inverted
  116171. * @param compression defines the compression used (null by default)
  116172. * @param level defines which level of the texture to update
  116173. */
  116174. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  116175. /**
  116176. * Updates a raw cube texture with RGBD encoded data.
  116177. * @param data defines the array of data [mipmap][face] to use to create each face
  116178. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  116179. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  116180. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  116181. * @returns a promsie that resolves when the operation is complete
  116182. */
  116183. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  116184. /**
  116185. * Clones the raw cube texture.
  116186. * @return a new cube texture
  116187. */
  116188. clone(): CubeTexture;
  116189. /** @hidden */
  116190. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  116191. }
  116192. }
  116193. declare module BABYLON {
  116194. /**
  116195. * Class used to store 3D textures containing user data
  116196. */
  116197. export class RawTexture3D extends Texture {
  116198. /** Gets or sets the texture format to use */
  116199. format: number;
  116200. private _engine;
  116201. /**
  116202. * Create a new RawTexture3D
  116203. * @param data defines the data of the texture
  116204. * @param width defines the width of the texture
  116205. * @param height defines the height of the texture
  116206. * @param depth defines the depth of the texture
  116207. * @param format defines the texture format to use
  116208. * @param scene defines the hosting scene
  116209. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  116210. * @param invertY defines if texture must be stored with Y axis inverted
  116211. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  116212. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  116213. */
  116214. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  116215. /** Gets or sets the texture format to use */
  116216. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  116217. /**
  116218. * Update the texture with new data
  116219. * @param data defines the data to store in the texture
  116220. */
  116221. update(data: ArrayBufferView): void;
  116222. }
  116223. }
  116224. declare module BABYLON {
  116225. /**
  116226. * Creates a refraction texture used by refraction channel of the standard material.
  116227. * It is like a mirror but to see through a material.
  116228. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116229. */
  116230. export class RefractionTexture extends RenderTargetTexture {
  116231. /**
  116232. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  116233. * 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.
  116234. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116235. */
  116236. refractionPlane: Plane;
  116237. /**
  116238. * Define how deep under the surface we should see.
  116239. */
  116240. depth: number;
  116241. /**
  116242. * Creates a refraction texture used by refraction channel of the standard material.
  116243. * It is like a mirror but to see through a material.
  116244. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116245. * @param name Define the texture name
  116246. * @param size Define the size of the underlying texture
  116247. * @param scene Define the scene the refraction belongs to
  116248. * @param generateMipMaps Define if we need to generate mips level for the refraction
  116249. */
  116250. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  116251. /**
  116252. * Clone the refraction texture.
  116253. * @returns the cloned texture
  116254. */
  116255. clone(): RefractionTexture;
  116256. /**
  116257. * Serialize the texture to a JSON representation you could use in Parse later on
  116258. * @returns the serialized JSON representation
  116259. */
  116260. serialize(): any;
  116261. }
  116262. }
  116263. declare module BABYLON {
  116264. /**
  116265. * Defines the options related to the creation of an HtmlElementTexture
  116266. */
  116267. export interface IHtmlElementTextureOptions {
  116268. /**
  116269. * Defines wether mip maps should be created or not.
  116270. */
  116271. generateMipMaps?: boolean;
  116272. /**
  116273. * Defines the sampling mode of the texture.
  116274. */
  116275. samplingMode?: number;
  116276. /**
  116277. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  116278. */
  116279. engine: Nullable<Engine>;
  116280. /**
  116281. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  116282. */
  116283. scene: Nullable<Scene>;
  116284. }
  116285. /**
  116286. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  116287. * To be as efficient as possible depending on your constraints nothing aside the first upload
  116288. * is automatically managed.
  116289. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  116290. * in your application.
  116291. *
  116292. * As the update is not automatic, you need to call them manually.
  116293. */
  116294. export class HtmlElementTexture extends BaseTexture {
  116295. /**
  116296. * The texture URL.
  116297. */
  116298. element: HTMLVideoElement | HTMLCanvasElement;
  116299. private static readonly DefaultOptions;
  116300. private _textureMatrix;
  116301. private _engine;
  116302. private _isVideo;
  116303. private _generateMipMaps;
  116304. private _samplingMode;
  116305. /**
  116306. * Instantiates a HtmlElementTexture from the following parameters.
  116307. *
  116308. * @param name Defines the name of the texture
  116309. * @param element Defines the video or canvas the texture is filled with
  116310. * @param options Defines the other none mandatory texture creation options
  116311. */
  116312. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  116313. private _createInternalTexture;
  116314. /**
  116315. * Returns the texture matrix used in most of the material.
  116316. */
  116317. getTextureMatrix(): Matrix;
  116318. /**
  116319. * Updates the content of the texture.
  116320. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  116321. */
  116322. update(invertY?: Nullable<boolean>): void;
  116323. }
  116324. }
  116325. declare module BABYLON {
  116326. /**
  116327. * Enum used to define the target of a block
  116328. */
  116329. export enum NodeMaterialBlockTargets {
  116330. /** Vertex shader */
  116331. Vertex = 1,
  116332. /** Fragment shader */
  116333. Fragment = 2,
  116334. /** Neutral */
  116335. Neutral = 4,
  116336. /** Vertex and Fragment */
  116337. VertexAndFragment = 3
  116338. }
  116339. }
  116340. declare module BABYLON {
  116341. /**
  116342. * Defines the kind of connection point for node based material
  116343. */
  116344. export enum NodeMaterialBlockConnectionPointTypes {
  116345. /** Float */
  116346. Float = 1,
  116347. /** Int */
  116348. Int = 2,
  116349. /** Vector2 */
  116350. Vector2 = 4,
  116351. /** Vector3 */
  116352. Vector3 = 8,
  116353. /** Vector4 */
  116354. Vector4 = 16,
  116355. /** Color3 */
  116356. Color3 = 32,
  116357. /** Color4 */
  116358. Color4 = 64,
  116359. /** Matrix */
  116360. Matrix = 128,
  116361. /** Detect type based on connection */
  116362. AutoDetect = 1024,
  116363. /** Output type that will be defined by input type */
  116364. BasedOnInput = 2048
  116365. }
  116366. }
  116367. declare module BABYLON {
  116368. /**
  116369. * Root class for all node material optimizers
  116370. */
  116371. export class NodeMaterialOptimizer {
  116372. /**
  116373. * Function used to optimize a NodeMaterial graph
  116374. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  116375. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  116376. */
  116377. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  116378. }
  116379. }
  116380. declare module BABYLON {
  116381. /**
  116382. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  116383. */
  116384. export class TransformBlock extends NodeMaterialBlock {
  116385. /**
  116386. * Defines the value to use to complement W value to transform it to a Vector4
  116387. */
  116388. complementW: number;
  116389. /**
  116390. * Defines the value to use to complement z value to transform it to a Vector4
  116391. */
  116392. complementZ: number;
  116393. /**
  116394. * Creates a new TransformBlock
  116395. * @param name defines the block name
  116396. */
  116397. constructor(name: string);
  116398. /**
  116399. * Gets the current class name
  116400. * @returns the class name
  116401. */
  116402. getClassName(): string;
  116403. /**
  116404. * Gets the vector input
  116405. */
  116406. readonly vector: NodeMaterialConnectionPoint;
  116407. /**
  116408. * Gets the output component
  116409. */
  116410. readonly output: NodeMaterialConnectionPoint;
  116411. /**
  116412. * Gets the matrix transform input
  116413. */
  116414. readonly transform: NodeMaterialConnectionPoint;
  116415. protected _buildBlock(state: NodeMaterialBuildState): this;
  116416. serialize(): any;
  116417. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116418. }
  116419. }
  116420. declare module BABYLON {
  116421. /**
  116422. * Block used to output the vertex position
  116423. */
  116424. export class VertexOutputBlock extends NodeMaterialBlock {
  116425. /**
  116426. * Creates a new VertexOutputBlock
  116427. * @param name defines the block name
  116428. */
  116429. constructor(name: string);
  116430. /**
  116431. * Gets the current class name
  116432. * @returns the class name
  116433. */
  116434. getClassName(): string;
  116435. /**
  116436. * Gets the vector input component
  116437. */
  116438. readonly vector: NodeMaterialConnectionPoint;
  116439. protected _buildBlock(state: NodeMaterialBuildState): this;
  116440. }
  116441. }
  116442. declare module BABYLON {
  116443. /**
  116444. * Block used to output the final color
  116445. */
  116446. export class FragmentOutputBlock extends NodeMaterialBlock {
  116447. /**
  116448. * Create a new FragmentOutputBlock
  116449. * @param name defines the block name
  116450. */
  116451. constructor(name: string);
  116452. /**
  116453. * Gets the current class name
  116454. * @returns the class name
  116455. */
  116456. getClassName(): string;
  116457. /**
  116458. * Gets the rgba input component
  116459. */
  116460. readonly rgba: NodeMaterialConnectionPoint;
  116461. /**
  116462. * Gets the rgb input component
  116463. */
  116464. readonly rgb: NodeMaterialConnectionPoint;
  116465. /**
  116466. * Gets the a input component
  116467. */
  116468. readonly a: NodeMaterialConnectionPoint;
  116469. protected _buildBlock(state: NodeMaterialBuildState): this;
  116470. }
  116471. }
  116472. declare module BABYLON {
  116473. /**
  116474. * Enum used to define well known values e.g. values automatically provided by the system
  116475. */
  116476. export enum NodeMaterialWellKnownValues {
  116477. /** World */
  116478. World = 1,
  116479. /** View */
  116480. View = 2,
  116481. /** Projection */
  116482. Projection = 3,
  116483. /** ViewProjection */
  116484. ViewProjection = 4,
  116485. /** WorldView */
  116486. WorldView = 5,
  116487. /** WorldViewProjection */
  116488. WorldViewProjection = 6,
  116489. /** CameraPosition */
  116490. CameraPosition = 7,
  116491. /** Fog Color */
  116492. FogColor = 8
  116493. }
  116494. }
  116495. declare module BABYLON {
  116496. /**
  116497. * Block used to read a reflection texture from a sampler
  116498. */
  116499. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116500. private _define3DName;
  116501. private _defineCubicName;
  116502. private _defineExplicitName;
  116503. private _defineProjectionName;
  116504. private _defineLocalCubicName;
  116505. private _defineSphericalName;
  116506. private _definePlanarName;
  116507. private _defineEquirectangularName;
  116508. private _defineMirroredEquirectangularFixedName;
  116509. private _defineEquirectangularFixedName;
  116510. private _defineSkyboxName;
  116511. private _cubeSamplerName;
  116512. private _2DSamplerName;
  116513. private _positionUVWName;
  116514. private _directionWName;
  116515. private _reflectionCoordsName;
  116516. private _reflection2DCoordsName;
  116517. private _reflectionColorName;
  116518. private _reflectionMatrixName;
  116519. /**
  116520. * Gets or sets the texture associated with the node
  116521. */
  116522. texture: Nullable<BaseTexture>;
  116523. /**
  116524. * Create a new TextureBlock
  116525. * @param name defines the block name
  116526. */
  116527. constructor(name: string);
  116528. /**
  116529. * Gets the current class name
  116530. * @returns the class name
  116531. */
  116532. getClassName(): string;
  116533. /**
  116534. * Gets the world position input component
  116535. */
  116536. readonly position: NodeMaterialConnectionPoint;
  116537. /**
  116538. * Gets the world position input component
  116539. */
  116540. readonly worldPosition: NodeMaterialConnectionPoint;
  116541. /**
  116542. * Gets the world normal input component
  116543. */
  116544. readonly worldNormal: NodeMaterialConnectionPoint;
  116545. /**
  116546. * Gets the world input component
  116547. */
  116548. readonly world: NodeMaterialConnectionPoint;
  116549. /**
  116550. * Gets the camera (or eye) position component
  116551. */
  116552. readonly cameraPosition: NodeMaterialConnectionPoint;
  116553. /**
  116554. * Gets the view input component
  116555. */
  116556. readonly view: NodeMaterialConnectionPoint;
  116557. /**
  116558. * Gets the rgb output component
  116559. */
  116560. readonly rgb: NodeMaterialConnectionPoint;
  116561. /**
  116562. * Gets the r output component
  116563. */
  116564. readonly r: NodeMaterialConnectionPoint;
  116565. /**
  116566. * Gets the g output component
  116567. */
  116568. readonly g: NodeMaterialConnectionPoint;
  116569. /**
  116570. * Gets the b output component
  116571. */
  116572. readonly b: NodeMaterialConnectionPoint;
  116573. autoConfigure(): void;
  116574. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116575. isReady(): boolean;
  116576. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116577. private _injectVertexCode;
  116578. private _writeOutput;
  116579. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116580. serialize(): any;
  116581. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116582. }
  116583. }
  116584. declare module BABYLON {
  116585. /**
  116586. * Interface used to configure the node material editor
  116587. */
  116588. export interface INodeMaterialEditorOptions {
  116589. /** Define the URl to load node editor script */
  116590. editorURL?: string;
  116591. }
  116592. /** @hidden */
  116593. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116594. /** BONES */
  116595. NUM_BONE_INFLUENCERS: number;
  116596. BonesPerMesh: number;
  116597. BONETEXTURE: boolean;
  116598. /** MORPH TARGETS */
  116599. MORPHTARGETS: boolean;
  116600. MORPHTARGETS_NORMAL: boolean;
  116601. MORPHTARGETS_TANGENT: boolean;
  116602. MORPHTARGETS_UV: boolean;
  116603. NUM_MORPH_INFLUENCERS: number;
  116604. /** IMAGE PROCESSING */
  116605. IMAGEPROCESSING: boolean;
  116606. VIGNETTE: boolean;
  116607. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116608. VIGNETTEBLENDMODEOPAQUE: boolean;
  116609. TONEMAPPING: boolean;
  116610. TONEMAPPING_ACES: boolean;
  116611. CONTRAST: boolean;
  116612. EXPOSURE: boolean;
  116613. COLORCURVES: boolean;
  116614. COLORGRADING: boolean;
  116615. COLORGRADING3D: boolean;
  116616. SAMPLER3DGREENDEPTH: boolean;
  116617. SAMPLER3DBGRMAP: boolean;
  116618. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116619. constructor();
  116620. setValue(name: string, value: boolean): void;
  116621. }
  116622. /**
  116623. * Class used to configure NodeMaterial
  116624. */
  116625. export interface INodeMaterialOptions {
  116626. /**
  116627. * Defines if blocks should emit comments
  116628. */
  116629. emitComments: boolean;
  116630. }
  116631. /**
  116632. * Class used to create a node based material built by assembling shader blocks
  116633. */
  116634. export class NodeMaterial extends PushMaterial {
  116635. private static _BuildIdGenerator;
  116636. private _options;
  116637. private _vertexCompilationState;
  116638. private _fragmentCompilationState;
  116639. private _sharedData;
  116640. private _buildId;
  116641. private _buildWasSuccessful;
  116642. private _cachedWorldViewMatrix;
  116643. private _cachedWorldViewProjectionMatrix;
  116644. private _optimizers;
  116645. private _animationFrame;
  116646. /** Define the URl to load node editor script */
  116647. static EditorURL: string;
  116648. private BJSNODEMATERIALEDITOR;
  116649. /** Get the inspector from bundle or global */
  116650. private _getGlobalNodeMaterialEditor;
  116651. /**
  116652. * 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)
  116653. */
  116654. ignoreAlpha: boolean;
  116655. /**
  116656. * Defines the maximum number of lights that can be used in the material
  116657. */
  116658. maxSimultaneousLights: number;
  116659. /**
  116660. * Observable raised when the material is built
  116661. */
  116662. onBuildObservable: Observable<NodeMaterial>;
  116663. /**
  116664. * Gets or sets the root nodes of the material vertex shader
  116665. */
  116666. _vertexOutputNodes: NodeMaterialBlock[];
  116667. /**
  116668. * Gets or sets the root nodes of the material fragment (pixel) shader
  116669. */
  116670. _fragmentOutputNodes: NodeMaterialBlock[];
  116671. /** Gets or sets options to control the node material overall behavior */
  116672. options: INodeMaterialOptions;
  116673. /**
  116674. * Default configuration related to image processing available in the standard Material.
  116675. */
  116676. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116677. /**
  116678. * Gets the image processing configuration used either in this material.
  116679. */
  116680. /**
  116681. * Sets the Default image processing configuration used either in the this material.
  116682. *
  116683. * If sets to null, the scene one is in use.
  116684. */
  116685. imageProcessingConfiguration: ImageProcessingConfiguration;
  116686. /**
  116687. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116688. */
  116689. attachedBlocks: NodeMaterialBlock[];
  116690. /**
  116691. * Create a new node based material
  116692. * @param name defines the material name
  116693. * @param scene defines the hosting scene
  116694. * @param options defines creation option
  116695. */
  116696. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116697. /**
  116698. * Gets the current class name of the material e.g. "NodeMaterial"
  116699. * @returns the class name
  116700. */
  116701. getClassName(): string;
  116702. /**
  116703. * Keep track of the image processing observer to allow dispose and replace.
  116704. */
  116705. private _imageProcessingObserver;
  116706. /**
  116707. * Attaches a new image processing configuration to the Standard Material.
  116708. * @param configuration
  116709. */
  116710. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116711. /**
  116712. * Get a block by its name
  116713. * @param name defines the name of the block to retrieve
  116714. * @returns the required block or null if not found
  116715. */
  116716. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  116717. /**
  116718. * Gets the list of input blocks attached to this material
  116719. * @returns an array of InputBlocks
  116720. */
  116721. getInputBlocks(): InputBlock[];
  116722. /**
  116723. * Adds a new optimizer to the list of optimizers
  116724. * @param optimizer defines the optimizers to add
  116725. * @returns the current material
  116726. */
  116727. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116728. /**
  116729. * Remove an optimizer from the list of optimizers
  116730. * @param optimizer defines the optimizers to remove
  116731. * @returns the current material
  116732. */
  116733. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116734. /**
  116735. * Add a new block to the list of output nodes
  116736. * @param node defines the node to add
  116737. * @returns the current material
  116738. */
  116739. addOutputNode(node: NodeMaterialBlock): this;
  116740. /**
  116741. * Remove a block from the list of root nodes
  116742. * @param node defines the node to remove
  116743. * @returns the current material
  116744. */
  116745. removeOutputNode(node: NodeMaterialBlock): this;
  116746. private _addVertexOutputNode;
  116747. private _removeVertexOutputNode;
  116748. private _addFragmentOutputNode;
  116749. private _removeFragmentOutputNode;
  116750. /**
  116751. * Specifies if the material will require alpha blending
  116752. * @returns a boolean specifying if alpha blending is needed
  116753. */
  116754. needAlphaBlending(): boolean;
  116755. /**
  116756. * Specifies if this material should be rendered in alpha test mode
  116757. * @returns a boolean specifying if an alpha test is needed.
  116758. */
  116759. needAlphaTesting(): boolean;
  116760. private _initializeBlock;
  116761. private _resetDualBlocks;
  116762. /**
  116763. * Build the material and generates the inner effect
  116764. * @param verbose defines if the build should log activity
  116765. */
  116766. build(verbose?: boolean): void;
  116767. /**
  116768. * Runs an otpimization phase to try to improve the shader code
  116769. */
  116770. optimize(): void;
  116771. private _prepareDefinesForAttributes;
  116772. /**
  116773. * Get if the submesh is ready to be used and all its information available.
  116774. * Child classes can use it to update shaders
  116775. * @param mesh defines the mesh to check
  116776. * @param subMesh defines which submesh to check
  116777. * @param useInstances specifies that instances should be used
  116778. * @returns a boolean indicating that the submesh is ready or not
  116779. */
  116780. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116781. /**
  116782. * Get a string representing the shaders built by the current node graph
  116783. */
  116784. readonly compiledShaders: string;
  116785. /**
  116786. * Binds the world matrix to the material
  116787. * @param world defines the world transformation matrix
  116788. */
  116789. bindOnlyWorldMatrix(world: Matrix): void;
  116790. /**
  116791. * Binds the submesh to this material by preparing the effect and shader to draw
  116792. * @param world defines the world transformation matrix
  116793. * @param mesh defines the mesh containing the submesh
  116794. * @param subMesh defines the submesh to bind the material to
  116795. */
  116796. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116797. /**
  116798. * Gets the active textures from the material
  116799. * @returns an array of textures
  116800. */
  116801. getActiveTextures(): BaseTexture[];
  116802. /**
  116803. * Gets the list of texture blocks
  116804. * @returns an array of texture blocks
  116805. */
  116806. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  116807. /**
  116808. * Specifies if the material uses a texture
  116809. * @param texture defines the texture to check against the material
  116810. * @returns a boolean specifying if the material uses the texture
  116811. */
  116812. hasTexture(texture: BaseTexture): boolean;
  116813. /**
  116814. * Disposes the material
  116815. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116816. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116817. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116818. */
  116819. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116820. /** Creates the node editor window. */
  116821. private _createNodeEditor;
  116822. /**
  116823. * Launch the node material editor
  116824. * @param config Define the configuration of the editor
  116825. * @return a promise fulfilled when the node editor is visible
  116826. */
  116827. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116828. /**
  116829. * Clear the current material
  116830. */
  116831. clear(): void;
  116832. /**
  116833. * Clear the current material and set it to a default state
  116834. */
  116835. setToDefault(): void;
  116836. private _gatherBlocks;
  116837. /**
  116838. * Serializes this material in a JSON representation
  116839. * @returns the serialized material object
  116840. */
  116841. serialize(): any;
  116842. private _restoreConnections;
  116843. /**
  116844. * Clear the current graph and load a new one from a serialization object
  116845. * @param source defines the JSON representation of the material
  116846. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116847. */
  116848. loadFromSerialization(source: any, rootUrl?: string): void;
  116849. /**
  116850. * Creates a node material from parsed material data
  116851. * @param source defines the JSON representation of the material
  116852. * @param scene defines the hosting scene
  116853. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116854. * @returns a new node material
  116855. */
  116856. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116857. /**
  116858. * Creates a new node material set to default basic configuration
  116859. * @param name defines the name of the material
  116860. * @param scene defines the hosting scene
  116861. * @returns a new NodeMaterial
  116862. */
  116863. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  116864. }
  116865. }
  116866. declare module BABYLON {
  116867. /**
  116868. * Block used to read a texture from a sampler
  116869. */
  116870. export class TextureBlock extends NodeMaterialBlock {
  116871. private _defineName;
  116872. private _samplerName;
  116873. private _transformedUVName;
  116874. private _textureTransformName;
  116875. private _textureInfoName;
  116876. private _mainUVName;
  116877. private _mainUVDefineName;
  116878. /**
  116879. * Gets or sets the texture associated with the node
  116880. */
  116881. texture: Nullable<BaseTexture>;
  116882. /**
  116883. * Create a new TextureBlock
  116884. * @param name defines the block name
  116885. */
  116886. constructor(name: string);
  116887. /**
  116888. * Gets the current class name
  116889. * @returns the class name
  116890. */
  116891. getClassName(): string;
  116892. /**
  116893. * Gets the uv input component
  116894. */
  116895. readonly uv: NodeMaterialConnectionPoint;
  116896. /**
  116897. * Gets the rgba output component
  116898. */
  116899. readonly rgba: NodeMaterialConnectionPoint;
  116900. /**
  116901. * Gets the rgb output component
  116902. */
  116903. readonly rgb: NodeMaterialConnectionPoint;
  116904. /**
  116905. * Gets the r output component
  116906. */
  116907. readonly r: NodeMaterialConnectionPoint;
  116908. /**
  116909. * Gets the g output component
  116910. */
  116911. readonly g: NodeMaterialConnectionPoint;
  116912. /**
  116913. * Gets the b output component
  116914. */
  116915. readonly b: NodeMaterialConnectionPoint;
  116916. /**
  116917. * Gets the a output component
  116918. */
  116919. readonly a: NodeMaterialConnectionPoint;
  116920. autoConfigure(): void;
  116921. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116922. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116923. isReady(): boolean;
  116924. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116925. private _injectVertexCode;
  116926. private _writeOutput;
  116927. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116928. serialize(): any;
  116929. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116930. }
  116931. }
  116932. declare module BABYLON {
  116933. /**
  116934. * Class used to store shared data between 2 NodeMaterialBuildState
  116935. */
  116936. export class NodeMaterialBuildStateSharedData {
  116937. /**
  116938. * Gets the list of emitted varyings
  116939. */
  116940. temps: string[];
  116941. /**
  116942. * Gets the list of emitted varyings
  116943. */
  116944. varyings: string[];
  116945. /**
  116946. * Gets the varying declaration string
  116947. */
  116948. varyingDeclaration: string;
  116949. /**
  116950. * Input blocks
  116951. */
  116952. inputBlocks: InputBlock[];
  116953. /**
  116954. * Input blocks
  116955. */
  116956. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  116957. /**
  116958. * Bindable blocks (Blocks that need to set data to the effect)
  116959. */
  116960. bindableBlocks: NodeMaterialBlock[];
  116961. /**
  116962. * List of blocks that can provide a compilation fallback
  116963. */
  116964. blocksWithFallbacks: NodeMaterialBlock[];
  116965. /**
  116966. * List of blocks that can provide a define update
  116967. */
  116968. blocksWithDefines: NodeMaterialBlock[];
  116969. /**
  116970. * List of blocks that can provide a repeatable content
  116971. */
  116972. repeatableContentBlocks: NodeMaterialBlock[];
  116973. /**
  116974. * List of blocks that can provide a dynamic list of uniforms
  116975. */
  116976. dynamicUniformBlocks: NodeMaterialBlock[];
  116977. /**
  116978. * List of blocks that can block the isReady function for the material
  116979. */
  116980. blockingBlocks: NodeMaterialBlock[];
  116981. /**
  116982. * Gets the list of animated inputs
  116983. */
  116984. animatedInputs: InputBlock[];
  116985. /**
  116986. * Build Id used to avoid multiple recompilations
  116987. */
  116988. buildId: number;
  116989. /** List of emitted variables */
  116990. variableNames: {
  116991. [key: string]: number;
  116992. };
  116993. /** List of emitted defines */
  116994. defineNames: {
  116995. [key: string]: number;
  116996. };
  116997. /** Should emit comments? */
  116998. emitComments: boolean;
  116999. /** Emit build activity */
  117000. verbose: boolean;
  117001. /**
  117002. * Gets the compilation hints emitted at compilation time
  117003. */
  117004. hints: {
  117005. needWorldViewMatrix: boolean;
  117006. needWorldViewProjectionMatrix: boolean;
  117007. needAlphaBlending: boolean;
  117008. needAlphaTesting: boolean;
  117009. };
  117010. /**
  117011. * List of compilation checks
  117012. */
  117013. checks: {
  117014. emitVertex: boolean;
  117015. emitFragment: boolean;
  117016. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  117017. };
  117018. /** Creates a new shared data */
  117019. constructor();
  117020. /**
  117021. * Emits console errors and exceptions if there is a failing check
  117022. */
  117023. emitErrors(): void;
  117024. }
  117025. }
  117026. declare module BABYLON {
  117027. /**
  117028. * Class used to store node based material build state
  117029. */
  117030. export class NodeMaterialBuildState {
  117031. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  117032. supportUniformBuffers: boolean;
  117033. /**
  117034. * Gets the list of emitted attributes
  117035. */
  117036. attributes: string[];
  117037. /**
  117038. * Gets the list of emitted uniforms
  117039. */
  117040. uniforms: string[];
  117041. /**
  117042. * Gets the list of emitted uniform buffers
  117043. */
  117044. uniformBuffers: string[];
  117045. /**
  117046. * Gets the list of emitted samplers
  117047. */
  117048. samplers: string[];
  117049. /**
  117050. * Gets the list of emitted functions
  117051. */
  117052. functions: {
  117053. [key: string]: string;
  117054. };
  117055. /**
  117056. * Gets the target of the compilation state
  117057. */
  117058. target: NodeMaterialBlockTargets;
  117059. /**
  117060. * Gets the list of emitted counters
  117061. */
  117062. counters: {
  117063. [key: string]: number;
  117064. };
  117065. /**
  117066. * Shared data between multiple NodeMaterialBuildState instances
  117067. */
  117068. sharedData: NodeMaterialBuildStateSharedData;
  117069. /** @hidden */
  117070. _vertexState: NodeMaterialBuildState;
  117071. /** @hidden */
  117072. _attributeDeclaration: string;
  117073. /** @hidden */
  117074. _uniformDeclaration: string;
  117075. /** @hidden */
  117076. _samplerDeclaration: string;
  117077. /** @hidden */
  117078. _varyingTransfer: string;
  117079. private _repeatableContentAnchorIndex;
  117080. /** @hidden */
  117081. _builtCompilationString: string;
  117082. /**
  117083. * Gets the emitted compilation strings
  117084. */
  117085. compilationString: string;
  117086. /**
  117087. * Finalize the compilation strings
  117088. * @param state defines the current compilation state
  117089. */
  117090. finalize(state: NodeMaterialBuildState): void;
  117091. /** @hidden */
  117092. readonly _repeatableContentAnchor: string;
  117093. /** @hidden */
  117094. _getFreeVariableName(prefix: string): string;
  117095. /** @hidden */
  117096. _getFreeDefineName(prefix: string): string;
  117097. /** @hidden */
  117098. _excludeVariableName(name: string): void;
  117099. /** @hidden */
  117100. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  117101. /** @hidden */
  117102. _emitFunction(name: string, code: string, comments: string): void;
  117103. /** @hidden */
  117104. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  117105. replaceStrings?: {
  117106. search: RegExp;
  117107. replace: string;
  117108. }[];
  117109. repeatKey?: string;
  117110. }): string;
  117111. /** @hidden */
  117112. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  117113. repeatKey?: string;
  117114. removeAttributes?: boolean;
  117115. removeUniforms?: boolean;
  117116. removeVaryings?: boolean;
  117117. removeIfDef?: boolean;
  117118. replaceStrings?: {
  117119. search: RegExp;
  117120. replace: string;
  117121. }[];
  117122. }, storeKey?: string): void;
  117123. /** @hidden */
  117124. _registerTempVariable(name: string): boolean;
  117125. /** @hidden */
  117126. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  117127. /** @hidden */
  117128. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  117129. }
  117130. }
  117131. declare module BABYLON {
  117132. /**
  117133. * Defines a block that can be used inside a node based material
  117134. */
  117135. export class NodeMaterialBlock {
  117136. private _buildId;
  117137. private _buildTarget;
  117138. private _target;
  117139. private _isFinalMerger;
  117140. private _isInput;
  117141. /** @hidden */
  117142. _inputs: NodeMaterialConnectionPoint[];
  117143. /** @hidden */
  117144. _outputs: NodeMaterialConnectionPoint[];
  117145. /**
  117146. * Gets or sets the name of the block
  117147. */
  117148. name: string;
  117149. /**
  117150. * Gets or sets the unique id of the node
  117151. */
  117152. uniqueId: number;
  117153. /**
  117154. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  117155. */
  117156. readonly isFinalMerger: boolean;
  117157. /**
  117158. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  117159. */
  117160. readonly isInput: boolean;
  117161. /**
  117162. * Gets or sets the build Id
  117163. */
  117164. buildId: number;
  117165. /**
  117166. * Gets or sets the target of the block
  117167. */
  117168. target: NodeMaterialBlockTargets;
  117169. /**
  117170. * Gets the list of input points
  117171. */
  117172. readonly inputs: NodeMaterialConnectionPoint[];
  117173. /** Gets the list of output points */
  117174. readonly outputs: NodeMaterialConnectionPoint[];
  117175. /**
  117176. * Find an input by its name
  117177. * @param name defines the name of the input to look for
  117178. * @returns the input or null if not found
  117179. */
  117180. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117181. /**
  117182. * Find an output by its name
  117183. * @param name defines the name of the outputto look for
  117184. * @returns the output or null if not found
  117185. */
  117186. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117187. /**
  117188. * Creates a new NodeMaterialBlock
  117189. * @param name defines the block name
  117190. * @param target defines the target of that block (Vertex by default)
  117191. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  117192. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  117193. */
  117194. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  117195. /**
  117196. * Initialize the block and prepare the context for build
  117197. * @param state defines the state that will be used for the build
  117198. */
  117199. initialize(state: NodeMaterialBuildState): void;
  117200. /**
  117201. * Bind data to effect. Will only be called for blocks with isBindable === true
  117202. * @param effect defines the effect to bind data to
  117203. * @param nodeMaterial defines the hosting NodeMaterial
  117204. * @param mesh defines the mesh that will be rendered
  117205. */
  117206. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117207. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  117208. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  117209. protected _writeFloat(value: number): string;
  117210. /**
  117211. * Gets the current class name e.g. "NodeMaterialBlock"
  117212. * @returns the class name
  117213. */
  117214. getClassName(): string;
  117215. /**
  117216. * Register a new input. Must be called inside a block constructor
  117217. * @param name defines the connection point name
  117218. * @param type defines the connection point type
  117219. * @param isOptional defines a boolean indicating that this input can be omitted
  117220. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117221. * @returns the current block
  117222. */
  117223. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  117224. /**
  117225. * Register a new output. Must be called inside a block constructor
  117226. * @param name defines the connection point name
  117227. * @param type defines the connection point type
  117228. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117229. * @returns the current block
  117230. */
  117231. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  117232. /**
  117233. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  117234. * @param forOutput defines an optional connection point to check compatibility with
  117235. * @returns the first available input or null
  117236. */
  117237. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  117238. /**
  117239. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  117240. * @param forBlock defines an optional block to check compatibility with
  117241. * @returns the first available input or null
  117242. */
  117243. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  117244. /**
  117245. * Gets the sibling of the given output
  117246. * @param current defines the current output
  117247. * @returns the next output in the list or null
  117248. */
  117249. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  117250. /**
  117251. * Connect current block with another block
  117252. * @param other defines the block to connect with
  117253. * @param options define the various options to help pick the right connections
  117254. * @returns the current block
  117255. */
  117256. connectTo(other: NodeMaterialBlock, options?: {
  117257. input?: string;
  117258. output?: string;
  117259. outputSwizzle?: string;
  117260. }): this | undefined;
  117261. protected _buildBlock(state: NodeMaterialBuildState): void;
  117262. /**
  117263. * Add uniforms, samplers and uniform buffers at compilation time
  117264. * @param state defines the state to update
  117265. * @param nodeMaterial defines the node material requesting the update
  117266. * @param defines defines the material defines to update
  117267. */
  117268. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117269. /**
  117270. * Add potential fallbacks if shader compilation fails
  117271. * @param mesh defines the mesh to be rendered
  117272. * @param fallbacks defines the current prioritized list of fallbacks
  117273. */
  117274. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117275. /**
  117276. * Update defines for shader compilation
  117277. * @param mesh defines the mesh to be rendered
  117278. * @param nodeMaterial defines the node material requesting the update
  117279. * @param defines defines the material defines to update
  117280. * @param useInstances specifies that instances should be used
  117281. */
  117282. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117283. /**
  117284. * Initialize defines for shader compilation
  117285. * @param mesh defines the mesh to be rendered
  117286. * @param nodeMaterial defines the node material requesting the update
  117287. * @param defines defines the material defines to be prepared
  117288. * @param useInstances specifies that instances should be used
  117289. */
  117290. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117291. /**
  117292. * Lets the block try to connect some inputs automatically
  117293. */
  117294. autoConfigure(): void;
  117295. /**
  117296. * Function called when a block is declared as repeatable content generator
  117297. * @param vertexShaderState defines the current compilation state for the vertex shader
  117298. * @param fragmentShaderState defines the current compilation state for the fragment shader
  117299. * @param mesh defines the mesh to be rendered
  117300. * @param defines defines the material defines to update
  117301. */
  117302. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117303. /**
  117304. * Checks if the block is ready
  117305. * @param mesh defines the mesh to be rendered
  117306. * @param nodeMaterial defines the node material requesting the update
  117307. * @param defines defines the material defines to update
  117308. * @param useInstances specifies that instances should be used
  117309. * @returns true if the block is ready
  117310. */
  117311. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  117312. private _processBuild;
  117313. /**
  117314. * Compile the current node and generate the shader code
  117315. * @param state defines the current compilation state (uniforms, samplers, current string)
  117316. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  117317. * @returns true if already built
  117318. */
  117319. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  117320. /**
  117321. * Clone the current block to a new identical block
  117322. * @param scene defines the hosting scene
  117323. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117324. * @returns a copy of the current block
  117325. */
  117326. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  117327. /**
  117328. * Serializes this block in a JSON representation
  117329. * @returns the serialized block object
  117330. */
  117331. serialize(): any;
  117332. /** @hidden */
  117333. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117334. }
  117335. }
  117336. declare module BABYLON {
  117337. /**
  117338. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  117339. */
  117340. export enum NodeMaterialBlockConnectionPointMode {
  117341. /** Value is an uniform */
  117342. Uniform = 0,
  117343. /** Value is a mesh attribute */
  117344. Attribute = 1,
  117345. /** Value is a varying between vertex and fragment shaders */
  117346. Varying = 2,
  117347. /** Mode is undefined */
  117348. Undefined = 3
  117349. }
  117350. }
  117351. declare module BABYLON {
  117352. /**
  117353. * Enum defining the type of animations supported by InputBlock
  117354. */
  117355. export enum AnimatedInputBlockTypes {
  117356. /** No animation */
  117357. None = 0,
  117358. /** Time based animation. Will only work for floats */
  117359. Time = 1
  117360. }
  117361. }
  117362. declare module BABYLON {
  117363. /**
  117364. * Block used to expose an input value
  117365. */
  117366. export class InputBlock extends NodeMaterialBlock {
  117367. private _mode;
  117368. private _associatedVariableName;
  117369. private _storedValue;
  117370. private _valueCallback;
  117371. private _type;
  117372. private _animationType;
  117373. /** @hidden */
  117374. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117375. /** Gets or sets a boolean indicating that this input can be edited in the Inspector */
  117376. visibleInInspector: boolean;
  117377. /**
  117378. * Gets or sets the connection point type (default is float)
  117379. */
  117380. readonly type: NodeMaterialBlockConnectionPointTypes;
  117381. /**
  117382. * Creates a new InputBlock
  117383. * @param name defines the block name
  117384. * @param target defines the target of that block (Vertex by default)
  117385. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  117386. */
  117387. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  117388. /**
  117389. * Gets the output component
  117390. */
  117391. readonly output: NodeMaterialConnectionPoint;
  117392. /**
  117393. * Set the source of this connection point to a vertex attribute
  117394. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  117395. * @returns the current connection point
  117396. */
  117397. setAsAttribute(attributeName?: string): InputBlock;
  117398. /**
  117399. * Set the source of this connection point to a well known value
  117400. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  117401. * @returns the current connection point
  117402. */
  117403. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  117404. /**
  117405. * Gets or sets the value of that point.
  117406. * Please note that this value will be ignored if valueCallback is defined
  117407. */
  117408. value: any;
  117409. /**
  117410. * Gets or sets a callback used to get the value of that point.
  117411. * Please note that setting this value will force the connection point to ignore the value property
  117412. */
  117413. valueCallback: () => any;
  117414. /**
  117415. * Gets or sets the associated variable name in the shader
  117416. */
  117417. associatedVariableName: string;
  117418. /** Gets or sets the type of animation applied to the input */
  117419. animationType: AnimatedInputBlockTypes;
  117420. /**
  117421. * Gets a boolean indicating that this connection point not defined yet
  117422. */
  117423. readonly isUndefined: boolean;
  117424. /**
  117425. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  117426. * In this case the connection point name must be the name of the uniform to use.
  117427. * Can only be set on inputs
  117428. */
  117429. isUniform: boolean;
  117430. /**
  117431. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  117432. * In this case the connection point name must be the name of the attribute to use
  117433. * Can only be set on inputs
  117434. */
  117435. isAttribute: boolean;
  117436. /**
  117437. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  117438. * Can only be set on exit points
  117439. */
  117440. isVarying: boolean;
  117441. /**
  117442. * Gets a boolean indicating that the current connection point is a well known value
  117443. */
  117444. readonly isWellKnownValue: boolean;
  117445. /**
  117446. * Gets or sets the current well known value or null if not defined as well know value
  117447. */
  117448. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117449. /**
  117450. * Gets the current class name
  117451. * @returns the class name
  117452. */
  117453. getClassName(): string;
  117454. /**
  117455. * Animate the input if animationType !== None
  117456. * @param scene defines the rendering scene
  117457. */
  117458. animate(scene: Scene): void;
  117459. private _emitDefine;
  117460. /**
  117461. * Set the input block to its default value (based on its type)
  117462. */
  117463. setDefaultValue(): void;
  117464. private _emit;
  117465. /** @hidden */
  117466. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  117467. /** @hidden */
  117468. _transmit(effect: Effect, scene: Scene): void;
  117469. protected _buildBlock(state: NodeMaterialBuildState): void;
  117470. serialize(): any;
  117471. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117472. }
  117473. }
  117474. declare module BABYLON {
  117475. /**
  117476. * Defines a connection point for a block
  117477. */
  117478. export class NodeMaterialConnectionPoint {
  117479. /** @hidden */
  117480. _ownerBlock: NodeMaterialBlock;
  117481. /** @hidden */
  117482. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117483. private _endpoints;
  117484. private _associatedVariableName;
  117485. /** @hidden */
  117486. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117487. private _type;
  117488. /** @hidden */
  117489. _enforceAssociatedVariableName: boolean;
  117490. /**
  117491. * Gets or sets the additional types supported byt this connection point
  117492. */
  117493. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117494. /**
  117495. * Gets or sets the associated variable name in the shader
  117496. */
  117497. associatedVariableName: string;
  117498. /**
  117499. * Gets or sets the connection point type (default is float)
  117500. */
  117501. type: NodeMaterialBlockConnectionPointTypes;
  117502. /**
  117503. * Gets or sets the connection point name
  117504. */
  117505. name: string;
  117506. /**
  117507. * Gets or sets a boolean indicating that this connection point can be omitted
  117508. */
  117509. isOptional: boolean;
  117510. /**
  117511. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117512. */
  117513. define: string;
  117514. /** Gets or sets the target of that connection point */
  117515. target: NodeMaterialBlockTargets;
  117516. /**
  117517. * Gets a boolean indicating that the current point is connected
  117518. */
  117519. readonly isConnected: boolean;
  117520. /**
  117521. * Gets a boolean indicating that the current point is connected to an input block
  117522. */
  117523. readonly isConnectedToInputBlock: boolean;
  117524. /**
  117525. * Gets a the connected input block (if any)
  117526. */
  117527. readonly connectInputBlock: Nullable<InputBlock>;
  117528. /** Get the other side of the connection (if any) */
  117529. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117530. /** Get the block that owns this connection point */
  117531. readonly ownerBlock: NodeMaterialBlock;
  117532. /** Get the block connected on the other side of this connection (if any) */
  117533. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117534. /** Get the block connected on the endpoints of this connection (if any) */
  117535. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117536. /** Gets the list of connected endpoints */
  117537. readonly endpoints: NodeMaterialConnectionPoint[];
  117538. /** Gets a boolean indicating if that output point is connected to at least one input */
  117539. readonly hasEndpoints: boolean;
  117540. /**
  117541. * Creates a new connection point
  117542. * @param name defines the connection point name
  117543. * @param ownerBlock defines the block hosting this connection point
  117544. */
  117545. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117546. /**
  117547. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117548. * @returns the class name
  117549. */
  117550. getClassName(): string;
  117551. /**
  117552. * Gets an boolean indicating if the current point can be connected to another point
  117553. * @param connectionPoint defines the other connection point
  117554. * @returns true if the connection is possible
  117555. */
  117556. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117557. /**
  117558. * Connect this point to another connection point
  117559. * @param connectionPoint defines the other connection point
  117560. * @returns the current connection point
  117561. */
  117562. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117563. /**
  117564. * Disconnect this point from one of his endpoint
  117565. * @param endpoint defines the other connection point
  117566. * @returns the current connection point
  117567. */
  117568. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117569. /**
  117570. * Serializes this point in a JSON representation
  117571. * @returns the serialized point object
  117572. */
  117573. serialize(): any;
  117574. }
  117575. }
  117576. declare module BABYLON {
  117577. /**
  117578. * Block used to add support for vertex skinning (bones)
  117579. */
  117580. export class BonesBlock extends NodeMaterialBlock {
  117581. /**
  117582. * Creates a new BonesBlock
  117583. * @param name defines the block name
  117584. */
  117585. constructor(name: string);
  117586. /**
  117587. * Initialize the block and prepare the context for build
  117588. * @param state defines the state that will be used for the build
  117589. */
  117590. initialize(state: NodeMaterialBuildState): void;
  117591. /**
  117592. * Gets the current class name
  117593. * @returns the class name
  117594. */
  117595. getClassName(): string;
  117596. /**
  117597. * Gets the matrix indices input component
  117598. */
  117599. readonly matricesIndices: NodeMaterialConnectionPoint;
  117600. /**
  117601. * Gets the matrix weights input component
  117602. */
  117603. readonly matricesWeights: NodeMaterialConnectionPoint;
  117604. /**
  117605. * Gets the extra matrix indices input component
  117606. */
  117607. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117608. /**
  117609. * Gets the extra matrix weights input component
  117610. */
  117611. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117612. /**
  117613. * Gets the world input component
  117614. */
  117615. readonly world: NodeMaterialConnectionPoint;
  117616. /**
  117617. * Gets the output component
  117618. */
  117619. readonly output: NodeMaterialConnectionPoint;
  117620. autoConfigure(): void;
  117621. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117622. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117623. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117624. protected _buildBlock(state: NodeMaterialBuildState): this;
  117625. }
  117626. }
  117627. declare module BABYLON {
  117628. /**
  117629. * Block used to add support for instances
  117630. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117631. */
  117632. export class InstancesBlock extends NodeMaterialBlock {
  117633. /**
  117634. * Creates a new InstancesBlock
  117635. * @param name defines the block name
  117636. */
  117637. constructor(name: string);
  117638. /**
  117639. * Gets the current class name
  117640. * @returns the class name
  117641. */
  117642. getClassName(): string;
  117643. /**
  117644. * Gets the first world row input component
  117645. */
  117646. readonly world0: NodeMaterialConnectionPoint;
  117647. /**
  117648. * Gets the second world row input component
  117649. */
  117650. readonly world1: NodeMaterialConnectionPoint;
  117651. /**
  117652. * Gets the third world row input component
  117653. */
  117654. readonly world2: NodeMaterialConnectionPoint;
  117655. /**
  117656. * Gets the forth world row input component
  117657. */
  117658. readonly world3: NodeMaterialConnectionPoint;
  117659. /**
  117660. * Gets the world input component
  117661. */
  117662. readonly world: NodeMaterialConnectionPoint;
  117663. /**
  117664. * Gets the output component
  117665. */
  117666. readonly output: NodeMaterialConnectionPoint;
  117667. autoConfigure(): void;
  117668. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117669. protected _buildBlock(state: NodeMaterialBuildState): this;
  117670. }
  117671. }
  117672. declare module BABYLON {
  117673. /**
  117674. * Block used to add morph targets support to vertex shader
  117675. */
  117676. export class MorphTargetsBlock extends NodeMaterialBlock {
  117677. private _repeatableContentAnchor;
  117678. private _repeatebleContentGenerated;
  117679. /**
  117680. * Create a new MorphTargetsBlock
  117681. * @param name defines the block name
  117682. */
  117683. constructor(name: string);
  117684. /**
  117685. * Gets the current class name
  117686. * @returns the class name
  117687. */
  117688. getClassName(): string;
  117689. /**
  117690. * Gets the position input component
  117691. */
  117692. readonly position: NodeMaterialConnectionPoint;
  117693. /**
  117694. * Gets the normal input component
  117695. */
  117696. readonly normal: NodeMaterialConnectionPoint;
  117697. /**
  117698. * Gets the tangent input component
  117699. */
  117700. readonly tangent: NodeMaterialConnectionPoint;
  117701. /**
  117702. * Gets the tangent input component
  117703. */
  117704. readonly uv: NodeMaterialConnectionPoint;
  117705. /**
  117706. * Gets the position output component
  117707. */
  117708. readonly positionOutput: NodeMaterialConnectionPoint;
  117709. /**
  117710. * Gets the normal output component
  117711. */
  117712. readonly normalOutput: NodeMaterialConnectionPoint;
  117713. /**
  117714. * Gets the tangent output component
  117715. */
  117716. readonly tangentOutput: NodeMaterialConnectionPoint;
  117717. /**
  117718. * Gets the tangent output component
  117719. */
  117720. readonly uvOutput: NodeMaterialConnectionPoint;
  117721. initialize(state: NodeMaterialBuildState): void;
  117722. autoConfigure(): void;
  117723. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117724. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117725. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117726. protected _buildBlock(state: NodeMaterialBuildState): this;
  117727. }
  117728. }
  117729. declare module BABYLON {
  117730. /**
  117731. * Block used to add an alpha test in the fragment shader
  117732. */
  117733. export class AlphaTestBlock extends NodeMaterialBlock {
  117734. /**
  117735. * Gets or sets the alpha value where alpha testing happens
  117736. */
  117737. alphaCutOff: number;
  117738. /**
  117739. * Create a new AlphaTestBlock
  117740. * @param name defines the block name
  117741. */
  117742. constructor(name: string);
  117743. /**
  117744. * Gets the current class name
  117745. * @returns the class name
  117746. */
  117747. getClassName(): string;
  117748. /**
  117749. * Gets the color input component
  117750. */
  117751. readonly color: NodeMaterialConnectionPoint;
  117752. /**
  117753. * Gets the alpha input component
  117754. */
  117755. readonly alpha: NodeMaterialConnectionPoint;
  117756. protected _buildBlock(state: NodeMaterialBuildState): this;
  117757. }
  117758. }
  117759. declare module BABYLON {
  117760. /**
  117761. * Block used to compute fresnel value
  117762. */
  117763. export class FresnelBlock extends NodeMaterialBlock {
  117764. /**
  117765. * Create a new FresnelBlock
  117766. * @param name defines the block name
  117767. */
  117768. constructor(name: string);
  117769. /**
  117770. * Gets the current class name
  117771. * @returns the class name
  117772. */
  117773. getClassName(): string;
  117774. /**
  117775. * Gets the world position input component
  117776. */
  117777. readonly worldPosition: NodeMaterialConnectionPoint;
  117778. /**
  117779. * Gets the world normal input component
  117780. */
  117781. readonly worldNormal: NodeMaterialConnectionPoint;
  117782. /**
  117783. * Gets the camera (or eye) position component
  117784. */
  117785. readonly cameraPosition: NodeMaterialConnectionPoint;
  117786. /**
  117787. * Gets the bias input component
  117788. */
  117789. readonly bias: NodeMaterialConnectionPoint;
  117790. /**
  117791. * Gets the camera (or eye) position component
  117792. */
  117793. readonly power: NodeMaterialConnectionPoint;
  117794. /**
  117795. * Gets the fresnel output component
  117796. */
  117797. readonly fresnel: NodeMaterialConnectionPoint;
  117798. autoConfigure(): void;
  117799. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117800. }
  117801. }
  117802. declare module BABYLON {
  117803. /**
  117804. * Block used to add image processing support to fragment shader
  117805. */
  117806. export class ImageProcessingBlock extends NodeMaterialBlock {
  117807. /**
  117808. * Create a new ImageProcessingBlock
  117809. * @param name defines the block name
  117810. */
  117811. constructor(name: string);
  117812. /**
  117813. * Gets the current class name
  117814. * @returns the class name
  117815. */
  117816. getClassName(): string;
  117817. /**
  117818. * Gets the color input component
  117819. */
  117820. readonly color: NodeMaterialConnectionPoint;
  117821. /**
  117822. * Gets the output component
  117823. */
  117824. readonly output: NodeMaterialConnectionPoint;
  117825. /**
  117826. * Initialize the block and prepare the context for build
  117827. * @param state defines the state that will be used for the build
  117828. */
  117829. initialize(state: NodeMaterialBuildState): void;
  117830. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117831. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117832. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117833. protected _buildBlock(state: NodeMaterialBuildState): this;
  117834. }
  117835. }
  117836. declare module BABYLON {
  117837. /**
  117838. * Block used to add support for scene fog
  117839. */
  117840. export class FogBlock extends NodeMaterialBlock {
  117841. private _fogDistanceName;
  117842. private _fogParameters;
  117843. /**
  117844. * Create a new FogBlock
  117845. * @param name defines the block name
  117846. */
  117847. constructor(name: string);
  117848. /**
  117849. * Gets the current class name
  117850. * @returns the class name
  117851. */
  117852. getClassName(): string;
  117853. /**
  117854. * Gets the world position input component
  117855. */
  117856. readonly worldPosition: NodeMaterialConnectionPoint;
  117857. /**
  117858. * Gets the view input component
  117859. */
  117860. readonly view: NodeMaterialConnectionPoint;
  117861. /**
  117862. * Gets the color input component
  117863. */
  117864. readonly color: NodeMaterialConnectionPoint;
  117865. /**
  117866. * Gets the fog color input component
  117867. */
  117868. readonly fogColor: NodeMaterialConnectionPoint;
  117869. /**
  117870. * Gets the output component
  117871. */
  117872. readonly output: NodeMaterialConnectionPoint;
  117873. autoConfigure(): void;
  117874. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117875. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117876. protected _buildBlock(state: NodeMaterialBuildState): this;
  117877. }
  117878. }
  117879. declare module BABYLON {
  117880. /**
  117881. * Block used to add light in the fragment shader
  117882. */
  117883. export class LightBlock extends NodeMaterialBlock {
  117884. private _lightId;
  117885. /**
  117886. * Gets or sets the light associated with this block
  117887. */
  117888. light: Nullable<Light>;
  117889. /**
  117890. * Create a new LightBlock
  117891. * @param name defines the block name
  117892. */
  117893. constructor(name: string);
  117894. /**
  117895. * Gets the current class name
  117896. * @returns the class name
  117897. */
  117898. getClassName(): string;
  117899. /**
  117900. * Gets the world position input component
  117901. */
  117902. readonly worldPosition: NodeMaterialConnectionPoint;
  117903. /**
  117904. * Gets the world normal input component
  117905. */
  117906. readonly worldNormal: NodeMaterialConnectionPoint;
  117907. /**
  117908. * Gets the camera (or eye) position component
  117909. */
  117910. readonly cameraPosition: NodeMaterialConnectionPoint;
  117911. /**
  117912. * Gets the diffuse output component
  117913. */
  117914. readonly diffuseOutput: NodeMaterialConnectionPoint;
  117915. /**
  117916. * Gets the specular output component
  117917. */
  117918. readonly specularOutput: NodeMaterialConnectionPoint;
  117919. autoConfigure(): void;
  117920. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117921. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117922. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117923. private _injectVertexCode;
  117924. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117925. serialize(): any;
  117926. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117927. }
  117928. }
  117929. declare module BABYLON {
  117930. /**
  117931. * Block used to multiply 2 values
  117932. */
  117933. export class MultiplyBlock extends NodeMaterialBlock {
  117934. /**
  117935. * Creates a new MultiplyBlock
  117936. * @param name defines the block name
  117937. */
  117938. constructor(name: string);
  117939. /**
  117940. * Gets the current class name
  117941. * @returns the class name
  117942. */
  117943. getClassName(): string;
  117944. /**
  117945. * Gets the left operand input component
  117946. */
  117947. readonly left: NodeMaterialConnectionPoint;
  117948. /**
  117949. * Gets the right operand input component
  117950. */
  117951. readonly right: NodeMaterialConnectionPoint;
  117952. /**
  117953. * Gets the output component
  117954. */
  117955. readonly output: NodeMaterialConnectionPoint;
  117956. protected _buildBlock(state: NodeMaterialBuildState): this;
  117957. }
  117958. }
  117959. declare module BABYLON {
  117960. /**
  117961. * Block used to add 2 vectors
  117962. */
  117963. export class AddBlock extends NodeMaterialBlock {
  117964. /**
  117965. * Creates a new AddBlock
  117966. * @param name defines the block name
  117967. */
  117968. constructor(name: string);
  117969. /**
  117970. * Gets the current class name
  117971. * @returns the class name
  117972. */
  117973. getClassName(): string;
  117974. /**
  117975. * Gets the left operand input component
  117976. */
  117977. readonly left: NodeMaterialConnectionPoint;
  117978. /**
  117979. * Gets the right operand input component
  117980. */
  117981. readonly right: NodeMaterialConnectionPoint;
  117982. /**
  117983. * Gets the output component
  117984. */
  117985. readonly output: NodeMaterialConnectionPoint;
  117986. protected _buildBlock(state: NodeMaterialBuildState): this;
  117987. }
  117988. }
  117989. declare module BABYLON {
  117990. /**
  117991. * Block used to scale a vector by a float
  117992. */
  117993. export class ScaleBlock extends NodeMaterialBlock {
  117994. /**
  117995. * Creates a new ScaleBlock
  117996. * @param name defines the block name
  117997. */
  117998. constructor(name: string);
  117999. /**
  118000. * Gets the current class name
  118001. * @returns the class name
  118002. */
  118003. getClassName(): string;
  118004. /**
  118005. * Gets the input component
  118006. */
  118007. readonly input: NodeMaterialConnectionPoint;
  118008. /**
  118009. * Gets the factor input component
  118010. */
  118011. readonly factor: NodeMaterialConnectionPoint;
  118012. /**
  118013. * Gets the output component
  118014. */
  118015. readonly output: NodeMaterialConnectionPoint;
  118016. protected _buildBlock(state: NodeMaterialBuildState): this;
  118017. }
  118018. }
  118019. declare module BABYLON {
  118020. /**
  118021. * Block used to clamp a float
  118022. */
  118023. export class ClampBlock extends NodeMaterialBlock {
  118024. /** Gets or sets the minimum range */
  118025. minimum: number;
  118026. /** Gets or sets the maximum range */
  118027. maximum: number;
  118028. /**
  118029. * Creates a new ClampBlock
  118030. * @param name defines the block name
  118031. */
  118032. constructor(name: string);
  118033. /**
  118034. * Gets the current class name
  118035. * @returns the class name
  118036. */
  118037. getClassName(): string;
  118038. /**
  118039. * Gets the value input component
  118040. */
  118041. readonly value: NodeMaterialConnectionPoint;
  118042. /**
  118043. * Gets the output component
  118044. */
  118045. readonly output: NodeMaterialConnectionPoint;
  118046. protected _buildBlock(state: NodeMaterialBuildState): this;
  118047. }
  118048. }
  118049. declare module BABYLON {
  118050. /**
  118051. * Block used to apply a cross product between 2 vectors
  118052. */
  118053. export class CrossBlock extends NodeMaterialBlock {
  118054. /**
  118055. * Creates a new CrossBlock
  118056. * @param name defines the block name
  118057. */
  118058. constructor(name: string);
  118059. /**
  118060. * Gets the current class name
  118061. * @returns the class name
  118062. */
  118063. getClassName(): string;
  118064. /**
  118065. * Gets the left operand input component
  118066. */
  118067. readonly left: NodeMaterialConnectionPoint;
  118068. /**
  118069. * Gets the right operand input component
  118070. */
  118071. readonly right: NodeMaterialConnectionPoint;
  118072. /**
  118073. * Gets the output component
  118074. */
  118075. readonly output: NodeMaterialConnectionPoint;
  118076. protected _buildBlock(state: NodeMaterialBuildState): this;
  118077. }
  118078. }
  118079. declare module BABYLON {
  118080. /**
  118081. * Block used to apply a dot product between 2 vectors
  118082. */
  118083. export class DotBlock extends NodeMaterialBlock {
  118084. /**
  118085. * Creates a new DotBlock
  118086. * @param name defines the block name
  118087. */
  118088. constructor(name: string);
  118089. /**
  118090. * Gets the current class name
  118091. * @returns the class name
  118092. */
  118093. getClassName(): string;
  118094. /**
  118095. * Gets the left operand input component
  118096. */
  118097. readonly left: NodeMaterialConnectionPoint;
  118098. /**
  118099. * Gets the right operand input component
  118100. */
  118101. readonly right: NodeMaterialConnectionPoint;
  118102. /**
  118103. * Gets the output component
  118104. */
  118105. readonly output: NodeMaterialConnectionPoint;
  118106. protected _buildBlock(state: NodeMaterialBuildState): this;
  118107. }
  118108. }
  118109. declare module BABYLON {
  118110. /**
  118111. * Block used to remap a float from a range to a new one
  118112. */
  118113. export class RemapBlock extends NodeMaterialBlock {
  118114. /**
  118115. * Gets or sets the source range
  118116. */
  118117. sourceRange: Vector2;
  118118. /**
  118119. * Gets or sets the target range
  118120. */
  118121. targetRange: Vector2;
  118122. /**
  118123. * Creates a new RemapBlock
  118124. * @param name defines the block name
  118125. */
  118126. constructor(name: string);
  118127. /**
  118128. * Gets the current class name
  118129. * @returns the class name
  118130. */
  118131. getClassName(): string;
  118132. /**
  118133. * Gets the input component
  118134. */
  118135. readonly input: NodeMaterialConnectionPoint;
  118136. /**
  118137. * Gets the output component
  118138. */
  118139. readonly output: NodeMaterialConnectionPoint;
  118140. protected _buildBlock(state: NodeMaterialBuildState): this;
  118141. }
  118142. }
  118143. declare module BABYLON {
  118144. /**
  118145. * Block used to normalize a vector
  118146. */
  118147. export class NormalizeBlock extends NodeMaterialBlock {
  118148. /**
  118149. * Creates a new NormalizeBlock
  118150. * @param name defines the block name
  118151. */
  118152. constructor(name: string);
  118153. /**
  118154. * Gets the current class name
  118155. * @returns the class name
  118156. */
  118157. getClassName(): string;
  118158. /**
  118159. * Gets the input component
  118160. */
  118161. readonly input: NodeMaterialConnectionPoint;
  118162. /**
  118163. * Gets the output component
  118164. */
  118165. readonly output: NodeMaterialConnectionPoint;
  118166. protected _buildBlock(state: NodeMaterialBuildState): this;
  118167. }
  118168. }
  118169. declare module BABYLON {
  118170. /**
  118171. * Operations supported by the Trigonometry block
  118172. */
  118173. export enum TrigonometryBlockOperations {
  118174. /** Cos */
  118175. Cos = 0,
  118176. /** Sin */
  118177. Sin = 1,
  118178. /** Abs */
  118179. Abs = 2
  118180. }
  118181. /**
  118182. * Block used to apply trigonometry operation to floats
  118183. */
  118184. export class TrigonometryBlock extends NodeMaterialBlock {
  118185. /**
  118186. * Gets or sets the operation applied by the block
  118187. */
  118188. operation: TrigonometryBlockOperations;
  118189. /**
  118190. * Creates a new TrigonometryBlock
  118191. * @param name defines the block name
  118192. */
  118193. constructor(name: string);
  118194. /**
  118195. * Gets the current class name
  118196. * @returns the class name
  118197. */
  118198. getClassName(): string;
  118199. /**
  118200. * Gets the input component
  118201. */
  118202. readonly input: NodeMaterialConnectionPoint;
  118203. /**
  118204. * Gets the output component
  118205. */
  118206. readonly output: NodeMaterialConnectionPoint;
  118207. protected _buildBlock(state: NodeMaterialBuildState): this;
  118208. }
  118209. }
  118210. declare module BABYLON {
  118211. /**
  118212. * Block used to create a Color3/4 out of individual inputs (one for each component)
  118213. */
  118214. export class ColorMergerBlock extends NodeMaterialBlock {
  118215. /**
  118216. * Create a new ColorMergerBlock
  118217. * @param name defines the block name
  118218. */
  118219. constructor(name: string);
  118220. /**
  118221. * Gets the current class name
  118222. * @returns the class name
  118223. */
  118224. getClassName(): string;
  118225. /**
  118226. * Gets the r component (input)
  118227. */
  118228. readonly r: NodeMaterialConnectionPoint;
  118229. /**
  118230. * Gets the g component (input)
  118231. */
  118232. readonly g: NodeMaterialConnectionPoint;
  118233. /**
  118234. * Gets the b component (input)
  118235. */
  118236. readonly b: NodeMaterialConnectionPoint;
  118237. /**
  118238. * Gets the a component (input)
  118239. */
  118240. readonly a: NodeMaterialConnectionPoint;
  118241. /**
  118242. * Gets the rgba component (output)
  118243. */
  118244. readonly rgba: NodeMaterialConnectionPoint;
  118245. /**
  118246. * Gets the rgb component (output)
  118247. */
  118248. readonly rgb: NodeMaterialConnectionPoint;
  118249. protected _buildBlock(state: NodeMaterialBuildState): this;
  118250. }
  118251. }
  118252. declare module BABYLON {
  118253. /**
  118254. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  118255. */
  118256. export class VectorMergerBlock extends NodeMaterialBlock {
  118257. /**
  118258. * Create a new VectorMergerBlock
  118259. * @param name defines the block name
  118260. */
  118261. constructor(name: string);
  118262. /**
  118263. * Gets the current class name
  118264. * @returns the class name
  118265. */
  118266. getClassName(): string;
  118267. /**
  118268. * Gets the x component (input)
  118269. */
  118270. readonly x: NodeMaterialConnectionPoint;
  118271. /**
  118272. * Gets the y component (input)
  118273. */
  118274. readonly y: NodeMaterialConnectionPoint;
  118275. /**
  118276. * Gets the z component (input)
  118277. */
  118278. readonly z: NodeMaterialConnectionPoint;
  118279. /**
  118280. * Gets the w component (input)
  118281. */
  118282. readonly w: NodeMaterialConnectionPoint;
  118283. /**
  118284. * Gets the xyzw component (output)
  118285. */
  118286. readonly xyzw: NodeMaterialConnectionPoint;
  118287. /**
  118288. * Gets the xyz component (output)
  118289. */
  118290. readonly xyz: NodeMaterialConnectionPoint;
  118291. /**
  118292. * Gets the xy component (output)
  118293. */
  118294. readonly xy: NodeMaterialConnectionPoint;
  118295. protected _buildBlock(state: NodeMaterialBuildState): this;
  118296. }
  118297. }
  118298. declare module BABYLON {
  118299. /**
  118300. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  118301. */
  118302. export class ColorSplitterBlock extends NodeMaterialBlock {
  118303. /**
  118304. * Create a new ColorSplitterBlock
  118305. * @param name defines the block name
  118306. */
  118307. constructor(name: string);
  118308. /**
  118309. * Gets the current class name
  118310. * @returns the class name
  118311. */
  118312. getClassName(): string;
  118313. /**
  118314. * Gets the rgba component (input)
  118315. */
  118316. readonly rgba: NodeMaterialConnectionPoint;
  118317. /**
  118318. * Gets the rgb component (input)
  118319. */
  118320. readonly rgbIn: NodeMaterialConnectionPoint;
  118321. /**
  118322. * Gets the rgb component (output)
  118323. */
  118324. readonly rgbOut: NodeMaterialConnectionPoint;
  118325. /**
  118326. * Gets the r component (output)
  118327. */
  118328. readonly r: NodeMaterialConnectionPoint;
  118329. /**
  118330. * Gets the g component (output)
  118331. */
  118332. readonly g: NodeMaterialConnectionPoint;
  118333. /**
  118334. * Gets the b component (output)
  118335. */
  118336. readonly b: NodeMaterialConnectionPoint;
  118337. /**
  118338. * Gets the a component (output)
  118339. */
  118340. readonly a: NodeMaterialConnectionPoint;
  118341. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118342. }
  118343. }
  118344. declare module BABYLON {
  118345. /**
  118346. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  118347. */
  118348. export class VectorSplitterBlock extends NodeMaterialBlock {
  118349. /**
  118350. * Create a new VectorSplitterBlock
  118351. * @param name defines the block name
  118352. */
  118353. constructor(name: string);
  118354. /**
  118355. * Gets the current class name
  118356. * @returns the class name
  118357. */
  118358. getClassName(): string;
  118359. /**
  118360. * Gets the xyzw component (input)
  118361. */
  118362. readonly xyzw: NodeMaterialConnectionPoint;
  118363. /**
  118364. * Gets the xyz component (input)
  118365. */
  118366. readonly xyzIn: NodeMaterialConnectionPoint;
  118367. /**
  118368. * Gets the xy component (input)
  118369. */
  118370. readonly xyIn: NodeMaterialConnectionPoint;
  118371. /**
  118372. * Gets the xyz component (output)
  118373. */
  118374. readonly xyzOut: NodeMaterialConnectionPoint;
  118375. /**
  118376. * Gets the xy component (output)
  118377. */
  118378. readonly xyOut: NodeMaterialConnectionPoint;
  118379. /**
  118380. * Gets the x component (output)
  118381. */
  118382. readonly x: NodeMaterialConnectionPoint;
  118383. /**
  118384. * Gets the y component (output)
  118385. */
  118386. readonly y: NodeMaterialConnectionPoint;
  118387. /**
  118388. * Gets the z component (output)
  118389. */
  118390. readonly z: NodeMaterialConnectionPoint;
  118391. /**
  118392. * Gets the w component (output)
  118393. */
  118394. readonly w: NodeMaterialConnectionPoint;
  118395. protected _buildBlock(state: NodeMaterialBuildState): this;
  118396. }
  118397. }
  118398. declare module BABYLON {
  118399. /**
  118400. * Effect Render Options
  118401. */
  118402. export interface IEffectRendererOptions {
  118403. /**
  118404. * Defines the vertices positions.
  118405. */
  118406. positions?: number[];
  118407. /**
  118408. * Defines the indices.
  118409. */
  118410. indices?: number[];
  118411. }
  118412. /**
  118413. * Helper class to render one or more effects
  118414. */
  118415. export class EffectRenderer {
  118416. private engine;
  118417. private static _DefaultOptions;
  118418. private _vertexBuffers;
  118419. private _indexBuffer;
  118420. private _ringBufferIndex;
  118421. private _ringScreenBuffer;
  118422. private _fullscreenViewport;
  118423. private _getNextFrameBuffer;
  118424. /**
  118425. * Creates an effect renderer
  118426. * @param engine the engine to use for rendering
  118427. * @param options defines the options of the effect renderer
  118428. */
  118429. constructor(engine: Engine, options?: IEffectRendererOptions);
  118430. /**
  118431. * Sets the current viewport in normalized coordinates 0-1
  118432. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  118433. */
  118434. setViewport(viewport?: Viewport): void;
  118435. /**
  118436. * Sets the current effect wrapper to use during draw.
  118437. * The effect needs to be ready before calling this api.
  118438. * This also sets the default full screen position attribute.
  118439. * @param effectWrapper Defines the effect to draw with
  118440. */
  118441. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  118442. /**
  118443. * Draws a full screen quad.
  118444. */
  118445. draw(): void;
  118446. /**
  118447. * renders one or more effects to a specified texture
  118448. * @param effectWrappers list of effects to renderer
  118449. * @param outputTexture texture to draw to, if null it will render to the screen
  118450. */
  118451. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  118452. /**
  118453. * Disposes of the effect renderer
  118454. */
  118455. dispose(): void;
  118456. }
  118457. /**
  118458. * Options to create an EffectWrapper
  118459. */
  118460. interface EffectWrapperCreationOptions {
  118461. /**
  118462. * Engine to use to create the effect
  118463. */
  118464. engine: Engine;
  118465. /**
  118466. * Fragment shader for the effect
  118467. */
  118468. fragmentShader: string;
  118469. /**
  118470. * Vertex shader for the effect
  118471. */
  118472. vertexShader?: string;
  118473. /**
  118474. * Attributes to use in the shader
  118475. */
  118476. attributeNames?: Array<string>;
  118477. /**
  118478. * Uniforms to use in the shader
  118479. */
  118480. uniformNames?: Array<string>;
  118481. /**
  118482. * Texture sampler names to use in the shader
  118483. */
  118484. samplerNames?: Array<string>;
  118485. /**
  118486. * The friendly name of the effect displayed in Spector.
  118487. */
  118488. name?: string;
  118489. }
  118490. /**
  118491. * Wraps an effect to be used for rendering
  118492. */
  118493. export class EffectWrapper {
  118494. /**
  118495. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  118496. */
  118497. onApplyObservable: Observable<{}>;
  118498. /**
  118499. * The underlying effect
  118500. */
  118501. effect: Effect;
  118502. /**
  118503. * Creates an effect to be renderer
  118504. * @param creationOptions options to create the effect
  118505. */
  118506. constructor(creationOptions: EffectWrapperCreationOptions);
  118507. /**
  118508. * Disposes of the effect wrapper
  118509. */
  118510. dispose(): void;
  118511. }
  118512. }
  118513. declare module BABYLON {
  118514. /**
  118515. * Helper class to push actions to a pool of workers.
  118516. */
  118517. export class WorkerPool implements IDisposable {
  118518. private _workerInfos;
  118519. private _pendingActions;
  118520. /**
  118521. * Constructor
  118522. * @param workers Array of workers to use for actions
  118523. */
  118524. constructor(workers: Array<Worker>);
  118525. /**
  118526. * Terminates all workers and clears any pending actions.
  118527. */
  118528. dispose(): void;
  118529. /**
  118530. * Pushes an action to the worker pool. If all the workers are active, the action will be
  118531. * pended until a worker has completed its action.
  118532. * @param action The action to perform. Call onComplete when the action is complete.
  118533. */
  118534. push(action: (worker: Worker, onComplete: () => void) => void): void;
  118535. private _execute;
  118536. }
  118537. }
  118538. declare module BABYLON {
  118539. /**
  118540. * Configuration for Draco compression
  118541. */
  118542. export interface IDracoCompressionConfiguration {
  118543. /**
  118544. * Configuration for the decoder.
  118545. */
  118546. decoder: {
  118547. /**
  118548. * The url to the WebAssembly module.
  118549. */
  118550. wasmUrl?: string;
  118551. /**
  118552. * The url to the WebAssembly binary.
  118553. */
  118554. wasmBinaryUrl?: string;
  118555. /**
  118556. * The url to the fallback JavaScript module.
  118557. */
  118558. fallbackUrl?: string;
  118559. };
  118560. }
  118561. /**
  118562. * Draco compression (https://google.github.io/draco/)
  118563. *
  118564. * This class wraps the Draco module.
  118565. *
  118566. * **Encoder**
  118567. *
  118568. * The encoder is not currently implemented.
  118569. *
  118570. * **Decoder**
  118571. *
  118572. * 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.
  118573. *
  118574. * To update the configuration, use the following code:
  118575. * ```javascript
  118576. * DracoCompression.Configuration = {
  118577. * decoder: {
  118578. * wasmUrl: "<url to the WebAssembly library>",
  118579. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  118580. * fallbackUrl: "<url to the fallback JavaScript library>",
  118581. * }
  118582. * };
  118583. * ```
  118584. *
  118585. * 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.
  118586. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  118587. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  118588. *
  118589. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  118590. * ```javascript
  118591. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  118592. * ```
  118593. *
  118594. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  118595. */
  118596. export class DracoCompression implements IDisposable {
  118597. private _workerPoolPromise?;
  118598. private _decoderModulePromise?;
  118599. /**
  118600. * The configuration. Defaults to the following urls:
  118601. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118602. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118603. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118604. */
  118605. static Configuration: IDracoCompressionConfiguration;
  118606. /**
  118607. * Returns true if the decoder configuration is available.
  118608. */
  118609. static readonly DecoderAvailable: boolean;
  118610. /**
  118611. * Default number of workers to create when creating the draco compression object.
  118612. */
  118613. static DefaultNumWorkers: number;
  118614. private static GetDefaultNumWorkers;
  118615. private static _Default;
  118616. /**
  118617. * Default instance for the draco compression object.
  118618. */
  118619. static readonly Default: DracoCompression;
  118620. /**
  118621. * Constructor
  118622. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118623. */
  118624. constructor(numWorkers?: number);
  118625. /**
  118626. * Stop all async operations and release resources.
  118627. */
  118628. dispose(): void;
  118629. /**
  118630. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118631. * @returns a promise that resolves when ready
  118632. */
  118633. whenReadyAsync(): Promise<void>;
  118634. /**
  118635. * Decode Draco compressed mesh data to vertex data.
  118636. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118637. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118638. * @returns A promise that resolves with the decoded vertex data
  118639. */
  118640. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118641. [kind: string]: number;
  118642. }): Promise<VertexData>;
  118643. }
  118644. }
  118645. declare module BABYLON {
  118646. /**
  118647. * Class for building Constructive Solid Geometry
  118648. */
  118649. export class CSG {
  118650. private polygons;
  118651. /**
  118652. * The world matrix
  118653. */
  118654. matrix: Matrix;
  118655. /**
  118656. * Stores the position
  118657. */
  118658. position: Vector3;
  118659. /**
  118660. * Stores the rotation
  118661. */
  118662. rotation: Vector3;
  118663. /**
  118664. * Stores the rotation quaternion
  118665. */
  118666. rotationQuaternion: Nullable<Quaternion>;
  118667. /**
  118668. * Stores the scaling vector
  118669. */
  118670. scaling: Vector3;
  118671. /**
  118672. * Convert the Mesh to CSG
  118673. * @param mesh The Mesh to convert to CSG
  118674. * @returns A new CSG from the Mesh
  118675. */
  118676. static FromMesh(mesh: Mesh): CSG;
  118677. /**
  118678. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  118679. * @param polygons Polygons used to construct a CSG solid
  118680. */
  118681. private static FromPolygons;
  118682. /**
  118683. * Clones, or makes a deep copy, of the CSG
  118684. * @returns A new CSG
  118685. */
  118686. clone(): CSG;
  118687. /**
  118688. * Unions this CSG with another CSG
  118689. * @param csg The CSG to union against this CSG
  118690. * @returns The unioned CSG
  118691. */
  118692. union(csg: CSG): CSG;
  118693. /**
  118694. * Unions this CSG with another CSG in place
  118695. * @param csg The CSG to union against this CSG
  118696. */
  118697. unionInPlace(csg: CSG): void;
  118698. /**
  118699. * Subtracts this CSG with another CSG
  118700. * @param csg The CSG to subtract against this CSG
  118701. * @returns A new CSG
  118702. */
  118703. subtract(csg: CSG): CSG;
  118704. /**
  118705. * Subtracts this CSG with another CSG in place
  118706. * @param csg The CSG to subtact against this CSG
  118707. */
  118708. subtractInPlace(csg: CSG): void;
  118709. /**
  118710. * Intersect this CSG with another CSG
  118711. * @param csg The CSG to intersect against this CSG
  118712. * @returns A new CSG
  118713. */
  118714. intersect(csg: CSG): CSG;
  118715. /**
  118716. * Intersects this CSG with another CSG in place
  118717. * @param csg The CSG to intersect against this CSG
  118718. */
  118719. intersectInPlace(csg: CSG): void;
  118720. /**
  118721. * Return a new CSG solid with solid and empty space switched. This solid is
  118722. * not modified.
  118723. * @returns A new CSG solid with solid and empty space switched
  118724. */
  118725. inverse(): CSG;
  118726. /**
  118727. * Inverses the CSG in place
  118728. */
  118729. inverseInPlace(): void;
  118730. /**
  118731. * This is used to keep meshes transformations so they can be restored
  118732. * when we build back a Babylon Mesh
  118733. * NB : All CSG operations are performed in world coordinates
  118734. * @param csg The CSG to copy the transform attributes from
  118735. * @returns This CSG
  118736. */
  118737. copyTransformAttributes(csg: CSG): CSG;
  118738. /**
  118739. * Build Raw mesh from CSG
  118740. * Coordinates here are in world space
  118741. * @param name The name of the mesh geometry
  118742. * @param scene The Scene
  118743. * @param keepSubMeshes Specifies if the submeshes should be kept
  118744. * @returns A new Mesh
  118745. */
  118746. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  118747. /**
  118748. * Build Mesh from CSG taking material and transforms into account
  118749. * @param name The name of the Mesh
  118750. * @param material The material of the Mesh
  118751. * @param scene The Scene
  118752. * @param keepSubMeshes Specifies if submeshes should be kept
  118753. * @returns The new Mesh
  118754. */
  118755. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  118756. }
  118757. }
  118758. declare module BABYLON {
  118759. /**
  118760. * Class used to create a trail following a mesh
  118761. */
  118762. export class TrailMesh extends Mesh {
  118763. private _generator;
  118764. private _autoStart;
  118765. private _running;
  118766. private _diameter;
  118767. private _length;
  118768. private _sectionPolygonPointsCount;
  118769. private _sectionVectors;
  118770. private _sectionNormalVectors;
  118771. private _beforeRenderObserver;
  118772. /**
  118773. * @constructor
  118774. * @param name The value used by scene.getMeshByName() to do a lookup.
  118775. * @param generator The mesh to generate a trail.
  118776. * @param scene The scene to add this mesh to.
  118777. * @param diameter Diameter of trailing mesh. Default is 1.
  118778. * @param length Length of trailing mesh. Default is 60.
  118779. * @param autoStart Automatically start trailing mesh. Default true.
  118780. */
  118781. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  118782. /**
  118783. * "TrailMesh"
  118784. * @returns "TrailMesh"
  118785. */
  118786. getClassName(): string;
  118787. private _createMesh;
  118788. /**
  118789. * Start trailing mesh.
  118790. */
  118791. start(): void;
  118792. /**
  118793. * Stop trailing mesh.
  118794. */
  118795. stop(): void;
  118796. /**
  118797. * Update trailing mesh geometry.
  118798. */
  118799. update(): void;
  118800. /**
  118801. * Returns a new TrailMesh object.
  118802. * @param name is a string, the name given to the new mesh
  118803. * @param newGenerator use new generator object for cloned trail mesh
  118804. * @returns a new mesh
  118805. */
  118806. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  118807. /**
  118808. * Serializes this trail mesh
  118809. * @param serializationObject object to write serialization to
  118810. */
  118811. serialize(serializationObject: any): void;
  118812. /**
  118813. * Parses a serialized trail mesh
  118814. * @param parsedMesh the serialized mesh
  118815. * @param scene the scene to create the trail mesh in
  118816. * @returns the created trail mesh
  118817. */
  118818. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  118819. }
  118820. }
  118821. declare module BABYLON {
  118822. /**
  118823. * Class containing static functions to help procedurally build meshes
  118824. */
  118825. export class TiledBoxBuilder {
  118826. /**
  118827. * Creates a box mesh
  118828. * 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)
  118829. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118830. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118831. * * If you create a double-sided mesh, you can choose what parts of 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
  118832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118833. * @param name defines the name of the mesh
  118834. * @param options defines the options used to create the mesh
  118835. * @param scene defines the hosting scene
  118836. * @returns the box mesh
  118837. */
  118838. static CreateTiledBox(name: string, options: {
  118839. pattern?: number;
  118840. width?: number;
  118841. height?: number;
  118842. depth?: number;
  118843. tileSize?: number;
  118844. tileWidth?: number;
  118845. tileHeight?: number;
  118846. alignHorizontal?: number;
  118847. alignVertical?: number;
  118848. faceUV?: Vector4[];
  118849. faceColors?: Color4[];
  118850. sideOrientation?: number;
  118851. updatable?: boolean;
  118852. }, scene?: Nullable<Scene>): Mesh;
  118853. }
  118854. }
  118855. declare module BABYLON {
  118856. /**
  118857. * Class containing static functions to help procedurally build meshes
  118858. */
  118859. export class TorusKnotBuilder {
  118860. /**
  118861. * Creates a torus knot mesh
  118862. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118863. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118864. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118865. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118866. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118867. * * If you create a double-sided mesh, you can choose what parts of 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
  118868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118869. * @param name defines the name of the mesh
  118870. * @param options defines the options used to create the mesh
  118871. * @param scene defines the hosting scene
  118872. * @returns the torus knot mesh
  118873. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118874. */
  118875. static CreateTorusKnot(name: string, options: {
  118876. radius?: number;
  118877. tube?: number;
  118878. radialSegments?: number;
  118879. tubularSegments?: number;
  118880. p?: number;
  118881. q?: number;
  118882. updatable?: boolean;
  118883. sideOrientation?: number;
  118884. frontUVs?: Vector4;
  118885. backUVs?: Vector4;
  118886. }, scene: any): Mesh;
  118887. }
  118888. }
  118889. declare module BABYLON {
  118890. /**
  118891. * Polygon
  118892. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  118893. */
  118894. export class Polygon {
  118895. /**
  118896. * Creates a rectangle
  118897. * @param xmin bottom X coord
  118898. * @param ymin bottom Y coord
  118899. * @param xmax top X coord
  118900. * @param ymax top Y coord
  118901. * @returns points that make the resulting rectation
  118902. */
  118903. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  118904. /**
  118905. * Creates a circle
  118906. * @param radius radius of circle
  118907. * @param cx scale in x
  118908. * @param cy scale in y
  118909. * @param numberOfSides number of sides that make up the circle
  118910. * @returns points that make the resulting circle
  118911. */
  118912. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  118913. /**
  118914. * Creates a polygon from input string
  118915. * @param input Input polygon data
  118916. * @returns the parsed points
  118917. */
  118918. static Parse(input: string): Vector2[];
  118919. /**
  118920. * Starts building a polygon from x and y coordinates
  118921. * @param x x coordinate
  118922. * @param y y coordinate
  118923. * @returns the started path2
  118924. */
  118925. static StartingAt(x: number, y: number): Path2;
  118926. }
  118927. /**
  118928. * Builds a polygon
  118929. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  118930. */
  118931. export class PolygonMeshBuilder {
  118932. private _points;
  118933. private _outlinepoints;
  118934. private _holes;
  118935. private _name;
  118936. private _scene;
  118937. private _epoints;
  118938. private _eholes;
  118939. private _addToepoint;
  118940. /**
  118941. * Babylon reference to the earcut plugin.
  118942. */
  118943. bjsEarcut: any;
  118944. /**
  118945. * Creates a PolygonMeshBuilder
  118946. * @param name name of the builder
  118947. * @param contours Path of the polygon
  118948. * @param scene scene to add to when creating the mesh
  118949. * @param earcutInjection can be used to inject your own earcut reference
  118950. */
  118951. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  118952. /**
  118953. * Adds a whole within the polygon
  118954. * @param hole Array of points defining the hole
  118955. * @returns this
  118956. */
  118957. addHole(hole: Vector2[]): PolygonMeshBuilder;
  118958. /**
  118959. * Creates the polygon
  118960. * @param updatable If the mesh should be updatable
  118961. * @param depth The depth of the mesh created
  118962. * @returns the created mesh
  118963. */
  118964. build(updatable?: boolean, depth?: number): Mesh;
  118965. /**
  118966. * Creates the polygon
  118967. * @param depth The depth of the mesh created
  118968. * @returns the created VertexData
  118969. */
  118970. buildVertexData(depth?: number): VertexData;
  118971. /**
  118972. * Adds a side to the polygon
  118973. * @param positions points that make the polygon
  118974. * @param normals normals of the polygon
  118975. * @param uvs uvs of the polygon
  118976. * @param indices indices of the polygon
  118977. * @param bounds bounds of the polygon
  118978. * @param points points of the polygon
  118979. * @param depth depth of the polygon
  118980. * @param flip flip of the polygon
  118981. */
  118982. private addSide;
  118983. }
  118984. }
  118985. declare module BABYLON {
  118986. /**
  118987. * Class containing static functions to help procedurally build meshes
  118988. */
  118989. export class PolygonBuilder {
  118990. /**
  118991. * Creates a polygon mesh
  118992. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118993. * * 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
  118994. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118995. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118996. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118997. * * Remember you can only change the shape positions, not their number when updating a polygon
  118998. * @param name defines the name of the mesh
  118999. * @param options defines the options used to create the mesh
  119000. * @param scene defines the hosting scene
  119001. * @param earcutInjection can be used to inject your own earcut reference
  119002. * @returns the polygon mesh
  119003. */
  119004. static CreatePolygon(name: string, options: {
  119005. shape: Vector3[];
  119006. holes?: Vector3[][];
  119007. depth?: number;
  119008. faceUV?: Vector4[];
  119009. faceColors?: Color4[];
  119010. updatable?: boolean;
  119011. sideOrientation?: number;
  119012. frontUVs?: Vector4;
  119013. backUVs?: Vector4;
  119014. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119015. /**
  119016. * Creates an extruded polygon mesh, with depth in the Y direction.
  119017. * * 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)
  119018. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119019. * @param name defines the name of the mesh
  119020. * @param options defines the options used to create the mesh
  119021. * @param scene defines the hosting scene
  119022. * @param earcutInjection can be used to inject your own earcut reference
  119023. * @returns the polygon mesh
  119024. */
  119025. static ExtrudePolygon(name: string, options: {
  119026. shape: Vector3[];
  119027. holes?: Vector3[][];
  119028. depth?: number;
  119029. faceUV?: Vector4[];
  119030. faceColors?: Color4[];
  119031. updatable?: boolean;
  119032. sideOrientation?: number;
  119033. frontUVs?: Vector4;
  119034. backUVs?: Vector4;
  119035. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119036. }
  119037. }
  119038. declare module BABYLON {
  119039. /**
  119040. * Class containing static functions to help procedurally build meshes
  119041. */
  119042. export class LatheBuilder {
  119043. /**
  119044. * Creates lathe mesh.
  119045. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119046. * * 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
  119047. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119048. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119049. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119050. * * 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
  119051. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119052. * * 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
  119053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119054. * * If you create a double-sided mesh, you can choose what parts of 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
  119055. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119057. * @param name defines the name of the mesh
  119058. * @param options defines the options used to create the mesh
  119059. * @param scene defines the hosting scene
  119060. * @returns the lathe mesh
  119061. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119062. */
  119063. static CreateLathe(name: string, options: {
  119064. shape: Vector3[];
  119065. radius?: number;
  119066. tessellation?: number;
  119067. clip?: number;
  119068. arc?: number;
  119069. closed?: boolean;
  119070. updatable?: boolean;
  119071. sideOrientation?: number;
  119072. frontUVs?: Vector4;
  119073. backUVs?: Vector4;
  119074. cap?: number;
  119075. invertUV?: boolean;
  119076. }, scene?: Nullable<Scene>): Mesh;
  119077. }
  119078. }
  119079. declare module BABYLON {
  119080. /**
  119081. * Class containing static functions to help procedurally build meshes
  119082. */
  119083. export class TiledPlaneBuilder {
  119084. /**
  119085. * Creates a tiled plane mesh
  119086. * * The parameter `pattern` will, depending on value, do nothing or
  119087. * * * flip (reflect about central vertical) alternate tiles across and up
  119088. * * * flip every tile on alternate rows
  119089. * * * rotate (180 degs) alternate tiles across and up
  119090. * * * rotate every tile on alternate rows
  119091. * * * flip and rotate alternate tiles across and up
  119092. * * * flip and rotate every tile on alternate rows
  119093. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  119094. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  119095. * * If you create a double-sided mesh, you can choose what parts of 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
  119096. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119097. * * 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)
  119098. * * 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)
  119099. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119100. * @param name defines the name of the mesh
  119101. * @param options defines the options used to create the mesh
  119102. * @param scene defines the hosting scene
  119103. * @returns the box mesh
  119104. */
  119105. static CreateTiledPlane(name: string, options: {
  119106. pattern?: number;
  119107. tileSize?: number;
  119108. tileWidth?: number;
  119109. tileHeight?: number;
  119110. size?: number;
  119111. width?: number;
  119112. height?: number;
  119113. alignHorizontal?: number;
  119114. alignVertical?: number;
  119115. sideOrientation?: number;
  119116. frontUVs?: Vector4;
  119117. backUVs?: Vector4;
  119118. updatable?: boolean;
  119119. }, scene?: Nullable<Scene>): Mesh;
  119120. }
  119121. }
  119122. declare module BABYLON {
  119123. /**
  119124. * Class containing static functions to help procedurally build meshes
  119125. */
  119126. export class TubeBuilder {
  119127. /**
  119128. * Creates a tube mesh.
  119129. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119130. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119131. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119132. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119133. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119134. * * 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)
  119135. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119136. * * 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
  119137. * * 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
  119138. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119139. * * If you create a double-sided mesh, you can choose what parts of 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
  119140. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119141. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119142. * @param name defines the name of the mesh
  119143. * @param options defines the options used to create the mesh
  119144. * @param scene defines the hosting scene
  119145. * @returns the tube mesh
  119146. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119147. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119148. */
  119149. static CreateTube(name: string, options: {
  119150. path: Vector3[];
  119151. radius?: number;
  119152. tessellation?: number;
  119153. radiusFunction?: {
  119154. (i: number, distance: number): number;
  119155. };
  119156. cap?: number;
  119157. arc?: number;
  119158. updatable?: boolean;
  119159. sideOrientation?: number;
  119160. frontUVs?: Vector4;
  119161. backUVs?: Vector4;
  119162. instance?: Mesh;
  119163. invertUV?: boolean;
  119164. }, scene?: Nullable<Scene>): Mesh;
  119165. }
  119166. }
  119167. declare module BABYLON {
  119168. /**
  119169. * Class containing static functions to help procedurally build meshes
  119170. */
  119171. export class IcoSphereBuilder {
  119172. /**
  119173. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119174. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119175. * * 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`)
  119176. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119177. * * 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
  119178. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119179. * * If you create a double-sided mesh, you can choose what parts of 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
  119180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119181. * @param name defines the name of the mesh
  119182. * @param options defines the options used to create the mesh
  119183. * @param scene defines the hosting scene
  119184. * @returns the icosahedron mesh
  119185. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119186. */
  119187. static CreateIcoSphere(name: string, options: {
  119188. radius?: number;
  119189. radiusX?: number;
  119190. radiusY?: number;
  119191. radiusZ?: number;
  119192. flat?: boolean;
  119193. subdivisions?: number;
  119194. sideOrientation?: number;
  119195. frontUVs?: Vector4;
  119196. backUVs?: Vector4;
  119197. updatable?: boolean;
  119198. }, scene?: Nullable<Scene>): Mesh;
  119199. }
  119200. }
  119201. declare module BABYLON {
  119202. /**
  119203. * Class containing static functions to help procedurally build meshes
  119204. */
  119205. export class DecalBuilder {
  119206. /**
  119207. * Creates a decal mesh.
  119208. * 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
  119209. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119210. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119211. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119212. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119213. * @param name defines the name of the mesh
  119214. * @param sourceMesh defines the mesh where the decal must be applied
  119215. * @param options defines the options used to create the mesh
  119216. * @param scene defines the hosting scene
  119217. * @returns the decal mesh
  119218. * @see https://doc.babylonjs.com/how_to/decals
  119219. */
  119220. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119221. position?: Vector3;
  119222. normal?: Vector3;
  119223. size?: Vector3;
  119224. angle?: number;
  119225. }): Mesh;
  119226. }
  119227. }
  119228. declare module BABYLON {
  119229. /**
  119230. * Class containing static functions to help procedurally build meshes
  119231. */
  119232. export class MeshBuilder {
  119233. /**
  119234. * Creates a box mesh
  119235. * * The parameter `size` sets the size (float) of each box side (default 1)
  119236. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  119237. * * 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)
  119238. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119239. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119240. * * If you create a double-sided mesh, you can choose what parts of 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
  119241. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119242. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119243. * @param name defines the name of the mesh
  119244. * @param options defines the options used to create the mesh
  119245. * @param scene defines the hosting scene
  119246. * @returns the box mesh
  119247. */
  119248. static CreateBox(name: string, options: {
  119249. size?: number;
  119250. width?: number;
  119251. height?: number;
  119252. depth?: number;
  119253. faceUV?: Vector4[];
  119254. faceColors?: Color4[];
  119255. sideOrientation?: number;
  119256. frontUVs?: Vector4;
  119257. backUVs?: Vector4;
  119258. updatable?: boolean;
  119259. }, scene?: Nullable<Scene>): Mesh;
  119260. /**
  119261. * Creates a tiled box mesh
  119262. * * faceTiles sets the pattern, tile size and number of tiles for a face
  119263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119264. * @param name defines the name of the mesh
  119265. * @param options defines the options used to create the mesh
  119266. * @param scene defines the hosting scene
  119267. * @returns the tiled box mesh
  119268. */
  119269. static CreateTiledBox(name: string, options: {
  119270. pattern?: number;
  119271. size?: number;
  119272. width?: number;
  119273. height?: number;
  119274. depth: number;
  119275. tileSize?: number;
  119276. tileWidth?: number;
  119277. tileHeight?: number;
  119278. faceUV?: Vector4[];
  119279. faceColors?: Color4[];
  119280. alignHorizontal?: number;
  119281. alignVertical?: number;
  119282. sideOrientation?: number;
  119283. updatable?: boolean;
  119284. }, scene?: Nullable<Scene>): Mesh;
  119285. /**
  119286. * Creates a sphere mesh
  119287. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119288. * * 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`)
  119289. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119290. * * 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
  119291. * * 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)
  119292. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119293. * * If you create a double-sided mesh, you can choose what parts of 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
  119294. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119295. * @param name defines the name of the mesh
  119296. * @param options defines the options used to create the mesh
  119297. * @param scene defines the hosting scene
  119298. * @returns the sphere mesh
  119299. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119300. */
  119301. static CreateSphere(name: string, options: {
  119302. segments?: number;
  119303. diameter?: number;
  119304. diameterX?: number;
  119305. diameterY?: number;
  119306. diameterZ?: number;
  119307. arc?: number;
  119308. slice?: number;
  119309. sideOrientation?: number;
  119310. frontUVs?: Vector4;
  119311. backUVs?: Vector4;
  119312. updatable?: boolean;
  119313. }, scene?: Nullable<Scene>): Mesh;
  119314. /**
  119315. * Creates a plane polygonal mesh. By default, this is a disc
  119316. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  119317. * * 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
  119318. * * 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
  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 mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119322. * @param name defines the name of the mesh
  119323. * @param options defines the options used to create the mesh
  119324. * @param scene defines the hosting scene
  119325. * @returns the plane polygonal mesh
  119326. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  119327. */
  119328. static CreateDisc(name: string, options: {
  119329. radius?: number;
  119330. tessellation?: number;
  119331. arc?: number;
  119332. updatable?: boolean;
  119333. sideOrientation?: number;
  119334. frontUVs?: Vector4;
  119335. backUVs?: Vector4;
  119336. }, scene?: Nullable<Scene>): Mesh;
  119337. /**
  119338. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119339. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119340. * * 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`)
  119341. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119342. * * 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
  119343. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119344. * * If you create a double-sided mesh, you can choose what parts of 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
  119345. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119346. * @param name defines the name of the mesh
  119347. * @param options defines the options used to create the mesh
  119348. * @param scene defines the hosting scene
  119349. * @returns the icosahedron mesh
  119350. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119351. */
  119352. static CreateIcoSphere(name: string, options: {
  119353. radius?: number;
  119354. radiusX?: number;
  119355. radiusY?: number;
  119356. radiusZ?: number;
  119357. flat?: boolean;
  119358. subdivisions?: number;
  119359. sideOrientation?: number;
  119360. frontUVs?: Vector4;
  119361. backUVs?: Vector4;
  119362. updatable?: boolean;
  119363. }, scene?: Nullable<Scene>): Mesh;
  119364. /**
  119365. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119366. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119367. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119368. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119369. * * 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
  119370. * * 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
  119371. * * 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
  119372. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119373. * * If you create a double-sided mesh, you can choose what parts of 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
  119374. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119375. * * 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
  119376. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119377. * * 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
  119378. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119380. * @param name defines the name of the mesh
  119381. * @param options defines the options used to create the mesh
  119382. * @param scene defines the hosting scene
  119383. * @returns the ribbon mesh
  119384. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119385. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119386. */
  119387. static CreateRibbon(name: string, options: {
  119388. pathArray: Vector3[][];
  119389. closeArray?: boolean;
  119390. closePath?: boolean;
  119391. offset?: number;
  119392. updatable?: boolean;
  119393. sideOrientation?: number;
  119394. frontUVs?: Vector4;
  119395. backUVs?: Vector4;
  119396. instance?: Mesh;
  119397. invertUV?: boolean;
  119398. uvs?: Vector2[];
  119399. colors?: Color4[];
  119400. }, scene?: Nullable<Scene>): Mesh;
  119401. /**
  119402. * Creates a cylinder or a cone mesh
  119403. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  119404. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  119405. * * 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.
  119406. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  119407. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  119408. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  119409. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  119410. * * 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).
  119411. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  119412. * * 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).
  119413. * * 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
  119414. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  119415. * * 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
  119416. * * 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.
  119417. * * If `enclose` is false, a ring surface is one element.
  119418. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  119419. * * 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
  119420. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119421. * * If you create a double-sided mesh, you can choose what parts of 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
  119422. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119423. * @param name defines the name of the mesh
  119424. * @param options defines the options used to create the mesh
  119425. * @param scene defines the hosting scene
  119426. * @returns the cylinder mesh
  119427. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  119428. */
  119429. static CreateCylinder(name: string, options: {
  119430. height?: number;
  119431. diameterTop?: number;
  119432. diameterBottom?: number;
  119433. diameter?: number;
  119434. tessellation?: number;
  119435. subdivisions?: number;
  119436. arc?: number;
  119437. faceColors?: Color4[];
  119438. faceUV?: Vector4[];
  119439. updatable?: boolean;
  119440. hasRings?: boolean;
  119441. enclose?: boolean;
  119442. cap?: number;
  119443. sideOrientation?: number;
  119444. frontUVs?: Vector4;
  119445. backUVs?: Vector4;
  119446. }, scene?: Nullable<Scene>): Mesh;
  119447. /**
  119448. * Creates a torus mesh
  119449. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  119450. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  119451. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  119452. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119453. * * If you create a double-sided mesh, you can choose what parts of 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
  119454. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119455. * @param name defines the name of the mesh
  119456. * @param options defines the options used to create the mesh
  119457. * @param scene defines the hosting scene
  119458. * @returns the torus mesh
  119459. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  119460. */
  119461. static CreateTorus(name: string, options: {
  119462. diameter?: number;
  119463. thickness?: number;
  119464. tessellation?: number;
  119465. updatable?: boolean;
  119466. sideOrientation?: number;
  119467. frontUVs?: Vector4;
  119468. backUVs?: Vector4;
  119469. }, scene?: Nullable<Scene>): Mesh;
  119470. /**
  119471. * Creates a torus knot mesh
  119472. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119473. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119474. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119475. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119477. * * If you create a double-sided mesh, you can choose what parts of 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
  119478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119479. * @param name defines the name of the mesh
  119480. * @param options defines the options used to create the mesh
  119481. * @param scene defines the hosting scene
  119482. * @returns the torus knot mesh
  119483. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119484. */
  119485. static CreateTorusKnot(name: string, options: {
  119486. radius?: number;
  119487. tube?: number;
  119488. radialSegments?: number;
  119489. tubularSegments?: number;
  119490. p?: number;
  119491. q?: number;
  119492. updatable?: boolean;
  119493. sideOrientation?: number;
  119494. frontUVs?: Vector4;
  119495. backUVs?: Vector4;
  119496. }, scene?: Nullable<Scene>): Mesh;
  119497. /**
  119498. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  119499. * * 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
  119500. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  119501. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  119502. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  119503. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  119504. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  119505. * * 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
  119506. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  119507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119508. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  119509. * @param name defines the name of the new line system
  119510. * @param options defines the options used to create the line system
  119511. * @param scene defines the hosting scene
  119512. * @returns a new line system mesh
  119513. */
  119514. static CreateLineSystem(name: string, options: {
  119515. lines: Vector3[][];
  119516. updatable?: boolean;
  119517. instance?: Nullable<LinesMesh>;
  119518. colors?: Nullable<Color4[][]>;
  119519. useVertexAlpha?: boolean;
  119520. }, scene: Nullable<Scene>): LinesMesh;
  119521. /**
  119522. * Creates a line mesh
  119523. * 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
  119524. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119525. * * The parameter `points` is an array successive Vector3
  119526. * * 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
  119527. * * The optional parameter `colors` is an array of successive Color4, one per line point
  119528. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  119529. * * When updating an instance, remember that only point positions can change, not the number of points
  119530. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119531. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  119532. * @param name defines the name of the new line system
  119533. * @param options defines the options used to create the line system
  119534. * @param scene defines the hosting scene
  119535. * @returns a new line mesh
  119536. */
  119537. static CreateLines(name: string, options: {
  119538. points: Vector3[];
  119539. updatable?: boolean;
  119540. instance?: Nullable<LinesMesh>;
  119541. colors?: Color4[];
  119542. useVertexAlpha?: boolean;
  119543. }, scene?: Nullable<Scene>): LinesMesh;
  119544. /**
  119545. * Creates a dashed line mesh
  119546. * * 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
  119547. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119548. * * The parameter `points` is an array successive Vector3
  119549. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  119550. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  119551. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  119552. * * 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
  119553. * * When updating an instance, remember that only point positions can change, not the number of points
  119554. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119555. * @param name defines the name of the mesh
  119556. * @param options defines the options used to create the mesh
  119557. * @param scene defines the hosting scene
  119558. * @returns the dashed line mesh
  119559. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  119560. */
  119561. static CreateDashedLines(name: string, options: {
  119562. points: Vector3[];
  119563. dashSize?: number;
  119564. gapSize?: number;
  119565. dashNb?: number;
  119566. updatable?: boolean;
  119567. instance?: LinesMesh;
  119568. }, scene?: Nullable<Scene>): LinesMesh;
  119569. /**
  119570. * 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.
  119571. * * 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.
  119572. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119573. * * 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.
  119574. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119575. * * 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
  119576. * * 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
  119577. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119578. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119579. * * If you create a double-sided mesh, you can choose what parts of 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
  119580. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119581. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119582. * @param name defines the name of the mesh
  119583. * @param options defines the options used to create the mesh
  119584. * @param scene defines the hosting scene
  119585. * @returns the extruded shape mesh
  119586. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119587. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119588. */
  119589. static ExtrudeShape(name: string, options: {
  119590. shape: Vector3[];
  119591. path: Vector3[];
  119592. scale?: number;
  119593. rotation?: number;
  119594. cap?: number;
  119595. updatable?: boolean;
  119596. sideOrientation?: number;
  119597. frontUVs?: Vector4;
  119598. backUVs?: Vector4;
  119599. instance?: Mesh;
  119600. invertUV?: boolean;
  119601. }, scene?: Nullable<Scene>): Mesh;
  119602. /**
  119603. * Creates an custom extruded shape mesh.
  119604. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119605. * * 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.
  119606. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119607. * * 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
  119608. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119609. * * 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
  119610. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119611. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119612. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119613. * * 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
  119614. * * 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
  119615. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119616. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119617. * * If you create a double-sided mesh, you can choose what parts of 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
  119618. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119619. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119620. * @param name defines the name of the mesh
  119621. * @param options defines the options used to create the mesh
  119622. * @param scene defines the hosting scene
  119623. * @returns the custom extruded shape mesh
  119624. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119625. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119626. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119627. */
  119628. static ExtrudeShapeCustom(name: string, options: {
  119629. shape: Vector3[];
  119630. path: Vector3[];
  119631. scaleFunction?: any;
  119632. rotationFunction?: any;
  119633. ribbonCloseArray?: boolean;
  119634. ribbonClosePath?: boolean;
  119635. cap?: number;
  119636. updatable?: boolean;
  119637. sideOrientation?: number;
  119638. frontUVs?: Vector4;
  119639. backUVs?: Vector4;
  119640. instance?: Mesh;
  119641. invertUV?: boolean;
  119642. }, scene?: Nullable<Scene>): Mesh;
  119643. /**
  119644. * Creates lathe mesh.
  119645. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119646. * * 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
  119647. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119648. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119649. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119650. * * 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
  119651. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119652. * * 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
  119653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119654. * * If you create a double-sided mesh, you can choose what parts of 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
  119655. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119656. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119657. * @param name defines the name of the mesh
  119658. * @param options defines the options used to create the mesh
  119659. * @param scene defines the hosting scene
  119660. * @returns the lathe mesh
  119661. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119662. */
  119663. static CreateLathe(name: string, options: {
  119664. shape: Vector3[];
  119665. radius?: number;
  119666. tessellation?: number;
  119667. clip?: number;
  119668. arc?: number;
  119669. closed?: boolean;
  119670. updatable?: boolean;
  119671. sideOrientation?: number;
  119672. frontUVs?: Vector4;
  119673. backUVs?: Vector4;
  119674. cap?: number;
  119675. invertUV?: boolean;
  119676. }, scene?: Nullable<Scene>): Mesh;
  119677. /**
  119678. * Creates a tiled plane mesh
  119679. * * You can set a limited pattern arrangement with the tiles
  119680. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119681. * * If you create a double-sided mesh, you can choose what parts of 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
  119682. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119683. * @param name defines the name of the mesh
  119684. * @param options defines the options used to create the mesh
  119685. * @param scene defines the hosting scene
  119686. * @returns the plane mesh
  119687. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119688. */
  119689. static CreateTiledPlane(name: string, options: {
  119690. pattern?: number;
  119691. tileSize?: number;
  119692. tileWidth?: number;
  119693. tileHeight?: number;
  119694. size?: number;
  119695. width?: number;
  119696. height?: number;
  119697. alignHorizontal?: number;
  119698. alignVertical?: number;
  119699. sideOrientation?: number;
  119700. frontUVs?: Vector4;
  119701. backUVs?: Vector4;
  119702. updatable?: boolean;
  119703. }, scene?: Nullable<Scene>): Mesh;
  119704. /**
  119705. * Creates a plane mesh
  119706. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  119707. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  119708. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  119709. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119710. * * If you create a double-sided mesh, you can choose what parts of 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
  119711. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119712. * @param name defines the name of the mesh
  119713. * @param options defines the options used to create the mesh
  119714. * @param scene defines the hosting scene
  119715. * @returns the plane mesh
  119716. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119717. */
  119718. static CreatePlane(name: string, options: {
  119719. size?: number;
  119720. width?: number;
  119721. height?: number;
  119722. sideOrientation?: number;
  119723. frontUVs?: Vector4;
  119724. backUVs?: Vector4;
  119725. updatable?: boolean;
  119726. sourcePlane?: Plane;
  119727. }, scene?: Nullable<Scene>): Mesh;
  119728. /**
  119729. * Creates a ground mesh
  119730. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  119731. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  119732. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119733. * @param name defines the name of the mesh
  119734. * @param options defines the options used to create the mesh
  119735. * @param scene defines the hosting scene
  119736. * @returns the ground mesh
  119737. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  119738. */
  119739. static CreateGround(name: string, options: {
  119740. width?: number;
  119741. height?: number;
  119742. subdivisions?: number;
  119743. subdivisionsX?: number;
  119744. subdivisionsY?: number;
  119745. updatable?: boolean;
  119746. }, scene?: Nullable<Scene>): Mesh;
  119747. /**
  119748. * Creates a tiled ground mesh
  119749. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  119750. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  119751. * * 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
  119752. * * 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
  119753. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119754. * @param name defines the name of the mesh
  119755. * @param options defines the options used to create the mesh
  119756. * @param scene defines the hosting scene
  119757. * @returns the tiled ground mesh
  119758. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  119759. */
  119760. static CreateTiledGround(name: string, options: {
  119761. xmin: number;
  119762. zmin: number;
  119763. xmax: number;
  119764. zmax: number;
  119765. subdivisions?: {
  119766. w: number;
  119767. h: number;
  119768. };
  119769. precision?: {
  119770. w: number;
  119771. h: number;
  119772. };
  119773. updatable?: boolean;
  119774. }, scene?: Nullable<Scene>): Mesh;
  119775. /**
  119776. * Creates a ground mesh from a height map
  119777. * * The parameter `url` sets the URL of the height map image resource.
  119778. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  119779. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  119780. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  119781. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  119782. * * 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.
  119783. * * 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).
  119784. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  119785. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119786. * @param name defines the name of the mesh
  119787. * @param url defines the url to the height map
  119788. * @param options defines the options used to create the mesh
  119789. * @param scene defines the hosting scene
  119790. * @returns the ground mesh
  119791. * @see https://doc.babylonjs.com/babylon101/height_map
  119792. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  119793. */
  119794. static CreateGroundFromHeightMap(name: string, url: string, options: {
  119795. width?: number;
  119796. height?: number;
  119797. subdivisions?: number;
  119798. minHeight?: number;
  119799. maxHeight?: number;
  119800. colorFilter?: Color3;
  119801. alphaFilter?: number;
  119802. updatable?: boolean;
  119803. onReady?: (mesh: GroundMesh) => void;
  119804. }, scene?: Nullable<Scene>): GroundMesh;
  119805. /**
  119806. * Creates a polygon mesh
  119807. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119808. * * 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
  119809. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119810. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119811. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119812. * * Remember you can only change the shape positions, not their number when updating a polygon
  119813. * @param name defines the name of the mesh
  119814. * @param options defines the options used to create the mesh
  119815. * @param scene defines the hosting scene
  119816. * @param earcutInjection can be used to inject your own earcut reference
  119817. * @returns the polygon mesh
  119818. */
  119819. static CreatePolygon(name: string, options: {
  119820. shape: Vector3[];
  119821. holes?: Vector3[][];
  119822. depth?: number;
  119823. faceUV?: Vector4[];
  119824. faceColors?: Color4[];
  119825. updatable?: boolean;
  119826. sideOrientation?: number;
  119827. frontUVs?: Vector4;
  119828. backUVs?: Vector4;
  119829. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119830. /**
  119831. * Creates an extruded polygon mesh, with depth in the Y direction.
  119832. * * 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)
  119833. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119834. * @param name defines the name of the mesh
  119835. * @param options defines the options used to create the mesh
  119836. * @param scene defines the hosting scene
  119837. * @param earcutInjection can be used to inject your own earcut reference
  119838. * @returns the polygon mesh
  119839. */
  119840. static ExtrudePolygon(name: string, options: {
  119841. shape: Vector3[];
  119842. holes?: Vector3[][];
  119843. depth?: number;
  119844. faceUV?: Vector4[];
  119845. faceColors?: Color4[];
  119846. updatable?: boolean;
  119847. sideOrientation?: number;
  119848. frontUVs?: Vector4;
  119849. backUVs?: Vector4;
  119850. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119851. /**
  119852. * Creates a tube mesh.
  119853. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119854. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119855. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119856. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119857. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119858. * * 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)
  119859. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119860. * * 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
  119861. * * 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
  119862. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119863. * * If you create a double-sided mesh, you can choose what parts of 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
  119864. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119865. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119866. * @param name defines the name of the mesh
  119867. * @param options defines the options used to create the mesh
  119868. * @param scene defines the hosting scene
  119869. * @returns the tube mesh
  119870. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119871. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119872. */
  119873. static CreateTube(name: string, options: {
  119874. path: Vector3[];
  119875. radius?: number;
  119876. tessellation?: number;
  119877. radiusFunction?: {
  119878. (i: number, distance: number): number;
  119879. };
  119880. cap?: number;
  119881. arc?: number;
  119882. updatable?: boolean;
  119883. sideOrientation?: number;
  119884. frontUVs?: Vector4;
  119885. backUVs?: Vector4;
  119886. instance?: Mesh;
  119887. invertUV?: boolean;
  119888. }, scene?: Nullable<Scene>): Mesh;
  119889. /**
  119890. * Creates a polyhedron mesh
  119891. * * 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
  119892. * * The parameter `size` (positive float, default 1) sets the polygon size
  119893. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  119894. * * 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`
  119895. * * 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
  119896. * * 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)`)
  119897. * * 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
  119898. * * 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
  119899. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119900. * * If you create a double-sided mesh, you can choose what parts of 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
  119901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119902. * @param name defines the name of the mesh
  119903. * @param options defines the options used to create the mesh
  119904. * @param scene defines the hosting scene
  119905. * @returns the polyhedron mesh
  119906. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  119907. */
  119908. static CreatePolyhedron(name: string, options: {
  119909. type?: number;
  119910. size?: number;
  119911. sizeX?: number;
  119912. sizeY?: number;
  119913. sizeZ?: number;
  119914. custom?: any;
  119915. faceUV?: Vector4[];
  119916. faceColors?: Color4[];
  119917. flat?: boolean;
  119918. updatable?: boolean;
  119919. sideOrientation?: number;
  119920. frontUVs?: Vector4;
  119921. backUVs?: Vector4;
  119922. }, scene?: Nullable<Scene>): Mesh;
  119923. /**
  119924. * Creates a decal mesh.
  119925. * 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
  119926. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119927. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119928. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119929. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119930. * @param name defines the name of the mesh
  119931. * @param sourceMesh defines the mesh where the decal must be applied
  119932. * @param options defines the options used to create the mesh
  119933. * @param scene defines the hosting scene
  119934. * @returns the decal mesh
  119935. * @see https://doc.babylonjs.com/how_to/decals
  119936. */
  119937. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119938. position?: Vector3;
  119939. normal?: Vector3;
  119940. size?: Vector3;
  119941. angle?: number;
  119942. }): Mesh;
  119943. }
  119944. }
  119945. declare module BABYLON {
  119946. /**
  119947. * A simplifier interface for future simplification implementations
  119948. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119949. */
  119950. export interface ISimplifier {
  119951. /**
  119952. * Simplification of a given mesh according to the given settings.
  119953. * Since this requires computation, it is assumed that the function runs async.
  119954. * @param settings The settings of the simplification, including quality and distance
  119955. * @param successCallback A callback that will be called after the mesh was simplified.
  119956. * @param errorCallback in case of an error, this callback will be called. optional.
  119957. */
  119958. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  119959. }
  119960. /**
  119961. * Expected simplification settings.
  119962. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  119963. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119964. */
  119965. export interface ISimplificationSettings {
  119966. /**
  119967. * Gets or sets the expected quality
  119968. */
  119969. quality: number;
  119970. /**
  119971. * Gets or sets the distance when this optimized version should be used
  119972. */
  119973. distance: number;
  119974. /**
  119975. * Gets an already optimized mesh
  119976. */
  119977. optimizeMesh?: boolean;
  119978. }
  119979. /**
  119980. * Class used to specify simplification options
  119981. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119982. */
  119983. export class SimplificationSettings implements ISimplificationSettings {
  119984. /** expected quality */
  119985. quality: number;
  119986. /** distance when this optimized version should be used */
  119987. distance: number;
  119988. /** already optimized mesh */
  119989. optimizeMesh?: boolean | undefined;
  119990. /**
  119991. * Creates a SimplificationSettings
  119992. * @param quality expected quality
  119993. * @param distance distance when this optimized version should be used
  119994. * @param optimizeMesh already optimized mesh
  119995. */
  119996. constructor(
  119997. /** expected quality */
  119998. quality: number,
  119999. /** distance when this optimized version should be used */
  120000. distance: number,
  120001. /** already optimized mesh */
  120002. optimizeMesh?: boolean | undefined);
  120003. }
  120004. /**
  120005. * Interface used to define a simplification task
  120006. */
  120007. export interface ISimplificationTask {
  120008. /**
  120009. * Array of settings
  120010. */
  120011. settings: Array<ISimplificationSettings>;
  120012. /**
  120013. * Simplification type
  120014. */
  120015. simplificationType: SimplificationType;
  120016. /**
  120017. * Mesh to simplify
  120018. */
  120019. mesh: Mesh;
  120020. /**
  120021. * Callback called on success
  120022. */
  120023. successCallback?: () => void;
  120024. /**
  120025. * Defines if parallel processing can be used
  120026. */
  120027. parallelProcessing: boolean;
  120028. }
  120029. /**
  120030. * Queue used to order the simplification tasks
  120031. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120032. */
  120033. export class SimplificationQueue {
  120034. private _simplificationArray;
  120035. /**
  120036. * Gets a boolean indicating that the process is still running
  120037. */
  120038. running: boolean;
  120039. /**
  120040. * Creates a new queue
  120041. */
  120042. constructor();
  120043. /**
  120044. * Adds a new simplification task
  120045. * @param task defines a task to add
  120046. */
  120047. addTask(task: ISimplificationTask): void;
  120048. /**
  120049. * Execute next task
  120050. */
  120051. executeNext(): void;
  120052. /**
  120053. * Execute a simplification task
  120054. * @param task defines the task to run
  120055. */
  120056. runSimplification(task: ISimplificationTask): void;
  120057. private getSimplifier;
  120058. }
  120059. /**
  120060. * The implemented types of simplification
  120061. * At the moment only Quadratic Error Decimation is implemented
  120062. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120063. */
  120064. export enum SimplificationType {
  120065. /** Quadratic error decimation */
  120066. QUADRATIC = 0
  120067. }
  120068. }
  120069. declare module BABYLON {
  120070. interface Scene {
  120071. /** @hidden (Backing field) */
  120072. _simplificationQueue: SimplificationQueue;
  120073. /**
  120074. * Gets or sets the simplification queue attached to the scene
  120075. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120076. */
  120077. simplificationQueue: SimplificationQueue;
  120078. }
  120079. interface Mesh {
  120080. /**
  120081. * Simplify the mesh according to the given array of settings.
  120082. * Function will return immediately and will simplify async
  120083. * @param settings a collection of simplification settings
  120084. * @param parallelProcessing should all levels calculate parallel or one after the other
  120085. * @param simplificationType the type of simplification to run
  120086. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  120087. * @returns the current mesh
  120088. */
  120089. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  120090. }
  120091. /**
  120092. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  120093. * created in a scene
  120094. */
  120095. export class SimplicationQueueSceneComponent implements ISceneComponent {
  120096. /**
  120097. * The component name helpfull to identify the component in the list of scene components.
  120098. */
  120099. readonly name: string;
  120100. /**
  120101. * The scene the component belongs to.
  120102. */
  120103. scene: Scene;
  120104. /**
  120105. * Creates a new instance of the component for the given scene
  120106. * @param scene Defines the scene to register the component in
  120107. */
  120108. constructor(scene: Scene);
  120109. /**
  120110. * Registers the component in a given scene
  120111. */
  120112. register(): void;
  120113. /**
  120114. * Rebuilds the elements related to this component in case of
  120115. * context lost for instance.
  120116. */
  120117. rebuild(): void;
  120118. /**
  120119. * Disposes the component and the associated ressources
  120120. */
  120121. dispose(): void;
  120122. private _beforeCameraUpdate;
  120123. }
  120124. }
  120125. declare module BABYLON {
  120126. /**
  120127. * Navigation plugin interface to add navigation constrained by a navigation mesh
  120128. */
  120129. export interface INavigationEnginePlugin {
  120130. /**
  120131. * plugin name
  120132. */
  120133. name: string;
  120134. /**
  120135. * Creates a navigation mesh
  120136. * @param meshes array of all the geometry used to compute the navigatio mesh
  120137. * @param parameters bunch of parameters used to filter geometry
  120138. */
  120139. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120140. /**
  120141. * Create a navigation mesh debug mesh
  120142. * @param scene is where the mesh will be added
  120143. * @returns debug display mesh
  120144. */
  120145. createDebugNavMesh(scene: Scene): Mesh;
  120146. /**
  120147. * Get a navigation mesh constrained position, closest to the parameter position
  120148. * @param position world position
  120149. * @returns the closest point to position constrained by the navigation mesh
  120150. */
  120151. getClosestPoint(position: Vector3): Vector3;
  120152. /**
  120153. * Get a navigation mesh constrained position, within a particular radius
  120154. * @param position world position
  120155. * @param maxRadius the maximum distance to the constrained world position
  120156. * @returns the closest point to position constrained by the navigation mesh
  120157. */
  120158. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120159. /**
  120160. * Compute the final position from a segment made of destination-position
  120161. * @param position world position
  120162. * @param destination world position
  120163. * @returns the resulting point along the navmesh
  120164. */
  120165. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120166. /**
  120167. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120168. * @param start world position
  120169. * @param end world position
  120170. * @returns array containing world position composing the path
  120171. */
  120172. computePath(start: Vector3, end: Vector3): Vector3[];
  120173. /**
  120174. * If this plugin is supported
  120175. * @returns true if plugin is supported
  120176. */
  120177. isSupported(): boolean;
  120178. /**
  120179. * Create a new Crowd so you can add agents
  120180. * @param maxAgents the maximum agent count in the crowd
  120181. * @param maxAgentRadius the maximum radius an agent can have
  120182. * @param scene to attach the crowd to
  120183. * @returns the crowd you can add agents to
  120184. */
  120185. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120186. /**
  120187. * Release all resources
  120188. */
  120189. dispose(): void;
  120190. }
  120191. /**
  120192. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  120193. */
  120194. export interface ICrowd {
  120195. /**
  120196. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120197. * You can attach anything to that node. The node position is updated in the scene update tick.
  120198. * @param pos world position that will be constrained by the navigation mesh
  120199. * @param parameters agent parameters
  120200. * @param transform hooked to the agent that will be update by the scene
  120201. * @returns agent index
  120202. */
  120203. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120204. /**
  120205. * Returns the agent position in world space
  120206. * @param index agent index returned by addAgent
  120207. * @returns world space position
  120208. */
  120209. getAgentPosition(index: number): Vector3;
  120210. /**
  120211. * Gets the agent velocity in world space
  120212. * @param index agent index returned by addAgent
  120213. * @returns world space velocity
  120214. */
  120215. getAgentVelocity(index: number): Vector3;
  120216. /**
  120217. * remove a particular agent previously created
  120218. * @param index agent index returned by addAgent
  120219. */
  120220. removeAgent(index: number): void;
  120221. /**
  120222. * get the list of all agents attached to this crowd
  120223. * @returns list of agent indices
  120224. */
  120225. getAgents(): number[];
  120226. /**
  120227. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120228. * @param deltaTime in seconds
  120229. */
  120230. update(deltaTime: number): void;
  120231. /**
  120232. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120233. * @param index agent index returned by addAgent
  120234. * @param destination targeted world position
  120235. */
  120236. agentGoto(index: number, destination: Vector3): void;
  120237. /**
  120238. * Release all resources
  120239. */
  120240. dispose(): void;
  120241. }
  120242. /**
  120243. * Configures an agent
  120244. */
  120245. export interface IAgentParameters {
  120246. /**
  120247. * Agent radius. [Limit: >= 0]
  120248. */
  120249. radius: number;
  120250. /**
  120251. * Agent height. [Limit: > 0]
  120252. */
  120253. height: number;
  120254. /**
  120255. * Maximum allowed acceleration. [Limit: >= 0]
  120256. */
  120257. maxAcceleration: number;
  120258. /**
  120259. * Maximum allowed speed. [Limit: >= 0]
  120260. */
  120261. maxSpeed: number;
  120262. /**
  120263. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  120264. */
  120265. collisionQueryRange: number;
  120266. /**
  120267. * The path visibility optimization range. [Limit: > 0]
  120268. */
  120269. pathOptimizationRange: number;
  120270. /**
  120271. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  120272. */
  120273. separationWeight: number;
  120274. }
  120275. /**
  120276. * Configures the navigation mesh creation
  120277. */
  120278. export interface INavMeshParameters {
  120279. /**
  120280. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  120281. */
  120282. cs: number;
  120283. /**
  120284. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  120285. */
  120286. ch: number;
  120287. /**
  120288. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  120289. */
  120290. walkableSlopeAngle: number;
  120291. /**
  120292. * Minimum floor to 'ceiling' height that will still allow the floor area to
  120293. * be considered walkable. [Limit: >= 3] [Units: vx]
  120294. */
  120295. walkableHeight: number;
  120296. /**
  120297. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  120298. */
  120299. walkableClimb: number;
  120300. /**
  120301. * The distance to erode/shrink the walkable area of the heightfield away from
  120302. * obstructions. [Limit: >=0] [Units: vx]
  120303. */
  120304. walkableRadius: number;
  120305. /**
  120306. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  120307. */
  120308. maxEdgeLen: number;
  120309. /**
  120310. * The maximum distance a simplfied contour's border edges should deviate
  120311. * the original raw contour. [Limit: >=0] [Units: vx]
  120312. */
  120313. maxSimplificationError: number;
  120314. /**
  120315. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  120316. */
  120317. minRegionArea: number;
  120318. /**
  120319. * Any regions with a span count smaller than this value will, if possible,
  120320. * be merged with larger regions. [Limit: >=0] [Units: vx]
  120321. */
  120322. mergeRegionArea: number;
  120323. /**
  120324. * The maximum number of vertices allowed for polygons generated during the
  120325. * contour to polygon conversion process. [Limit: >= 3]
  120326. */
  120327. maxVertsPerPoly: number;
  120328. /**
  120329. * Sets the sampling distance to use when generating the detail mesh.
  120330. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  120331. */
  120332. detailSampleDist: number;
  120333. /**
  120334. * The maximum distance the detail mesh surface should deviate from heightfield
  120335. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  120336. */
  120337. detailSampleMaxError: number;
  120338. }
  120339. }
  120340. declare module BABYLON {
  120341. /**
  120342. * RecastJS navigation plugin
  120343. */
  120344. export class RecastJSPlugin implements INavigationEnginePlugin {
  120345. /**
  120346. * Reference to the Recast library
  120347. */
  120348. bjsRECAST: any;
  120349. /**
  120350. * plugin name
  120351. */
  120352. name: string;
  120353. /**
  120354. * the first navmesh created. We might extend this to support multiple navmeshes
  120355. */
  120356. navMesh: any;
  120357. /**
  120358. * Initializes the recastJS plugin
  120359. * @param recastInjection can be used to inject your own recast reference
  120360. */
  120361. constructor(recastInjection?: any);
  120362. /**
  120363. * Creates a navigation mesh
  120364. * @param meshes array of all the geometry used to compute the navigatio mesh
  120365. * @param parameters bunch of parameters used to filter geometry
  120366. */
  120367. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120368. /**
  120369. * Create a navigation mesh debug mesh
  120370. * @param scene is where the mesh will be added
  120371. * @returns debug display mesh
  120372. */
  120373. createDebugNavMesh(scene: Scene): Mesh;
  120374. /**
  120375. * Get a navigation mesh constrained position, closest to the parameter position
  120376. * @param position world position
  120377. * @returns the closest point to position constrained by the navigation mesh
  120378. */
  120379. getClosestPoint(position: Vector3): Vector3;
  120380. /**
  120381. * Get a navigation mesh constrained position, within a particular radius
  120382. * @param position world position
  120383. * @param maxRadius the maximum distance to the constrained world position
  120384. * @returns the closest point to position constrained by the navigation mesh
  120385. */
  120386. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120387. /**
  120388. * Compute the final position from a segment made of destination-position
  120389. * @param position world position
  120390. * @param destination world position
  120391. * @returns the resulting point along the navmesh
  120392. */
  120393. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120394. /**
  120395. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120396. * @param start world position
  120397. * @param end world position
  120398. * @returns array containing world position composing the path
  120399. */
  120400. computePath(start: Vector3, end: Vector3): Vector3[];
  120401. /**
  120402. * Create a new Crowd so you can add agents
  120403. * @param maxAgents the maximum agent count in the crowd
  120404. * @param maxAgentRadius the maximum radius an agent can have
  120405. * @param scene to attach the crowd to
  120406. * @returns the crowd you can add agents to
  120407. */
  120408. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120409. /**
  120410. * Disposes
  120411. */
  120412. dispose(): void;
  120413. /**
  120414. * If this plugin is supported
  120415. * @returns true if plugin is supported
  120416. */
  120417. isSupported(): boolean;
  120418. }
  120419. /**
  120420. * Recast detour crowd implementation
  120421. */
  120422. export class RecastJSCrowd implements ICrowd {
  120423. /**
  120424. * Recast/detour plugin
  120425. */
  120426. bjsRECASTPlugin: RecastJSPlugin;
  120427. /**
  120428. * Link to the detour crowd
  120429. */
  120430. recastCrowd: any;
  120431. /**
  120432. * One transform per agent
  120433. */
  120434. transforms: TransformNode[];
  120435. /**
  120436. * All agents created
  120437. */
  120438. agents: number[];
  120439. /**
  120440. * Link to the scene is kept to unregister the crowd from the scene
  120441. */
  120442. private _scene;
  120443. /**
  120444. * Observer for crowd updates
  120445. */
  120446. private _onBeforeAnimationsObserver;
  120447. /**
  120448. * Constructor
  120449. * @param plugin recastJS plugin
  120450. * @param maxAgents the maximum agent count in the crowd
  120451. * @param maxAgentRadius the maximum radius an agent can have
  120452. * @param scene to attach the crowd to
  120453. * @returns the crowd you can add agents to
  120454. */
  120455. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  120456. /**
  120457. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120458. * You can attach anything to that node. The node position is updated in the scene update tick.
  120459. * @param pos world position that will be constrained by the navigation mesh
  120460. * @param parameters agent parameters
  120461. * @param transform hooked to the agent that will be update by the scene
  120462. * @returns agent index
  120463. */
  120464. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120465. /**
  120466. * Returns the agent position in world space
  120467. * @param index agent index returned by addAgent
  120468. * @returns world space position
  120469. */
  120470. getAgentPosition(index: number): Vector3;
  120471. /**
  120472. * Returns the agent velocity in world space
  120473. * @param index agent index returned by addAgent
  120474. * @returns world space velocity
  120475. */
  120476. getAgentVelocity(index: number): Vector3;
  120477. /**
  120478. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120479. * @param index agent index returned by addAgent
  120480. * @param destination targeted world position
  120481. */
  120482. agentGoto(index: number, destination: Vector3): void;
  120483. /**
  120484. * remove a particular agent previously created
  120485. * @param index agent index returned by addAgent
  120486. */
  120487. removeAgent(index: number): void;
  120488. /**
  120489. * get the list of all agents attached to this crowd
  120490. * @returns list of agent indices
  120491. */
  120492. getAgents(): number[];
  120493. /**
  120494. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120495. * @param deltaTime in seconds
  120496. */
  120497. update(deltaTime: number): void;
  120498. /**
  120499. * Release all resources
  120500. */
  120501. dispose(): void;
  120502. }
  120503. }
  120504. declare module BABYLON {
  120505. /**
  120506. * Class used to enable access to IndexedDB
  120507. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  120508. */
  120509. export class Database implements IOfflineProvider {
  120510. private _callbackManifestChecked;
  120511. private _currentSceneUrl;
  120512. private _db;
  120513. private _enableSceneOffline;
  120514. private _enableTexturesOffline;
  120515. private _manifestVersionFound;
  120516. private _mustUpdateRessources;
  120517. private _hasReachedQuota;
  120518. private _isSupported;
  120519. private _idbFactory;
  120520. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  120521. private static IsUASupportingBlobStorage;
  120522. /**
  120523. * Gets a boolean indicating if Database storate is enabled (off by default)
  120524. */
  120525. static IDBStorageEnabled: boolean;
  120526. /**
  120527. * Gets a boolean indicating if scene must be saved in the database
  120528. */
  120529. readonly enableSceneOffline: boolean;
  120530. /**
  120531. * Gets a boolean indicating if textures must be saved in the database
  120532. */
  120533. readonly enableTexturesOffline: boolean;
  120534. /**
  120535. * Creates a new Database
  120536. * @param urlToScene defines the url to load the scene
  120537. * @param callbackManifestChecked defines the callback to use when manifest is checked
  120538. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  120539. */
  120540. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  120541. private static _ParseURL;
  120542. private static _ReturnFullUrlLocation;
  120543. private _checkManifestFile;
  120544. /**
  120545. * Open the database and make it available
  120546. * @param successCallback defines the callback to call on success
  120547. * @param errorCallback defines the callback to call on error
  120548. */
  120549. open(successCallback: () => void, errorCallback: () => void): void;
  120550. /**
  120551. * Loads an image from the database
  120552. * @param url defines the url to load from
  120553. * @param image defines the target DOM image
  120554. */
  120555. loadImage(url: string, image: HTMLImageElement): void;
  120556. private _loadImageFromDBAsync;
  120557. private _saveImageIntoDBAsync;
  120558. private _checkVersionFromDB;
  120559. private _loadVersionFromDBAsync;
  120560. private _saveVersionIntoDBAsync;
  120561. /**
  120562. * Loads a file from database
  120563. * @param url defines the URL to load from
  120564. * @param sceneLoaded defines a callback to call on success
  120565. * @param progressCallBack defines a callback to call when progress changed
  120566. * @param errorCallback defines a callback to call on error
  120567. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  120568. */
  120569. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  120570. private _loadFileAsync;
  120571. private _saveFileAsync;
  120572. /**
  120573. * Validates if xhr data is correct
  120574. * @param xhr defines the request to validate
  120575. * @param dataType defines the expected data type
  120576. * @returns true if data is correct
  120577. */
  120578. private static _ValidateXHRData;
  120579. }
  120580. }
  120581. declare module BABYLON {
  120582. /** @hidden */
  120583. export var gpuUpdateParticlesPixelShader: {
  120584. name: string;
  120585. shader: string;
  120586. };
  120587. }
  120588. declare module BABYLON {
  120589. /** @hidden */
  120590. export var gpuUpdateParticlesVertexShader: {
  120591. name: string;
  120592. shader: string;
  120593. };
  120594. }
  120595. declare module BABYLON {
  120596. /** @hidden */
  120597. export var clipPlaneFragmentDeclaration2: {
  120598. name: string;
  120599. shader: string;
  120600. };
  120601. }
  120602. declare module BABYLON {
  120603. /** @hidden */
  120604. export var gpuRenderParticlesPixelShader: {
  120605. name: string;
  120606. shader: string;
  120607. };
  120608. }
  120609. declare module BABYLON {
  120610. /** @hidden */
  120611. export var clipPlaneVertexDeclaration2: {
  120612. name: string;
  120613. shader: string;
  120614. };
  120615. }
  120616. declare module BABYLON {
  120617. /** @hidden */
  120618. export var gpuRenderParticlesVertexShader: {
  120619. name: string;
  120620. shader: string;
  120621. };
  120622. }
  120623. declare module BABYLON {
  120624. /**
  120625. * This represents a GPU particle system in Babylon
  120626. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120627. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120628. */
  120629. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120630. /**
  120631. * The layer mask we are rendering the particles through.
  120632. */
  120633. layerMask: number;
  120634. private _capacity;
  120635. private _activeCount;
  120636. private _currentActiveCount;
  120637. private _accumulatedCount;
  120638. private _renderEffect;
  120639. private _updateEffect;
  120640. private _buffer0;
  120641. private _buffer1;
  120642. private _spriteBuffer;
  120643. private _updateVAO;
  120644. private _renderVAO;
  120645. private _targetIndex;
  120646. private _sourceBuffer;
  120647. private _targetBuffer;
  120648. private _engine;
  120649. private _currentRenderId;
  120650. private _started;
  120651. private _stopped;
  120652. private _timeDelta;
  120653. private _randomTexture;
  120654. private _randomTexture2;
  120655. private _attributesStrideSize;
  120656. private _updateEffectOptions;
  120657. private _randomTextureSize;
  120658. private _actualFrame;
  120659. private readonly _rawTextureWidth;
  120660. /**
  120661. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  120662. */
  120663. static readonly IsSupported: boolean;
  120664. /**
  120665. * An event triggered when the system is disposed.
  120666. */
  120667. onDisposeObservable: Observable<GPUParticleSystem>;
  120668. /**
  120669. * Gets the maximum number of particles active at the same time.
  120670. * @returns The max number of active particles.
  120671. */
  120672. getCapacity(): number;
  120673. /**
  120674. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  120675. * to override the particles.
  120676. */
  120677. forceDepthWrite: boolean;
  120678. /**
  120679. * Gets or set the number of active particles
  120680. */
  120681. activeParticleCount: number;
  120682. private _preWarmDone;
  120683. /**
  120684. * Is this system ready to be used/rendered
  120685. * @return true if the system is ready
  120686. */
  120687. isReady(): boolean;
  120688. /**
  120689. * Gets if the system has been started. (Note: this will still be true after stop is called)
  120690. * @returns True if it has been started, otherwise false.
  120691. */
  120692. isStarted(): boolean;
  120693. /**
  120694. * Starts the particle system and begins to emit
  120695. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  120696. */
  120697. start(delay?: number): void;
  120698. /**
  120699. * Stops the particle system.
  120700. */
  120701. stop(): void;
  120702. /**
  120703. * Remove all active particles
  120704. */
  120705. reset(): void;
  120706. /**
  120707. * Returns the string "GPUParticleSystem"
  120708. * @returns a string containing the class name
  120709. */
  120710. getClassName(): string;
  120711. private _colorGradientsTexture;
  120712. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  120713. /**
  120714. * Adds a new color gradient
  120715. * @param gradient defines the gradient to use (between 0 and 1)
  120716. * @param color1 defines the color to affect to the specified gradient
  120717. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  120718. * @returns the current particle system
  120719. */
  120720. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  120721. /**
  120722. * Remove a specific color gradient
  120723. * @param gradient defines the gradient to remove
  120724. * @returns the current particle system
  120725. */
  120726. removeColorGradient(gradient: number): GPUParticleSystem;
  120727. private _angularSpeedGradientsTexture;
  120728. private _sizeGradientsTexture;
  120729. private _velocityGradientsTexture;
  120730. private _limitVelocityGradientsTexture;
  120731. private _dragGradientsTexture;
  120732. private _addFactorGradient;
  120733. /**
  120734. * Adds a new size gradient
  120735. * @param gradient defines the gradient to use (between 0 and 1)
  120736. * @param factor defines the size factor to affect to the specified gradient
  120737. * @returns the current particle system
  120738. */
  120739. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  120740. /**
  120741. * Remove a specific size gradient
  120742. * @param gradient defines the gradient to remove
  120743. * @returns the current particle system
  120744. */
  120745. removeSizeGradient(gradient: number): GPUParticleSystem;
  120746. /**
  120747. * Adds a new angular speed gradient
  120748. * @param gradient defines the gradient to use (between 0 and 1)
  120749. * @param factor defines the angular speed to affect to the specified gradient
  120750. * @returns the current particle system
  120751. */
  120752. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  120753. /**
  120754. * Remove a specific angular speed gradient
  120755. * @param gradient defines the gradient to remove
  120756. * @returns the current particle system
  120757. */
  120758. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  120759. /**
  120760. * Adds a new velocity gradient
  120761. * @param gradient defines the gradient to use (between 0 and 1)
  120762. * @param factor defines the velocity to affect to the specified gradient
  120763. * @returns the current particle system
  120764. */
  120765. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120766. /**
  120767. * Remove a specific velocity gradient
  120768. * @param gradient defines the gradient to remove
  120769. * @returns the current particle system
  120770. */
  120771. removeVelocityGradient(gradient: number): GPUParticleSystem;
  120772. /**
  120773. * Adds a new limit velocity gradient
  120774. * @param gradient defines the gradient to use (between 0 and 1)
  120775. * @param factor defines the limit velocity value to affect to the specified gradient
  120776. * @returns the current particle system
  120777. */
  120778. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120779. /**
  120780. * Remove a specific limit velocity gradient
  120781. * @param gradient defines the gradient to remove
  120782. * @returns the current particle system
  120783. */
  120784. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  120785. /**
  120786. * Adds a new drag gradient
  120787. * @param gradient defines the gradient to use (between 0 and 1)
  120788. * @param factor defines the drag value to affect to the specified gradient
  120789. * @returns the current particle system
  120790. */
  120791. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  120792. /**
  120793. * Remove a specific drag gradient
  120794. * @param gradient defines the gradient to remove
  120795. * @returns the current particle system
  120796. */
  120797. removeDragGradient(gradient: number): GPUParticleSystem;
  120798. /**
  120799. * Not supported by GPUParticleSystem
  120800. * @param gradient defines the gradient to use (between 0 and 1)
  120801. * @param factor defines the emit rate value to affect to the specified gradient
  120802. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120803. * @returns the current particle system
  120804. */
  120805. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120806. /**
  120807. * Not supported by GPUParticleSystem
  120808. * @param gradient defines the gradient to remove
  120809. * @returns the current particle system
  120810. */
  120811. removeEmitRateGradient(gradient: number): IParticleSystem;
  120812. /**
  120813. * Not supported by GPUParticleSystem
  120814. * @param gradient defines the gradient to use (between 0 and 1)
  120815. * @param factor defines the start size value to affect to the specified gradient
  120816. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120817. * @returns the current particle system
  120818. */
  120819. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120820. /**
  120821. * Not supported by GPUParticleSystem
  120822. * @param gradient defines the gradient to remove
  120823. * @returns the current particle system
  120824. */
  120825. removeStartSizeGradient(gradient: number): IParticleSystem;
  120826. /**
  120827. * Not supported by GPUParticleSystem
  120828. * @param gradient defines the gradient to use (between 0 and 1)
  120829. * @param min defines the color remap minimal range
  120830. * @param max defines the color remap maximal range
  120831. * @returns the current particle system
  120832. */
  120833. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120834. /**
  120835. * Not supported by GPUParticleSystem
  120836. * @param gradient defines the gradient to remove
  120837. * @returns the current particle system
  120838. */
  120839. removeColorRemapGradient(): IParticleSystem;
  120840. /**
  120841. * Not supported by GPUParticleSystem
  120842. * @param gradient defines the gradient to use (between 0 and 1)
  120843. * @param min defines the alpha remap minimal range
  120844. * @param max defines the alpha remap maximal range
  120845. * @returns the current particle system
  120846. */
  120847. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120848. /**
  120849. * Not supported by GPUParticleSystem
  120850. * @param gradient defines the gradient to remove
  120851. * @returns the current particle system
  120852. */
  120853. removeAlphaRemapGradient(): IParticleSystem;
  120854. /**
  120855. * Not supported by GPUParticleSystem
  120856. * @param gradient defines the gradient to use (between 0 and 1)
  120857. * @param color defines the color to affect to the specified gradient
  120858. * @returns the current particle system
  120859. */
  120860. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  120861. /**
  120862. * Not supported by GPUParticleSystem
  120863. * @param gradient defines the gradient to remove
  120864. * @returns the current particle system
  120865. */
  120866. removeRampGradient(): IParticleSystem;
  120867. /**
  120868. * Not supported by GPUParticleSystem
  120869. * @returns the list of ramp gradients
  120870. */
  120871. getRampGradients(): Nullable<Array<Color3Gradient>>;
  120872. /**
  120873. * Not supported by GPUParticleSystem
  120874. * Gets or sets a boolean indicating that ramp gradients must be used
  120875. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  120876. */
  120877. useRampGradients: boolean;
  120878. /**
  120879. * Not supported by GPUParticleSystem
  120880. * @param gradient defines the gradient to use (between 0 and 1)
  120881. * @param factor defines the life time factor to affect to the specified gradient
  120882. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120883. * @returns the current particle system
  120884. */
  120885. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120886. /**
  120887. * Not supported by GPUParticleSystem
  120888. * @param gradient defines the gradient to remove
  120889. * @returns the current particle system
  120890. */
  120891. removeLifeTimeGradient(gradient: number): IParticleSystem;
  120892. /**
  120893. * Instantiates a GPU particle system.
  120894. * 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.
  120895. * @param name The name of the particle system
  120896. * @param options The options used to create the system
  120897. * @param scene The scene the particle system belongs to
  120898. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  120899. */
  120900. constructor(name: string, options: Partial<{
  120901. capacity: number;
  120902. randomTextureSize: number;
  120903. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  120904. protected _reset(): void;
  120905. private _createUpdateVAO;
  120906. private _createRenderVAO;
  120907. private _initialize;
  120908. /** @hidden */
  120909. _recreateUpdateEffect(): void;
  120910. /** @hidden */
  120911. _recreateRenderEffect(): void;
  120912. /**
  120913. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  120914. * @param preWarm defines if we are in the pre-warmimg phase
  120915. */
  120916. animate(preWarm?: boolean): void;
  120917. private _createFactorGradientTexture;
  120918. private _createSizeGradientTexture;
  120919. private _createAngularSpeedGradientTexture;
  120920. private _createVelocityGradientTexture;
  120921. private _createLimitVelocityGradientTexture;
  120922. private _createDragGradientTexture;
  120923. private _createColorGradientTexture;
  120924. /**
  120925. * Renders the particle system in its current state
  120926. * @param preWarm defines if the system should only update the particles but not render them
  120927. * @returns the current number of particles
  120928. */
  120929. render(preWarm?: boolean): number;
  120930. /**
  120931. * Rebuilds the particle system
  120932. */
  120933. rebuild(): void;
  120934. private _releaseBuffers;
  120935. private _releaseVAOs;
  120936. /**
  120937. * Disposes the particle system and free the associated resources
  120938. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  120939. */
  120940. dispose(disposeTexture?: boolean): void;
  120941. /**
  120942. * Clones the particle system.
  120943. * @param name The name of the cloned object
  120944. * @param newEmitter The new emitter to use
  120945. * @returns the cloned particle system
  120946. */
  120947. clone(name: string, newEmitter: any): GPUParticleSystem;
  120948. /**
  120949. * Serializes the particle system to a JSON object.
  120950. * @returns the JSON object
  120951. */
  120952. serialize(): any;
  120953. /**
  120954. * Parses a JSON object to create a GPU particle system.
  120955. * @param parsedParticleSystem The JSON object to parse
  120956. * @param scene The scene to create the particle system in
  120957. * @param rootUrl The root url to use to load external dependencies like texture
  120958. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  120959. * @returns the parsed GPU particle system
  120960. */
  120961. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  120962. }
  120963. }
  120964. declare module BABYLON {
  120965. /**
  120966. * Represents a set of particle systems working together to create a specific effect
  120967. */
  120968. export class ParticleSystemSet implements IDisposable {
  120969. private _emitterCreationOptions;
  120970. private _emitterNode;
  120971. /**
  120972. * Gets the particle system list
  120973. */
  120974. systems: IParticleSystem[];
  120975. /**
  120976. * Gets the emitter node used with this set
  120977. */
  120978. readonly emitterNode: Nullable<TransformNode>;
  120979. /**
  120980. * Creates a new emitter mesh as a sphere
  120981. * @param options defines the options used to create the sphere
  120982. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120983. * @param scene defines the hosting scene
  120984. */
  120985. setEmitterAsSphere(options: {
  120986. diameter: number;
  120987. segments: number;
  120988. color: Color3;
  120989. }, renderingGroupId: number, scene: Scene): void;
  120990. /**
  120991. * Starts all particle systems of the set
  120992. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120993. */
  120994. start(emitter?: AbstractMesh): void;
  120995. /**
  120996. * Release all associated resources
  120997. */
  120998. dispose(): void;
  120999. /**
  121000. * Serialize the set into a JSON compatible object
  121001. * @returns a JSON compatible representation of the set
  121002. */
  121003. serialize(): any;
  121004. /**
  121005. * Parse a new ParticleSystemSet from a serialized source
  121006. * @param data defines a JSON compatible representation of the set
  121007. * @param scene defines the hosting scene
  121008. * @param gpu defines if we want GPU particles or CPU particles
  121009. * @returns a new ParticleSystemSet
  121010. */
  121011. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  121012. }
  121013. }
  121014. declare module BABYLON {
  121015. /**
  121016. * This class is made for on one-liner static method to help creating particle system set.
  121017. */
  121018. export class ParticleHelper {
  121019. /**
  121020. * Gets or sets base Assets URL
  121021. */
  121022. static BaseAssetsUrl: string;
  121023. /**
  121024. * Create a default particle system that you can tweak
  121025. * @param emitter defines the emitter to use
  121026. * @param capacity defines the system capacity (default is 500 particles)
  121027. * @param scene defines the hosting scene
  121028. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  121029. * @returns the new Particle system
  121030. */
  121031. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  121032. /**
  121033. * This is the main static method (one-liner) of this helper to create different particle systems
  121034. * @param type This string represents the type to the particle system to create
  121035. * @param scene The scene where the particle system should live
  121036. * @param gpu If the system will use gpu
  121037. * @returns the ParticleSystemSet created
  121038. */
  121039. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  121040. /**
  121041. * Static function used to export a particle system to a ParticleSystemSet variable.
  121042. * Please note that the emitter shape is not exported
  121043. * @param systems defines the particle systems to export
  121044. * @returns the created particle system set
  121045. */
  121046. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  121047. }
  121048. }
  121049. declare module BABYLON {
  121050. interface Engine {
  121051. /**
  121052. * Create an effect to use with particle systems.
  121053. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  121054. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  121055. * @param uniformsNames defines a list of attribute names
  121056. * @param samplers defines an array of string used to represent textures
  121057. * @param defines defines the string containing the defines to use to compile the shaders
  121058. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  121059. * @param onCompiled defines a function to call when the effect creation is successful
  121060. * @param onError defines a function to call when the effect creation has failed
  121061. * @returns the new Effect
  121062. */
  121063. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  121064. }
  121065. interface Mesh {
  121066. /**
  121067. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  121068. * @returns an array of IParticleSystem
  121069. */
  121070. getEmittedParticleSystems(): IParticleSystem[];
  121071. /**
  121072. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  121073. * @returns an array of IParticleSystem
  121074. */
  121075. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  121076. }
  121077. /**
  121078. * @hidden
  121079. */
  121080. export var _IDoNeedToBeInTheBuild: number;
  121081. }
  121082. declare module BABYLON {
  121083. interface Scene {
  121084. /** @hidden (Backing field) */
  121085. _physicsEngine: Nullable<IPhysicsEngine>;
  121086. /**
  121087. * Gets the current physics engine
  121088. * @returns a IPhysicsEngine or null if none attached
  121089. */
  121090. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  121091. /**
  121092. * Enables physics to the current scene
  121093. * @param gravity defines the scene's gravity for the physics engine
  121094. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  121095. * @return a boolean indicating if the physics engine was initialized
  121096. */
  121097. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  121098. /**
  121099. * Disables and disposes the physics engine associated with the scene
  121100. */
  121101. disablePhysicsEngine(): void;
  121102. /**
  121103. * Gets a boolean indicating if there is an active physics engine
  121104. * @returns a boolean indicating if there is an active physics engine
  121105. */
  121106. isPhysicsEnabled(): boolean;
  121107. /**
  121108. * Deletes a physics compound impostor
  121109. * @param compound defines the compound to delete
  121110. */
  121111. deleteCompoundImpostor(compound: any): void;
  121112. /**
  121113. * An event triggered when physic simulation is about to be run
  121114. */
  121115. onBeforePhysicsObservable: Observable<Scene>;
  121116. /**
  121117. * An event triggered when physic simulation has been done
  121118. */
  121119. onAfterPhysicsObservable: Observable<Scene>;
  121120. }
  121121. interface AbstractMesh {
  121122. /** @hidden */
  121123. _physicsImpostor: Nullable<PhysicsImpostor>;
  121124. /**
  121125. * Gets or sets impostor used for physic simulation
  121126. * @see http://doc.babylonjs.com/features/physics_engine
  121127. */
  121128. physicsImpostor: Nullable<PhysicsImpostor>;
  121129. /**
  121130. * Gets the current physics impostor
  121131. * @see http://doc.babylonjs.com/features/physics_engine
  121132. * @returns a physics impostor or null
  121133. */
  121134. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  121135. /** Apply a physic impulse to the mesh
  121136. * @param force defines the force to apply
  121137. * @param contactPoint defines where to apply the force
  121138. * @returns the current mesh
  121139. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  121140. */
  121141. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  121142. /**
  121143. * Creates a physic joint between two meshes
  121144. * @param otherMesh defines the other mesh to use
  121145. * @param pivot1 defines the pivot to use on this mesh
  121146. * @param pivot2 defines the pivot to use on the other mesh
  121147. * @param options defines additional options (can be plugin dependent)
  121148. * @returns the current mesh
  121149. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  121150. */
  121151. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  121152. /** @hidden */
  121153. _disposePhysicsObserver: Nullable<Observer<Node>>;
  121154. }
  121155. /**
  121156. * Defines the physics engine scene component responsible to manage a physics engine
  121157. */
  121158. export class PhysicsEngineSceneComponent implements ISceneComponent {
  121159. /**
  121160. * The component name helpful to identify the component in the list of scene components.
  121161. */
  121162. readonly name: string;
  121163. /**
  121164. * The scene the component belongs to.
  121165. */
  121166. scene: Scene;
  121167. /**
  121168. * Creates a new instance of the component for the given scene
  121169. * @param scene Defines the scene to register the component in
  121170. */
  121171. constructor(scene: Scene);
  121172. /**
  121173. * Registers the component in a given scene
  121174. */
  121175. register(): void;
  121176. /**
  121177. * Rebuilds the elements related to this component in case of
  121178. * context lost for instance.
  121179. */
  121180. rebuild(): void;
  121181. /**
  121182. * Disposes the component and the associated ressources
  121183. */
  121184. dispose(): void;
  121185. }
  121186. }
  121187. declare module BABYLON {
  121188. /**
  121189. * A helper for physics simulations
  121190. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121191. */
  121192. export class PhysicsHelper {
  121193. private _scene;
  121194. private _physicsEngine;
  121195. /**
  121196. * Initializes the Physics helper
  121197. * @param scene Babylon.js scene
  121198. */
  121199. constructor(scene: Scene);
  121200. /**
  121201. * Applies a radial explosion impulse
  121202. * @param origin the origin of the explosion
  121203. * @param radiusOrEventOptions the radius or the options of radial explosion
  121204. * @param strength the explosion strength
  121205. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121206. * @returns A physics radial explosion event, or null
  121207. */
  121208. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121209. /**
  121210. * Applies a radial explosion force
  121211. * @param origin the origin of the explosion
  121212. * @param radiusOrEventOptions the radius or the options of radial explosion
  121213. * @param strength the explosion strength
  121214. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121215. * @returns A physics radial explosion event, or null
  121216. */
  121217. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121218. /**
  121219. * Creates a gravitational field
  121220. * @param origin the origin of the explosion
  121221. * @param radiusOrEventOptions the radius or the options of radial explosion
  121222. * @param strength the explosion strength
  121223. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121224. * @returns A physics gravitational field event, or null
  121225. */
  121226. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  121227. /**
  121228. * Creates a physics updraft event
  121229. * @param origin the origin of the updraft
  121230. * @param radiusOrEventOptions the radius or the options of the updraft
  121231. * @param strength the strength of the updraft
  121232. * @param height the height of the updraft
  121233. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  121234. * @returns A physics updraft event, or null
  121235. */
  121236. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  121237. /**
  121238. * Creates a physics vortex event
  121239. * @param origin the of the vortex
  121240. * @param radiusOrEventOptions the radius or the options of the vortex
  121241. * @param strength the strength of the vortex
  121242. * @param height the height of the vortex
  121243. * @returns a Physics vortex event, or null
  121244. * A physics vortex event or null
  121245. */
  121246. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  121247. }
  121248. /**
  121249. * Represents a physics radial explosion event
  121250. */
  121251. class PhysicsRadialExplosionEvent {
  121252. private _scene;
  121253. private _options;
  121254. private _sphere;
  121255. private _dataFetched;
  121256. /**
  121257. * Initializes a radial explosioin event
  121258. * @param _scene BabylonJS scene
  121259. * @param _options The options for the vortex event
  121260. */
  121261. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  121262. /**
  121263. * Returns the data related to the radial explosion event (sphere).
  121264. * @returns The radial explosion event data
  121265. */
  121266. getData(): PhysicsRadialExplosionEventData;
  121267. /**
  121268. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  121269. * @param impostor A physics imposter
  121270. * @param origin the origin of the explosion
  121271. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  121272. */
  121273. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  121274. /**
  121275. * Triggers affecterd impostors callbacks
  121276. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  121277. */
  121278. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  121279. /**
  121280. * Disposes the sphere.
  121281. * @param force Specifies if the sphere should be disposed by force
  121282. */
  121283. dispose(force?: boolean): void;
  121284. /*** Helpers ***/
  121285. private _prepareSphere;
  121286. private _intersectsWithSphere;
  121287. }
  121288. /**
  121289. * Represents a gravitational field event
  121290. */
  121291. class PhysicsGravitationalFieldEvent {
  121292. private _physicsHelper;
  121293. private _scene;
  121294. private _origin;
  121295. private _options;
  121296. private _tickCallback;
  121297. private _sphere;
  121298. private _dataFetched;
  121299. /**
  121300. * Initializes the physics gravitational field event
  121301. * @param _physicsHelper A physics helper
  121302. * @param _scene BabylonJS scene
  121303. * @param _origin The origin position of the gravitational field event
  121304. * @param _options The options for the vortex event
  121305. */
  121306. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  121307. /**
  121308. * Returns the data related to the gravitational field event (sphere).
  121309. * @returns A gravitational field event
  121310. */
  121311. getData(): PhysicsGravitationalFieldEventData;
  121312. /**
  121313. * Enables the gravitational field.
  121314. */
  121315. enable(): void;
  121316. /**
  121317. * Disables the gravitational field.
  121318. */
  121319. disable(): void;
  121320. /**
  121321. * Disposes the sphere.
  121322. * @param force The force to dispose from the gravitational field event
  121323. */
  121324. dispose(force?: boolean): void;
  121325. private _tick;
  121326. }
  121327. /**
  121328. * Represents a physics updraft event
  121329. */
  121330. class PhysicsUpdraftEvent {
  121331. private _scene;
  121332. private _origin;
  121333. private _options;
  121334. private _physicsEngine;
  121335. private _originTop;
  121336. private _originDirection;
  121337. private _tickCallback;
  121338. private _cylinder;
  121339. private _cylinderPosition;
  121340. private _dataFetched;
  121341. /**
  121342. * Initializes the physics updraft event
  121343. * @param _scene BabylonJS scene
  121344. * @param _origin The origin position of the updraft
  121345. * @param _options The options for the updraft event
  121346. */
  121347. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  121348. /**
  121349. * Returns the data related to the updraft event (cylinder).
  121350. * @returns A physics updraft event
  121351. */
  121352. getData(): PhysicsUpdraftEventData;
  121353. /**
  121354. * Enables the updraft.
  121355. */
  121356. enable(): void;
  121357. /**
  121358. * Disables the updraft.
  121359. */
  121360. disable(): void;
  121361. /**
  121362. * Disposes the cylinder.
  121363. * @param force Specifies if the updraft should be disposed by force
  121364. */
  121365. dispose(force?: boolean): void;
  121366. private getImpostorHitData;
  121367. private _tick;
  121368. /*** Helpers ***/
  121369. private _prepareCylinder;
  121370. private _intersectsWithCylinder;
  121371. }
  121372. /**
  121373. * Represents a physics vortex event
  121374. */
  121375. class PhysicsVortexEvent {
  121376. private _scene;
  121377. private _origin;
  121378. private _options;
  121379. private _physicsEngine;
  121380. private _originTop;
  121381. private _tickCallback;
  121382. private _cylinder;
  121383. private _cylinderPosition;
  121384. private _dataFetched;
  121385. /**
  121386. * Initializes the physics vortex event
  121387. * @param _scene The BabylonJS scene
  121388. * @param _origin The origin position of the vortex
  121389. * @param _options The options for the vortex event
  121390. */
  121391. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  121392. /**
  121393. * Returns the data related to the vortex event (cylinder).
  121394. * @returns The physics vortex event data
  121395. */
  121396. getData(): PhysicsVortexEventData;
  121397. /**
  121398. * Enables the vortex.
  121399. */
  121400. enable(): void;
  121401. /**
  121402. * Disables the cortex.
  121403. */
  121404. disable(): void;
  121405. /**
  121406. * Disposes the sphere.
  121407. * @param force
  121408. */
  121409. dispose(force?: boolean): void;
  121410. private getImpostorHitData;
  121411. private _tick;
  121412. /*** Helpers ***/
  121413. private _prepareCylinder;
  121414. private _intersectsWithCylinder;
  121415. }
  121416. /**
  121417. * Options fot the radial explosion event
  121418. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121419. */
  121420. export class PhysicsRadialExplosionEventOptions {
  121421. /**
  121422. * The radius of the sphere for the radial explosion.
  121423. */
  121424. radius: number;
  121425. /**
  121426. * The strenth of the explosion.
  121427. */
  121428. strength: number;
  121429. /**
  121430. * The strenght of the force in correspondence to the distance of the affected object
  121431. */
  121432. falloff: PhysicsRadialImpulseFalloff;
  121433. /**
  121434. * Sphere options for the radial explosion.
  121435. */
  121436. sphere: {
  121437. segments: number;
  121438. diameter: number;
  121439. };
  121440. /**
  121441. * Sphere options for the radial explosion.
  121442. */
  121443. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  121444. }
  121445. /**
  121446. * Options fot the updraft event
  121447. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121448. */
  121449. export class PhysicsUpdraftEventOptions {
  121450. /**
  121451. * The radius of the cylinder for the vortex
  121452. */
  121453. radius: number;
  121454. /**
  121455. * The strenth of the updraft.
  121456. */
  121457. strength: number;
  121458. /**
  121459. * The height of the cylinder for the updraft.
  121460. */
  121461. height: number;
  121462. /**
  121463. * The mode for the the updraft.
  121464. */
  121465. updraftMode: PhysicsUpdraftMode;
  121466. }
  121467. /**
  121468. * Options fot the vortex event
  121469. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121470. */
  121471. export class PhysicsVortexEventOptions {
  121472. /**
  121473. * The radius of the cylinder for the vortex
  121474. */
  121475. radius: number;
  121476. /**
  121477. * The strenth of the vortex.
  121478. */
  121479. strength: number;
  121480. /**
  121481. * The height of the cylinder for the vortex.
  121482. */
  121483. height: number;
  121484. /**
  121485. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  121486. */
  121487. centripetalForceThreshold: number;
  121488. /**
  121489. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  121490. */
  121491. centripetalForceMultiplier: number;
  121492. /**
  121493. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  121494. */
  121495. centrifugalForceMultiplier: number;
  121496. /**
  121497. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  121498. */
  121499. updraftForceMultiplier: number;
  121500. }
  121501. /**
  121502. * The strenght of the force in correspondence to the distance of the affected object
  121503. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121504. */
  121505. export enum PhysicsRadialImpulseFalloff {
  121506. /** Defines that impulse is constant in strength across it's whole radius */
  121507. Constant = 0,
  121508. /** Defines that impulse gets weaker if it's further from the origin */
  121509. Linear = 1
  121510. }
  121511. /**
  121512. * The strength of the force in correspondence to the distance of the affected object
  121513. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121514. */
  121515. export enum PhysicsUpdraftMode {
  121516. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  121517. Center = 0,
  121518. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  121519. Perpendicular = 1
  121520. }
  121521. /**
  121522. * Interface for a physics hit data
  121523. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121524. */
  121525. export interface PhysicsHitData {
  121526. /**
  121527. * The force applied at the contact point
  121528. */
  121529. force: Vector3;
  121530. /**
  121531. * The contact point
  121532. */
  121533. contactPoint: Vector3;
  121534. /**
  121535. * The distance from the origin to the contact point
  121536. */
  121537. distanceFromOrigin: number;
  121538. }
  121539. /**
  121540. * Interface for radial explosion event data
  121541. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121542. */
  121543. export interface PhysicsRadialExplosionEventData {
  121544. /**
  121545. * A sphere used for the radial explosion event
  121546. */
  121547. sphere: Mesh;
  121548. }
  121549. /**
  121550. * Interface for gravitational field event data
  121551. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121552. */
  121553. export interface PhysicsGravitationalFieldEventData {
  121554. /**
  121555. * A sphere mesh used for the gravitational field event
  121556. */
  121557. sphere: Mesh;
  121558. }
  121559. /**
  121560. * Interface for updraft event data
  121561. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121562. */
  121563. export interface PhysicsUpdraftEventData {
  121564. /**
  121565. * A cylinder used for the updraft event
  121566. */
  121567. cylinder: Mesh;
  121568. }
  121569. /**
  121570. * Interface for vortex event data
  121571. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121572. */
  121573. export interface PhysicsVortexEventData {
  121574. /**
  121575. * A cylinder used for the vortex event
  121576. */
  121577. cylinder: Mesh;
  121578. }
  121579. /**
  121580. * Interface for an affected physics impostor
  121581. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121582. */
  121583. export interface PhysicsAffectedImpostorWithData {
  121584. /**
  121585. * The impostor affected by the effect
  121586. */
  121587. impostor: PhysicsImpostor;
  121588. /**
  121589. * The data about the hit/horce from the explosion
  121590. */
  121591. hitData: PhysicsHitData;
  121592. }
  121593. }
  121594. declare module BABYLON {
  121595. /** @hidden */
  121596. export var blackAndWhitePixelShader: {
  121597. name: string;
  121598. shader: string;
  121599. };
  121600. }
  121601. declare module BABYLON {
  121602. /**
  121603. * Post process used to render in black and white
  121604. */
  121605. export class BlackAndWhitePostProcess extends PostProcess {
  121606. /**
  121607. * Linear about to convert he result to black and white (default: 1)
  121608. */
  121609. degree: number;
  121610. /**
  121611. * Creates a black and white post process
  121612. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121613. * @param name The name of the effect.
  121614. * @param options The required width/height ratio to downsize to before computing the render pass.
  121615. * @param camera The camera to apply the render pass to.
  121616. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121617. * @param engine The engine which the post process will be applied. (default: current engine)
  121618. * @param reusable If the post process can be reused on the same frame. (default: false)
  121619. */
  121620. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121621. }
  121622. }
  121623. declare module BABYLON {
  121624. /**
  121625. * This represents a set of one or more post processes in Babylon.
  121626. * A post process can be used to apply a shader to a texture after it is rendered.
  121627. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121628. */
  121629. export class PostProcessRenderEffect {
  121630. private _postProcesses;
  121631. private _getPostProcesses;
  121632. private _singleInstance;
  121633. private _cameras;
  121634. private _indicesForCamera;
  121635. /**
  121636. * Name of the effect
  121637. * @hidden
  121638. */
  121639. _name: string;
  121640. /**
  121641. * Instantiates a post process render effect.
  121642. * A post process can be used to apply a shader to a texture after it is rendered.
  121643. * @param engine The engine the effect is tied to
  121644. * @param name The name of the effect
  121645. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121646. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121647. */
  121648. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  121649. /**
  121650. * Checks if all the post processes in the effect are supported.
  121651. */
  121652. readonly isSupported: boolean;
  121653. /**
  121654. * Updates the current state of the effect
  121655. * @hidden
  121656. */
  121657. _update(): void;
  121658. /**
  121659. * Attaches the effect on cameras
  121660. * @param cameras The camera to attach to.
  121661. * @hidden
  121662. */
  121663. _attachCameras(cameras: Camera): void;
  121664. /**
  121665. * Attaches the effect on cameras
  121666. * @param cameras The camera to attach to.
  121667. * @hidden
  121668. */
  121669. _attachCameras(cameras: Camera[]): void;
  121670. /**
  121671. * Detaches the effect on cameras
  121672. * @param cameras The camera to detatch from.
  121673. * @hidden
  121674. */
  121675. _detachCameras(cameras: Camera): void;
  121676. /**
  121677. * Detatches the effect on cameras
  121678. * @param cameras The camera to detatch from.
  121679. * @hidden
  121680. */
  121681. _detachCameras(cameras: Camera[]): void;
  121682. /**
  121683. * Enables the effect on given cameras
  121684. * @param cameras The camera to enable.
  121685. * @hidden
  121686. */
  121687. _enable(cameras: Camera): void;
  121688. /**
  121689. * Enables the effect on given cameras
  121690. * @param cameras The camera to enable.
  121691. * @hidden
  121692. */
  121693. _enable(cameras: Nullable<Camera[]>): void;
  121694. /**
  121695. * Disables the effect on the given cameras
  121696. * @param cameras The camera to disable.
  121697. * @hidden
  121698. */
  121699. _disable(cameras: Camera): void;
  121700. /**
  121701. * Disables the effect on the given cameras
  121702. * @param cameras The camera to disable.
  121703. * @hidden
  121704. */
  121705. _disable(cameras: Nullable<Camera[]>): void;
  121706. /**
  121707. * Gets a list of the post processes contained in the effect.
  121708. * @param camera The camera to get the post processes on.
  121709. * @returns The list of the post processes in the effect.
  121710. */
  121711. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  121712. }
  121713. }
  121714. declare module BABYLON {
  121715. /** @hidden */
  121716. export var extractHighlightsPixelShader: {
  121717. name: string;
  121718. shader: string;
  121719. };
  121720. }
  121721. declare module BABYLON {
  121722. /**
  121723. * 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.
  121724. */
  121725. export class ExtractHighlightsPostProcess extends PostProcess {
  121726. /**
  121727. * The luminance threshold, pixels below this value will be set to black.
  121728. */
  121729. threshold: number;
  121730. /** @hidden */
  121731. _exposure: number;
  121732. /**
  121733. * Post process which has the input texture to be used when performing highlight extraction
  121734. * @hidden
  121735. */
  121736. _inputPostProcess: Nullable<PostProcess>;
  121737. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121738. }
  121739. }
  121740. declare module BABYLON {
  121741. /** @hidden */
  121742. export var bloomMergePixelShader: {
  121743. name: string;
  121744. shader: string;
  121745. };
  121746. }
  121747. declare module BABYLON {
  121748. /**
  121749. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121750. */
  121751. export class BloomMergePostProcess extends PostProcess {
  121752. /** Weight of the bloom to be added to the original input. */
  121753. weight: number;
  121754. /**
  121755. * Creates a new instance of @see BloomMergePostProcess
  121756. * @param name The name of the effect.
  121757. * @param originalFromInput Post process which's input will be used for the merge.
  121758. * @param blurred Blurred highlights post process which's output will be used.
  121759. * @param weight Weight of the bloom to be added to the original input.
  121760. * @param options The required width/height ratio to downsize to before computing the render pass.
  121761. * @param camera The camera to apply the render pass to.
  121762. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121763. * @param engine The engine which the post process will be applied. (default: current engine)
  121764. * @param reusable If the post process can be reused on the same frame. (default: false)
  121765. * @param textureType Type of textures used when performing the post process. (default: 0)
  121766. * @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)
  121767. */
  121768. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  121769. /** Weight of the bloom to be added to the original input. */
  121770. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121771. }
  121772. }
  121773. declare module BABYLON {
  121774. /**
  121775. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  121776. */
  121777. export class BloomEffect extends PostProcessRenderEffect {
  121778. private bloomScale;
  121779. /**
  121780. * @hidden Internal
  121781. */
  121782. _effects: Array<PostProcess>;
  121783. /**
  121784. * @hidden Internal
  121785. */
  121786. _downscale: ExtractHighlightsPostProcess;
  121787. private _blurX;
  121788. private _blurY;
  121789. private _merge;
  121790. /**
  121791. * The luminance threshold to find bright areas of the image to bloom.
  121792. */
  121793. threshold: number;
  121794. /**
  121795. * The strength of the bloom.
  121796. */
  121797. weight: number;
  121798. /**
  121799. * Specifies the size of the bloom blur kernel, relative to the final output size
  121800. */
  121801. kernel: number;
  121802. /**
  121803. * Creates a new instance of @see BloomEffect
  121804. * @param scene The scene the effect belongs to.
  121805. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  121806. * @param bloomKernel The size of the kernel to be used when applying the blur.
  121807. * @param bloomWeight The the strength of bloom.
  121808. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121809. * @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)
  121810. */
  121811. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  121812. /**
  121813. * Disposes each of the internal effects for a given camera.
  121814. * @param camera The camera to dispose the effect on.
  121815. */
  121816. disposeEffects(camera: Camera): void;
  121817. /**
  121818. * @hidden Internal
  121819. */
  121820. _updateEffects(): void;
  121821. /**
  121822. * Internal
  121823. * @returns if all the contained post processes are ready.
  121824. * @hidden
  121825. */
  121826. _isReady(): boolean;
  121827. }
  121828. }
  121829. declare module BABYLON {
  121830. /** @hidden */
  121831. export var chromaticAberrationPixelShader: {
  121832. name: string;
  121833. shader: string;
  121834. };
  121835. }
  121836. declare module BABYLON {
  121837. /**
  121838. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  121839. */
  121840. export class ChromaticAberrationPostProcess extends PostProcess {
  121841. /**
  121842. * The amount of seperation of rgb channels (default: 30)
  121843. */
  121844. aberrationAmount: number;
  121845. /**
  121846. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  121847. */
  121848. radialIntensity: number;
  121849. /**
  121850. * 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))
  121851. */
  121852. direction: Vector2;
  121853. /**
  121854. * 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))
  121855. */
  121856. centerPosition: Vector2;
  121857. /**
  121858. * Creates a new instance ChromaticAberrationPostProcess
  121859. * @param name The name of the effect.
  121860. * @param screenWidth The width of the screen to apply the effect on.
  121861. * @param screenHeight The height of the screen to apply the effect on.
  121862. * @param options The required width/height ratio to downsize to before computing the render pass.
  121863. * @param camera The camera to apply the render pass to.
  121864. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121865. * @param engine The engine which the post process will be applied. (default: current engine)
  121866. * @param reusable If the post process can be reused on the same frame. (default: false)
  121867. * @param textureType Type of textures used when performing the post process. (default: 0)
  121868. * @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)
  121869. */
  121870. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121871. }
  121872. }
  121873. declare module BABYLON {
  121874. /** @hidden */
  121875. export var circleOfConfusionPixelShader: {
  121876. name: string;
  121877. shader: string;
  121878. };
  121879. }
  121880. declare module BABYLON {
  121881. /**
  121882. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  121883. */
  121884. export class CircleOfConfusionPostProcess extends PostProcess {
  121885. /**
  121886. * 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.
  121887. */
  121888. lensSize: number;
  121889. /**
  121890. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121891. */
  121892. fStop: number;
  121893. /**
  121894. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121895. */
  121896. focusDistance: number;
  121897. /**
  121898. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  121899. */
  121900. focalLength: number;
  121901. private _depthTexture;
  121902. /**
  121903. * Creates a new instance CircleOfConfusionPostProcess
  121904. * @param name The name of the effect.
  121905. * @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.
  121906. * @param options The required width/height ratio to downsize to before computing the render pass.
  121907. * @param camera The camera to apply the render pass to.
  121908. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121909. * @param engine The engine which the post process will be applied. (default: current engine)
  121910. * @param reusable If the post process can be reused on the same frame. (default: false)
  121911. * @param textureType Type of textures used when performing the post process. (default: 0)
  121912. * @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)
  121913. */
  121914. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121915. /**
  121916. * 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.
  121917. */
  121918. depthTexture: RenderTargetTexture;
  121919. }
  121920. }
  121921. declare module BABYLON {
  121922. /** @hidden */
  121923. export var colorCorrectionPixelShader: {
  121924. name: string;
  121925. shader: string;
  121926. };
  121927. }
  121928. declare module BABYLON {
  121929. /**
  121930. *
  121931. * This post-process allows the modification of rendered colors by using
  121932. * a 'look-up table' (LUT). This effect is also called Color Grading.
  121933. *
  121934. * The object needs to be provided an url to a texture containing the color
  121935. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  121936. * Use an image editing software to tweak the LUT to match your needs.
  121937. *
  121938. * For an example of a color LUT, see here:
  121939. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  121940. * For explanations on color grading, see here:
  121941. * @see http://udn.epicgames.com/Three/ColorGrading.html
  121942. *
  121943. */
  121944. export class ColorCorrectionPostProcess extends PostProcess {
  121945. private _colorTableTexture;
  121946. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121947. }
  121948. }
  121949. declare module BABYLON {
  121950. /** @hidden */
  121951. export var convolutionPixelShader: {
  121952. name: string;
  121953. shader: string;
  121954. };
  121955. }
  121956. declare module BABYLON {
  121957. /**
  121958. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  121959. * input texture to perform effects such as edge detection or sharpening
  121960. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121961. */
  121962. export class ConvolutionPostProcess extends PostProcess {
  121963. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121964. kernel: number[];
  121965. /**
  121966. * Creates a new instance ConvolutionPostProcess
  121967. * @param name The name of the effect.
  121968. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  121969. * @param options The required width/height ratio to downsize to before computing the render pass.
  121970. * @param camera The camera to apply the render pass to.
  121971. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121972. * @param engine The engine which the post process will be applied. (default: current engine)
  121973. * @param reusable If the post process can be reused on the same frame. (default: false)
  121974. * @param textureType Type of textures used when performing the post process. (default: 0)
  121975. */
  121976. constructor(name: string,
  121977. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121978. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121979. /**
  121980. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121981. */
  121982. static EdgeDetect0Kernel: number[];
  121983. /**
  121984. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121985. */
  121986. static EdgeDetect1Kernel: number[];
  121987. /**
  121988. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121989. */
  121990. static EdgeDetect2Kernel: number[];
  121991. /**
  121992. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121993. */
  121994. static SharpenKernel: number[];
  121995. /**
  121996. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121997. */
  121998. static EmbossKernel: number[];
  121999. /**
  122000. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122001. */
  122002. static GaussianKernel: number[];
  122003. }
  122004. }
  122005. declare module BABYLON {
  122006. /**
  122007. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  122008. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  122009. * based on samples that have a large difference in distance than the center pixel.
  122010. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  122011. */
  122012. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  122013. direction: Vector2;
  122014. /**
  122015. * Creates a new instance CircleOfConfusionPostProcess
  122016. * @param name The name of the effect.
  122017. * @param scene The scene the effect belongs to.
  122018. * @param direction The direction the blur should be applied.
  122019. * @param kernel The size of the kernel used to blur.
  122020. * @param options The required width/height ratio to downsize to before computing the render pass.
  122021. * @param camera The camera to apply the render pass to.
  122022. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  122023. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  122024. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122025. * @param engine The engine which the post process will be applied. (default: current engine)
  122026. * @param reusable If the post process can be reused on the same frame. (default: false)
  122027. * @param textureType Type of textures used when performing the post process. (default: 0)
  122028. * @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)
  122029. */
  122030. 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);
  122031. }
  122032. }
  122033. declare module BABYLON {
  122034. /** @hidden */
  122035. export var depthOfFieldMergePixelShader: {
  122036. name: string;
  122037. shader: string;
  122038. };
  122039. }
  122040. declare module BABYLON {
  122041. /**
  122042. * Options to be set when merging outputs from the default pipeline.
  122043. */
  122044. export class DepthOfFieldMergePostProcessOptions {
  122045. /**
  122046. * The original image to merge on top of
  122047. */
  122048. originalFromInput: PostProcess;
  122049. /**
  122050. * Parameters to perform the merge of the depth of field effect
  122051. */
  122052. depthOfField?: {
  122053. circleOfConfusion: PostProcess;
  122054. blurSteps: Array<PostProcess>;
  122055. };
  122056. /**
  122057. * Parameters to perform the merge of bloom effect
  122058. */
  122059. bloom?: {
  122060. blurred: PostProcess;
  122061. weight: number;
  122062. };
  122063. }
  122064. /**
  122065. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  122066. */
  122067. export class DepthOfFieldMergePostProcess extends PostProcess {
  122068. private blurSteps;
  122069. /**
  122070. * Creates a new instance of DepthOfFieldMergePostProcess
  122071. * @param name The name of the effect.
  122072. * @param originalFromInput Post process which's input will be used for the merge.
  122073. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  122074. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  122075. * @param options The required width/height ratio to downsize to before computing the render pass.
  122076. * @param camera The camera to apply the render pass to.
  122077. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122078. * @param engine The engine which the post process will be applied. (default: current engine)
  122079. * @param reusable If the post process can be reused on the same frame. (default: false)
  122080. * @param textureType Type of textures used when performing the post process. (default: 0)
  122081. * @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)
  122082. */
  122083. 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);
  122084. /**
  122085. * Updates the effect with the current post process compile time values and recompiles the shader.
  122086. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  122087. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  122088. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  122089. * @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
  122090. * @param onCompiled Called when the shader has been compiled.
  122091. * @param onError Called if there is an error when compiling a shader.
  122092. */
  122093. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  122094. }
  122095. }
  122096. declare module BABYLON {
  122097. /**
  122098. * Specifies the level of max blur that should be applied when using the depth of field effect
  122099. */
  122100. export enum DepthOfFieldEffectBlurLevel {
  122101. /**
  122102. * Subtle blur
  122103. */
  122104. Low = 0,
  122105. /**
  122106. * Medium blur
  122107. */
  122108. Medium = 1,
  122109. /**
  122110. * Large blur
  122111. */
  122112. High = 2
  122113. }
  122114. /**
  122115. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  122116. */
  122117. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  122118. private _circleOfConfusion;
  122119. /**
  122120. * @hidden Internal, blurs from high to low
  122121. */
  122122. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  122123. private _depthOfFieldBlurY;
  122124. private _dofMerge;
  122125. /**
  122126. * @hidden Internal post processes in depth of field effect
  122127. */
  122128. _effects: Array<PostProcess>;
  122129. /**
  122130. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  122131. */
  122132. focalLength: number;
  122133. /**
  122134. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  122135. */
  122136. fStop: number;
  122137. /**
  122138. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  122139. */
  122140. focusDistance: number;
  122141. /**
  122142. * 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.
  122143. */
  122144. lensSize: number;
  122145. /**
  122146. * Creates a new instance DepthOfFieldEffect
  122147. * @param scene The scene the effect belongs to.
  122148. * @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.
  122149. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  122150. * @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)
  122151. */
  122152. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  122153. /**
  122154. * Get the current class name of the current effet
  122155. * @returns "DepthOfFieldEffect"
  122156. */
  122157. getClassName(): string;
  122158. /**
  122159. * 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.
  122160. */
  122161. depthTexture: RenderTargetTexture;
  122162. /**
  122163. * Disposes each of the internal effects for a given camera.
  122164. * @param camera The camera to dispose the effect on.
  122165. */
  122166. disposeEffects(camera: Camera): void;
  122167. /**
  122168. * @hidden Internal
  122169. */
  122170. _updateEffects(): void;
  122171. /**
  122172. * Internal
  122173. * @returns if all the contained post processes are ready.
  122174. * @hidden
  122175. */
  122176. _isReady(): boolean;
  122177. }
  122178. }
  122179. declare module BABYLON {
  122180. /** @hidden */
  122181. export var displayPassPixelShader: {
  122182. name: string;
  122183. shader: string;
  122184. };
  122185. }
  122186. declare module BABYLON {
  122187. /**
  122188. * DisplayPassPostProcess which produces an output the same as it's input
  122189. */
  122190. export class DisplayPassPostProcess extends PostProcess {
  122191. /**
  122192. * Creates the DisplayPassPostProcess
  122193. * @param name The name of the effect.
  122194. * @param options The required width/height ratio to downsize to before computing the render pass.
  122195. * @param camera The camera to apply the render pass to.
  122196. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122197. * @param engine The engine which the post process will be applied. (default: current engine)
  122198. * @param reusable If the post process can be reused on the same frame. (default: false)
  122199. */
  122200. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122201. }
  122202. }
  122203. declare module BABYLON {
  122204. /** @hidden */
  122205. export var filterPixelShader: {
  122206. name: string;
  122207. shader: string;
  122208. };
  122209. }
  122210. declare module BABYLON {
  122211. /**
  122212. * Applies a kernel filter to the image
  122213. */
  122214. export class FilterPostProcess extends PostProcess {
  122215. /** The matrix to be applied to the image */
  122216. kernelMatrix: Matrix;
  122217. /**
  122218. *
  122219. * @param name The name of the effect.
  122220. * @param kernelMatrix The matrix to be applied to the image
  122221. * @param options The required width/height ratio to downsize to before computing the render pass.
  122222. * @param camera The camera to apply the render pass to.
  122223. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122224. * @param engine The engine which the post process will be applied. (default: current engine)
  122225. * @param reusable If the post process can be reused on the same frame. (default: false)
  122226. */
  122227. constructor(name: string,
  122228. /** The matrix to be applied to the image */
  122229. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122230. }
  122231. }
  122232. declare module BABYLON {
  122233. /** @hidden */
  122234. export var fxaaPixelShader: {
  122235. name: string;
  122236. shader: string;
  122237. };
  122238. }
  122239. declare module BABYLON {
  122240. /** @hidden */
  122241. export var fxaaVertexShader: {
  122242. name: string;
  122243. shader: string;
  122244. };
  122245. }
  122246. declare module BABYLON {
  122247. /**
  122248. * Fxaa post process
  122249. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  122250. */
  122251. export class FxaaPostProcess extends PostProcess {
  122252. /** @hidden */
  122253. texelWidth: number;
  122254. /** @hidden */
  122255. texelHeight: number;
  122256. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122257. private _getDefines;
  122258. }
  122259. }
  122260. declare module BABYLON {
  122261. /** @hidden */
  122262. export var grainPixelShader: {
  122263. name: string;
  122264. shader: string;
  122265. };
  122266. }
  122267. declare module BABYLON {
  122268. /**
  122269. * The GrainPostProcess adds noise to the image at mid luminance levels
  122270. */
  122271. export class GrainPostProcess extends PostProcess {
  122272. /**
  122273. * The intensity of the grain added (default: 30)
  122274. */
  122275. intensity: number;
  122276. /**
  122277. * If the grain should be randomized on every frame
  122278. */
  122279. animated: boolean;
  122280. /**
  122281. * Creates a new instance of @see GrainPostProcess
  122282. * @param name The name of the effect.
  122283. * @param options The required width/height ratio to downsize to before computing the render pass.
  122284. * @param camera The camera to apply the render pass to.
  122285. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122286. * @param engine The engine which the post process will be applied. (default: current engine)
  122287. * @param reusable If the post process can be reused on the same frame. (default: false)
  122288. * @param textureType Type of textures used when performing the post process. (default: 0)
  122289. * @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)
  122290. */
  122291. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122292. }
  122293. }
  122294. declare module BABYLON {
  122295. /** @hidden */
  122296. export var highlightsPixelShader: {
  122297. name: string;
  122298. shader: string;
  122299. };
  122300. }
  122301. declare module BABYLON {
  122302. /**
  122303. * Extracts highlights from the image
  122304. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122305. */
  122306. export class HighlightsPostProcess extends PostProcess {
  122307. /**
  122308. * Extracts highlights from the image
  122309. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122310. * @param name The name of the effect.
  122311. * @param options The required width/height ratio to downsize to before computing the render pass.
  122312. * @param camera The camera to apply the render pass to.
  122313. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122314. * @param engine The engine which the post process will be applied. (default: current engine)
  122315. * @param reusable If the post process can be reused on the same frame. (default: false)
  122316. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  122317. */
  122318. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122319. }
  122320. }
  122321. declare module BABYLON {
  122322. /** @hidden */
  122323. export var mrtFragmentDeclaration: {
  122324. name: string;
  122325. shader: string;
  122326. };
  122327. }
  122328. declare module BABYLON {
  122329. /** @hidden */
  122330. export var geometryPixelShader: {
  122331. name: string;
  122332. shader: string;
  122333. };
  122334. }
  122335. declare module BABYLON {
  122336. /** @hidden */
  122337. export var geometryVertexShader: {
  122338. name: string;
  122339. shader: string;
  122340. };
  122341. }
  122342. declare module BABYLON {
  122343. /** @hidden */
  122344. interface ISavedTransformationMatrix {
  122345. world: Matrix;
  122346. viewProjection: Matrix;
  122347. }
  122348. /**
  122349. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  122350. */
  122351. export class GeometryBufferRenderer {
  122352. /**
  122353. * Constant used to retrieve the position texture index in the G-Buffer textures array
  122354. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  122355. */
  122356. static readonly POSITION_TEXTURE_TYPE: number;
  122357. /**
  122358. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  122359. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  122360. */
  122361. static readonly VELOCITY_TEXTURE_TYPE: number;
  122362. /**
  122363. * Dictionary used to store the previous transformation matrices of each rendered mesh
  122364. * in order to compute objects velocities when enableVelocity is set to "true"
  122365. * @hidden
  122366. */
  122367. _previousTransformationMatrices: {
  122368. [index: number]: ISavedTransformationMatrix;
  122369. };
  122370. /**
  122371. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  122372. * in order to compute objects velocities when enableVelocity is set to "true"
  122373. * @hidden
  122374. */
  122375. _previousBonesTransformationMatrices: {
  122376. [index: number]: Float32Array;
  122377. };
  122378. /**
  122379. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  122380. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  122381. */
  122382. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  122383. private _scene;
  122384. private _multiRenderTarget;
  122385. private _ratio;
  122386. private _enablePosition;
  122387. private _enableVelocity;
  122388. private _positionIndex;
  122389. private _velocityIndex;
  122390. protected _effect: Effect;
  122391. protected _cachedDefines: string;
  122392. /**
  122393. * Set the render list (meshes to be rendered) used in the G buffer.
  122394. */
  122395. renderList: Mesh[];
  122396. /**
  122397. * Gets wether or not G buffer are supported by the running hardware.
  122398. * This requires draw buffer supports
  122399. */
  122400. readonly isSupported: boolean;
  122401. /**
  122402. * Returns the index of the given texture type in the G-Buffer textures array
  122403. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  122404. * @returns the index of the given texture type in the G-Buffer textures array
  122405. */
  122406. getTextureIndex(textureType: number): number;
  122407. /**
  122408. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  122409. */
  122410. /**
  122411. * Sets whether or not objects positions are enabled for the G buffer.
  122412. */
  122413. enablePosition: boolean;
  122414. /**
  122415. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  122416. */
  122417. /**
  122418. * Sets wether or not objects velocities are enabled for the G buffer.
  122419. */
  122420. enableVelocity: boolean;
  122421. /**
  122422. * Gets the scene associated with the buffer.
  122423. */
  122424. readonly scene: Scene;
  122425. /**
  122426. * Gets the ratio used by the buffer during its creation.
  122427. * How big is the buffer related to the main canvas.
  122428. */
  122429. readonly ratio: number;
  122430. /** @hidden */
  122431. static _SceneComponentInitialization: (scene: Scene) => void;
  122432. /**
  122433. * Creates a new G Buffer for the scene
  122434. * @param scene The scene the buffer belongs to
  122435. * @param ratio How big is the buffer related to the main canvas.
  122436. */
  122437. constructor(scene: Scene, ratio?: number);
  122438. /**
  122439. * Checks wether everything is ready to render a submesh to the G buffer.
  122440. * @param subMesh the submesh to check readiness for
  122441. * @param useInstances is the mesh drawn using instance or not
  122442. * @returns true if ready otherwise false
  122443. */
  122444. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122445. /**
  122446. * Gets the current underlying G Buffer.
  122447. * @returns the buffer
  122448. */
  122449. getGBuffer(): MultiRenderTarget;
  122450. /**
  122451. * Gets the number of samples used to render the buffer (anti aliasing).
  122452. */
  122453. /**
  122454. * Sets the number of samples used to render the buffer (anti aliasing).
  122455. */
  122456. samples: number;
  122457. /**
  122458. * Disposes the renderer and frees up associated resources.
  122459. */
  122460. dispose(): void;
  122461. protected _createRenderTargets(): void;
  122462. private _copyBonesTransformationMatrices;
  122463. }
  122464. }
  122465. declare module BABYLON {
  122466. interface Scene {
  122467. /** @hidden (Backing field) */
  122468. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122469. /**
  122470. * Gets or Sets the current geometry buffer associated to the scene.
  122471. */
  122472. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122473. /**
  122474. * Enables a GeometryBufferRender and associates it with the scene
  122475. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  122476. * @returns the GeometryBufferRenderer
  122477. */
  122478. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  122479. /**
  122480. * Disables the GeometryBufferRender associated with the scene
  122481. */
  122482. disableGeometryBufferRenderer(): void;
  122483. }
  122484. /**
  122485. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  122486. * in several rendering techniques.
  122487. */
  122488. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  122489. /**
  122490. * The component name helpful to identify the component in the list of scene components.
  122491. */
  122492. readonly name: string;
  122493. /**
  122494. * The scene the component belongs to.
  122495. */
  122496. scene: Scene;
  122497. /**
  122498. * Creates a new instance of the component for the given scene
  122499. * @param scene Defines the scene to register the component in
  122500. */
  122501. constructor(scene: Scene);
  122502. /**
  122503. * Registers the component in a given scene
  122504. */
  122505. register(): void;
  122506. /**
  122507. * Rebuilds the elements related to this component in case of
  122508. * context lost for instance.
  122509. */
  122510. rebuild(): void;
  122511. /**
  122512. * Disposes the component and the associated ressources
  122513. */
  122514. dispose(): void;
  122515. private _gatherRenderTargets;
  122516. }
  122517. }
  122518. declare module BABYLON {
  122519. /** @hidden */
  122520. export var motionBlurPixelShader: {
  122521. name: string;
  122522. shader: string;
  122523. };
  122524. }
  122525. declare module BABYLON {
  122526. /**
  122527. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  122528. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  122529. * As an example, all you have to do is to create the post-process:
  122530. * var mb = new BABYLON.MotionBlurPostProcess(
  122531. * 'mb', // The name of the effect.
  122532. * scene, // The scene containing the objects to blur according to their velocity.
  122533. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  122534. * camera // The camera to apply the render pass to.
  122535. * );
  122536. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  122537. */
  122538. export class MotionBlurPostProcess extends PostProcess {
  122539. /**
  122540. * Defines how much the image is blurred by the movement. Default value is equal to 1
  122541. */
  122542. motionStrength: number;
  122543. /**
  122544. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  122545. */
  122546. /**
  122547. * Sets the number of iterations to be used for motion blur quality
  122548. */
  122549. motionBlurSamples: number;
  122550. private _motionBlurSamples;
  122551. private _geometryBufferRenderer;
  122552. /**
  122553. * Creates a new instance MotionBlurPostProcess
  122554. * @param name The name of the effect.
  122555. * @param scene The scene containing the objects to blur according to their velocity.
  122556. * @param options The required width/height ratio to downsize to before computing the render pass.
  122557. * @param camera The camera to apply the render pass to.
  122558. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122559. * @param engine The engine which the post process will be applied. (default: current engine)
  122560. * @param reusable If the post process can be reused on the same frame. (default: false)
  122561. * @param textureType Type of textures used when performing the post process. (default: 0)
  122562. * @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)
  122563. */
  122564. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122565. /**
  122566. * Excludes the given skinned mesh from computing bones velocities.
  122567. * 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.
  122568. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  122569. */
  122570. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122571. /**
  122572. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  122573. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  122574. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  122575. */
  122576. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122577. /**
  122578. * Disposes the post process.
  122579. * @param camera The camera to dispose the post process on.
  122580. */
  122581. dispose(camera?: Camera): void;
  122582. }
  122583. }
  122584. declare module BABYLON {
  122585. /** @hidden */
  122586. export var refractionPixelShader: {
  122587. name: string;
  122588. shader: string;
  122589. };
  122590. }
  122591. declare module BABYLON {
  122592. /**
  122593. * Post process which applies a refractin texture
  122594. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122595. */
  122596. export class RefractionPostProcess extends PostProcess {
  122597. /** the base color of the refraction (used to taint the rendering) */
  122598. color: Color3;
  122599. /** simulated refraction depth */
  122600. depth: number;
  122601. /** the coefficient of the base color (0 to remove base color tainting) */
  122602. colorLevel: number;
  122603. private _refTexture;
  122604. private _ownRefractionTexture;
  122605. /**
  122606. * Gets or sets the refraction texture
  122607. * Please note that you are responsible for disposing the texture if you set it manually
  122608. */
  122609. refractionTexture: Texture;
  122610. /**
  122611. * Initializes the RefractionPostProcess
  122612. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122613. * @param name The name of the effect.
  122614. * @param refractionTextureUrl Url of the refraction texture to use
  122615. * @param color the base color of the refraction (used to taint the rendering)
  122616. * @param depth simulated refraction depth
  122617. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122618. * @param camera The camera to apply the render pass to.
  122619. * @param options The required width/height ratio to downsize to before computing the render pass.
  122620. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122621. * @param engine The engine which the post process will be applied. (default: current engine)
  122622. * @param reusable If the post process can be reused on the same frame. (default: false)
  122623. */
  122624. constructor(name: string, refractionTextureUrl: string,
  122625. /** the base color of the refraction (used to taint the rendering) */
  122626. color: Color3,
  122627. /** simulated refraction depth */
  122628. depth: number,
  122629. /** the coefficient of the base color (0 to remove base color tainting) */
  122630. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122631. /**
  122632. * Disposes of the post process
  122633. * @param camera Camera to dispose post process on
  122634. */
  122635. dispose(camera: Camera): void;
  122636. }
  122637. }
  122638. declare module BABYLON {
  122639. /** @hidden */
  122640. export var sharpenPixelShader: {
  122641. name: string;
  122642. shader: string;
  122643. };
  122644. }
  122645. declare module BABYLON {
  122646. /**
  122647. * The SharpenPostProcess applies a sharpen kernel to every pixel
  122648. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122649. */
  122650. export class SharpenPostProcess extends PostProcess {
  122651. /**
  122652. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  122653. */
  122654. colorAmount: number;
  122655. /**
  122656. * How much sharpness should be applied (default: 0.3)
  122657. */
  122658. edgeAmount: number;
  122659. /**
  122660. * Creates a new instance ConvolutionPostProcess
  122661. * @param name The name of the effect.
  122662. * @param options The required width/height ratio to downsize to before computing the render pass.
  122663. * @param camera The camera to apply the render pass to.
  122664. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122665. * @param engine The engine which the post process will be applied. (default: current engine)
  122666. * @param reusable If the post process can be reused on the same frame. (default: false)
  122667. * @param textureType Type of textures used when performing the post process. (default: 0)
  122668. * @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)
  122669. */
  122670. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122671. }
  122672. }
  122673. declare module BABYLON {
  122674. /**
  122675. * PostProcessRenderPipeline
  122676. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122677. */
  122678. export class PostProcessRenderPipeline {
  122679. private engine;
  122680. private _renderEffects;
  122681. private _renderEffectsForIsolatedPass;
  122682. /**
  122683. * List of inspectable custom properties (used by the Inspector)
  122684. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  122685. */
  122686. inspectableCustomProperties: IInspectable[];
  122687. /**
  122688. * @hidden
  122689. */
  122690. protected _cameras: Camera[];
  122691. /** @hidden */
  122692. _name: string;
  122693. /**
  122694. * Gets pipeline name
  122695. */
  122696. readonly name: string;
  122697. /**
  122698. * Initializes a PostProcessRenderPipeline
  122699. * @param engine engine to add the pipeline to
  122700. * @param name name of the pipeline
  122701. */
  122702. constructor(engine: Engine, name: string);
  122703. /**
  122704. * Gets the class name
  122705. * @returns "PostProcessRenderPipeline"
  122706. */
  122707. getClassName(): string;
  122708. /**
  122709. * If all the render effects in the pipeline are supported
  122710. */
  122711. readonly isSupported: boolean;
  122712. /**
  122713. * Adds an effect to the pipeline
  122714. * @param renderEffect the effect to add
  122715. */
  122716. addEffect(renderEffect: PostProcessRenderEffect): void;
  122717. /** @hidden */
  122718. _rebuild(): void;
  122719. /** @hidden */
  122720. _enableEffect(renderEffectName: string, cameras: Camera): void;
  122721. /** @hidden */
  122722. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  122723. /** @hidden */
  122724. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122725. /** @hidden */
  122726. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122727. /** @hidden */
  122728. _attachCameras(cameras: Camera, unique: boolean): void;
  122729. /** @hidden */
  122730. _attachCameras(cameras: Camera[], unique: boolean): void;
  122731. /** @hidden */
  122732. _detachCameras(cameras: Camera): void;
  122733. /** @hidden */
  122734. _detachCameras(cameras: Nullable<Camera[]>): void;
  122735. /** @hidden */
  122736. _update(): void;
  122737. /** @hidden */
  122738. _reset(): void;
  122739. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  122740. /**
  122741. * Disposes of the pipeline
  122742. */
  122743. dispose(): void;
  122744. }
  122745. }
  122746. declare module BABYLON {
  122747. /**
  122748. * PostProcessRenderPipelineManager class
  122749. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122750. */
  122751. export class PostProcessRenderPipelineManager {
  122752. private _renderPipelines;
  122753. /**
  122754. * Initializes a PostProcessRenderPipelineManager
  122755. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122756. */
  122757. constructor();
  122758. /**
  122759. * Gets the list of supported render pipelines
  122760. */
  122761. readonly supportedPipelines: PostProcessRenderPipeline[];
  122762. /**
  122763. * Adds a pipeline to the manager
  122764. * @param renderPipeline The pipeline to add
  122765. */
  122766. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  122767. /**
  122768. * Attaches a camera to the pipeline
  122769. * @param renderPipelineName The name of the pipeline to attach to
  122770. * @param cameras the camera to attach
  122771. * @param unique if the camera can be attached multiple times to the pipeline
  122772. */
  122773. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  122774. /**
  122775. * Detaches a camera from the pipeline
  122776. * @param renderPipelineName The name of the pipeline to detach from
  122777. * @param cameras the camera to detach
  122778. */
  122779. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  122780. /**
  122781. * Enables an effect by name on a pipeline
  122782. * @param renderPipelineName the name of the pipeline to enable the effect in
  122783. * @param renderEffectName the name of the effect to enable
  122784. * @param cameras the cameras that the effect should be enabled on
  122785. */
  122786. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122787. /**
  122788. * Disables an effect by name on a pipeline
  122789. * @param renderPipelineName the name of the pipeline to disable the effect in
  122790. * @param renderEffectName the name of the effect to disable
  122791. * @param cameras the cameras that the effect should be disabled on
  122792. */
  122793. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122794. /**
  122795. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  122796. */
  122797. update(): void;
  122798. /** @hidden */
  122799. _rebuild(): void;
  122800. /**
  122801. * Disposes of the manager and pipelines
  122802. */
  122803. dispose(): void;
  122804. }
  122805. }
  122806. declare module BABYLON {
  122807. interface Scene {
  122808. /** @hidden (Backing field) */
  122809. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122810. /**
  122811. * Gets the postprocess render pipeline manager
  122812. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122813. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122814. */
  122815. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122816. }
  122817. /**
  122818. * Defines the Render Pipeline scene component responsible to rendering pipelines
  122819. */
  122820. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  122821. /**
  122822. * The component name helpfull to identify the component in the list of scene components.
  122823. */
  122824. readonly name: string;
  122825. /**
  122826. * The scene the component belongs to.
  122827. */
  122828. scene: Scene;
  122829. /**
  122830. * Creates a new instance of the component for the given scene
  122831. * @param scene Defines the scene to register the component in
  122832. */
  122833. constructor(scene: Scene);
  122834. /**
  122835. * Registers the component in a given scene
  122836. */
  122837. register(): void;
  122838. /**
  122839. * Rebuilds the elements related to this component in case of
  122840. * context lost for instance.
  122841. */
  122842. rebuild(): void;
  122843. /**
  122844. * Disposes the component and the associated ressources
  122845. */
  122846. dispose(): void;
  122847. private _gatherRenderTargets;
  122848. }
  122849. }
  122850. declare module BABYLON {
  122851. /**
  122852. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  122853. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122854. */
  122855. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122856. private _scene;
  122857. private _camerasToBeAttached;
  122858. /**
  122859. * ID of the sharpen post process,
  122860. */
  122861. private readonly SharpenPostProcessId;
  122862. /**
  122863. * @ignore
  122864. * ID of the image processing post process;
  122865. */
  122866. readonly ImageProcessingPostProcessId: string;
  122867. /**
  122868. * @ignore
  122869. * ID of the Fast Approximate Anti-Aliasing post process;
  122870. */
  122871. readonly FxaaPostProcessId: string;
  122872. /**
  122873. * ID of the chromatic aberration post process,
  122874. */
  122875. private readonly ChromaticAberrationPostProcessId;
  122876. /**
  122877. * ID of the grain post process
  122878. */
  122879. private readonly GrainPostProcessId;
  122880. /**
  122881. * Sharpen post process which will apply a sharpen convolution to enhance edges
  122882. */
  122883. sharpen: SharpenPostProcess;
  122884. private _sharpenEffect;
  122885. private bloom;
  122886. /**
  122887. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  122888. */
  122889. depthOfField: DepthOfFieldEffect;
  122890. /**
  122891. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122892. */
  122893. fxaa: FxaaPostProcess;
  122894. /**
  122895. * Image post processing pass used to perform operations such as tone mapping or color grading.
  122896. */
  122897. imageProcessing: ImageProcessingPostProcess;
  122898. /**
  122899. * Chromatic aberration post process which will shift rgb colors in the image
  122900. */
  122901. chromaticAberration: ChromaticAberrationPostProcess;
  122902. private _chromaticAberrationEffect;
  122903. /**
  122904. * Grain post process which add noise to the image
  122905. */
  122906. grain: GrainPostProcess;
  122907. private _grainEffect;
  122908. /**
  122909. * Glow post process which adds a glow to emissive areas of the image
  122910. */
  122911. private _glowLayer;
  122912. /**
  122913. * Animations which can be used to tweak settings over a period of time
  122914. */
  122915. animations: Animation[];
  122916. private _imageProcessingConfigurationObserver;
  122917. private _sharpenEnabled;
  122918. private _bloomEnabled;
  122919. private _depthOfFieldEnabled;
  122920. private _depthOfFieldBlurLevel;
  122921. private _fxaaEnabled;
  122922. private _imageProcessingEnabled;
  122923. private _defaultPipelineTextureType;
  122924. private _bloomScale;
  122925. private _chromaticAberrationEnabled;
  122926. private _grainEnabled;
  122927. private _buildAllowed;
  122928. /**
  122929. * Gets active scene
  122930. */
  122931. readonly scene: Scene;
  122932. /**
  122933. * Enable or disable the sharpen process from the pipeline
  122934. */
  122935. sharpenEnabled: boolean;
  122936. private _resizeObserver;
  122937. private _hardwareScaleLevel;
  122938. private _bloomKernel;
  122939. /**
  122940. * Specifies the size of the bloom blur kernel, relative to the final output size
  122941. */
  122942. bloomKernel: number;
  122943. /**
  122944. * Specifies the weight of the bloom in the final rendering
  122945. */
  122946. private _bloomWeight;
  122947. /**
  122948. * Specifies the luma threshold for the area that will be blurred by the bloom
  122949. */
  122950. private _bloomThreshold;
  122951. private _hdr;
  122952. /**
  122953. * The strength of the bloom.
  122954. */
  122955. bloomWeight: number;
  122956. /**
  122957. * The strength of the bloom.
  122958. */
  122959. bloomThreshold: number;
  122960. /**
  122961. * The scale of the bloom, lower value will provide better performance.
  122962. */
  122963. bloomScale: number;
  122964. /**
  122965. * Enable or disable the bloom from the pipeline
  122966. */
  122967. bloomEnabled: boolean;
  122968. private _rebuildBloom;
  122969. /**
  122970. * If the depth of field is enabled.
  122971. */
  122972. depthOfFieldEnabled: boolean;
  122973. /**
  122974. * Blur level of the depth of field effect. (Higher blur will effect performance)
  122975. */
  122976. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  122977. /**
  122978. * If the anti aliasing is enabled.
  122979. */
  122980. fxaaEnabled: boolean;
  122981. private _samples;
  122982. /**
  122983. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122984. */
  122985. samples: number;
  122986. /**
  122987. * If image processing is enabled.
  122988. */
  122989. imageProcessingEnabled: boolean;
  122990. /**
  122991. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  122992. */
  122993. glowLayerEnabled: boolean;
  122994. /**
  122995. * Gets the glow layer (or null if not defined)
  122996. */
  122997. readonly glowLayer: Nullable<GlowLayer>;
  122998. /**
  122999. * Enable or disable the chromaticAberration process from the pipeline
  123000. */
  123001. chromaticAberrationEnabled: boolean;
  123002. /**
  123003. * Enable or disable the grain process from the pipeline
  123004. */
  123005. grainEnabled: boolean;
  123006. /**
  123007. * @constructor
  123008. * @param name - The rendering pipeline name (default: "")
  123009. * @param hdr - If high dynamic range textures should be used (default: true)
  123010. * @param scene - The scene linked to this pipeline (default: the last created scene)
  123011. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  123012. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  123013. */
  123014. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  123015. /**
  123016. * Get the class name
  123017. * @returns "DefaultRenderingPipeline"
  123018. */
  123019. getClassName(): string;
  123020. /**
  123021. * Force the compilation of the entire pipeline.
  123022. */
  123023. prepare(): void;
  123024. private _hasCleared;
  123025. private _prevPostProcess;
  123026. private _prevPrevPostProcess;
  123027. private _setAutoClearAndTextureSharing;
  123028. private _depthOfFieldSceneObserver;
  123029. private _buildPipeline;
  123030. private _disposePostProcesses;
  123031. /**
  123032. * Adds a camera to the pipeline
  123033. * @param camera the camera to be added
  123034. */
  123035. addCamera(camera: Camera): void;
  123036. /**
  123037. * Removes a camera from the pipeline
  123038. * @param camera the camera to remove
  123039. */
  123040. removeCamera(camera: Camera): void;
  123041. /**
  123042. * Dispose of the pipeline and stop all post processes
  123043. */
  123044. dispose(): void;
  123045. /**
  123046. * Serialize the rendering pipeline (Used when exporting)
  123047. * @returns the serialized object
  123048. */
  123049. serialize(): any;
  123050. /**
  123051. * Parse the serialized pipeline
  123052. * @param source Source pipeline.
  123053. * @param scene The scene to load the pipeline to.
  123054. * @param rootUrl The URL of the serialized pipeline.
  123055. * @returns An instantiated pipeline from the serialized object.
  123056. */
  123057. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  123058. }
  123059. }
  123060. declare module BABYLON {
  123061. /** @hidden */
  123062. export var lensHighlightsPixelShader: {
  123063. name: string;
  123064. shader: string;
  123065. };
  123066. }
  123067. declare module BABYLON {
  123068. /** @hidden */
  123069. export var depthOfFieldPixelShader: {
  123070. name: string;
  123071. shader: string;
  123072. };
  123073. }
  123074. declare module BABYLON {
  123075. /**
  123076. * BABYLON.JS Chromatic Aberration GLSL Shader
  123077. * Author: Olivier Guyot
  123078. * Separates very slightly R, G and B colors on the edges of the screen
  123079. * Inspired by Francois Tarlier & Martins Upitis
  123080. */
  123081. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  123082. /**
  123083. * @ignore
  123084. * The chromatic aberration PostProcess id in the pipeline
  123085. */
  123086. LensChromaticAberrationEffect: string;
  123087. /**
  123088. * @ignore
  123089. * The highlights enhancing PostProcess id in the pipeline
  123090. */
  123091. HighlightsEnhancingEffect: string;
  123092. /**
  123093. * @ignore
  123094. * The depth-of-field PostProcess id in the pipeline
  123095. */
  123096. LensDepthOfFieldEffect: string;
  123097. private _scene;
  123098. private _depthTexture;
  123099. private _grainTexture;
  123100. private _chromaticAberrationPostProcess;
  123101. private _highlightsPostProcess;
  123102. private _depthOfFieldPostProcess;
  123103. private _edgeBlur;
  123104. private _grainAmount;
  123105. private _chromaticAberration;
  123106. private _distortion;
  123107. private _highlightsGain;
  123108. private _highlightsThreshold;
  123109. private _dofDistance;
  123110. private _dofAperture;
  123111. private _dofDarken;
  123112. private _dofPentagon;
  123113. private _blurNoise;
  123114. /**
  123115. * @constructor
  123116. *
  123117. * Effect parameters are as follow:
  123118. * {
  123119. * chromatic_aberration: number; // from 0 to x (1 for realism)
  123120. * edge_blur: number; // from 0 to x (1 for realism)
  123121. * distortion: number; // from 0 to x (1 for realism)
  123122. * grain_amount: number; // from 0 to 1
  123123. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  123124. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  123125. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  123126. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  123127. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  123128. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  123129. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  123130. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  123131. * }
  123132. * Note: if an effect parameter is unset, effect is disabled
  123133. *
  123134. * @param name The rendering pipeline name
  123135. * @param parameters - An object containing all parameters (see above)
  123136. * @param scene The scene linked to this pipeline
  123137. * @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)
  123138. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123139. */
  123140. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  123141. /**
  123142. * Get the class name
  123143. * @returns "LensRenderingPipeline"
  123144. */
  123145. getClassName(): string;
  123146. /**
  123147. * Gets associated scene
  123148. */
  123149. readonly scene: Scene;
  123150. /**
  123151. * Gets or sets the edge blur
  123152. */
  123153. edgeBlur: number;
  123154. /**
  123155. * Gets or sets the grain amount
  123156. */
  123157. grainAmount: number;
  123158. /**
  123159. * Gets or sets the chromatic aberration amount
  123160. */
  123161. chromaticAberration: number;
  123162. /**
  123163. * Gets or sets the depth of field aperture
  123164. */
  123165. dofAperture: number;
  123166. /**
  123167. * Gets or sets the edge distortion
  123168. */
  123169. edgeDistortion: number;
  123170. /**
  123171. * Gets or sets the depth of field distortion
  123172. */
  123173. dofDistortion: number;
  123174. /**
  123175. * Gets or sets the darken out of focus amount
  123176. */
  123177. darkenOutOfFocus: number;
  123178. /**
  123179. * Gets or sets a boolean indicating if blur noise is enabled
  123180. */
  123181. blurNoise: boolean;
  123182. /**
  123183. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  123184. */
  123185. pentagonBokeh: boolean;
  123186. /**
  123187. * Gets or sets the highlight grain amount
  123188. */
  123189. highlightsGain: number;
  123190. /**
  123191. * Gets or sets the highlight threshold
  123192. */
  123193. highlightsThreshold: number;
  123194. /**
  123195. * Sets the amount of blur at the edges
  123196. * @param amount blur amount
  123197. */
  123198. setEdgeBlur(amount: number): void;
  123199. /**
  123200. * Sets edge blur to 0
  123201. */
  123202. disableEdgeBlur(): void;
  123203. /**
  123204. * Sets the amout of grain
  123205. * @param amount Amount of grain
  123206. */
  123207. setGrainAmount(amount: number): void;
  123208. /**
  123209. * Set grain amount to 0
  123210. */
  123211. disableGrain(): void;
  123212. /**
  123213. * Sets the chromatic aberration amount
  123214. * @param amount amount of chromatic aberration
  123215. */
  123216. setChromaticAberration(amount: number): void;
  123217. /**
  123218. * Sets chromatic aberration amount to 0
  123219. */
  123220. disableChromaticAberration(): void;
  123221. /**
  123222. * Sets the EdgeDistortion amount
  123223. * @param amount amount of EdgeDistortion
  123224. */
  123225. setEdgeDistortion(amount: number): void;
  123226. /**
  123227. * Sets edge distortion to 0
  123228. */
  123229. disableEdgeDistortion(): void;
  123230. /**
  123231. * Sets the FocusDistance amount
  123232. * @param amount amount of FocusDistance
  123233. */
  123234. setFocusDistance(amount: number): void;
  123235. /**
  123236. * Disables depth of field
  123237. */
  123238. disableDepthOfField(): void;
  123239. /**
  123240. * Sets the Aperture amount
  123241. * @param amount amount of Aperture
  123242. */
  123243. setAperture(amount: number): void;
  123244. /**
  123245. * Sets the DarkenOutOfFocus amount
  123246. * @param amount amount of DarkenOutOfFocus
  123247. */
  123248. setDarkenOutOfFocus(amount: number): void;
  123249. private _pentagonBokehIsEnabled;
  123250. /**
  123251. * Creates a pentagon bokeh effect
  123252. */
  123253. enablePentagonBokeh(): void;
  123254. /**
  123255. * Disables the pentagon bokeh effect
  123256. */
  123257. disablePentagonBokeh(): void;
  123258. /**
  123259. * Enables noise blur
  123260. */
  123261. enableNoiseBlur(): void;
  123262. /**
  123263. * Disables noise blur
  123264. */
  123265. disableNoiseBlur(): void;
  123266. /**
  123267. * Sets the HighlightsGain amount
  123268. * @param amount amount of HighlightsGain
  123269. */
  123270. setHighlightsGain(amount: number): void;
  123271. /**
  123272. * Sets the HighlightsThreshold amount
  123273. * @param amount amount of HighlightsThreshold
  123274. */
  123275. setHighlightsThreshold(amount: number): void;
  123276. /**
  123277. * Disables highlights
  123278. */
  123279. disableHighlights(): void;
  123280. /**
  123281. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  123282. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  123283. */
  123284. dispose(disableDepthRender?: boolean): void;
  123285. private _createChromaticAberrationPostProcess;
  123286. private _createHighlightsPostProcess;
  123287. private _createDepthOfFieldPostProcess;
  123288. private _createGrainTexture;
  123289. }
  123290. }
  123291. declare module BABYLON {
  123292. /** @hidden */
  123293. export var ssao2PixelShader: {
  123294. name: string;
  123295. shader: string;
  123296. };
  123297. }
  123298. declare module BABYLON {
  123299. /** @hidden */
  123300. export var ssaoCombinePixelShader: {
  123301. name: string;
  123302. shader: string;
  123303. };
  123304. }
  123305. declare module BABYLON {
  123306. /**
  123307. * Render pipeline to produce ssao effect
  123308. */
  123309. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  123310. /**
  123311. * @ignore
  123312. * The PassPostProcess id in the pipeline that contains the original scene color
  123313. */
  123314. SSAOOriginalSceneColorEffect: string;
  123315. /**
  123316. * @ignore
  123317. * The SSAO PostProcess id in the pipeline
  123318. */
  123319. SSAORenderEffect: string;
  123320. /**
  123321. * @ignore
  123322. * The horizontal blur PostProcess id in the pipeline
  123323. */
  123324. SSAOBlurHRenderEffect: string;
  123325. /**
  123326. * @ignore
  123327. * The vertical blur PostProcess id in the pipeline
  123328. */
  123329. SSAOBlurVRenderEffect: string;
  123330. /**
  123331. * @ignore
  123332. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123333. */
  123334. SSAOCombineRenderEffect: string;
  123335. /**
  123336. * The output strength of the SSAO post-process. Default value is 1.0.
  123337. */
  123338. totalStrength: number;
  123339. /**
  123340. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  123341. */
  123342. maxZ: number;
  123343. /**
  123344. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  123345. */
  123346. minZAspect: number;
  123347. private _samples;
  123348. /**
  123349. * Number of samples used for the SSAO calculations. Default value is 8
  123350. */
  123351. samples: number;
  123352. private _textureSamples;
  123353. /**
  123354. * Number of samples to use for antialiasing
  123355. */
  123356. textureSamples: number;
  123357. /**
  123358. * Ratio object used for SSAO ratio and blur ratio
  123359. */
  123360. private _ratio;
  123361. /**
  123362. * Dynamically generated sphere sampler.
  123363. */
  123364. private _sampleSphere;
  123365. /**
  123366. * Blur filter offsets
  123367. */
  123368. private _samplerOffsets;
  123369. private _expensiveBlur;
  123370. /**
  123371. * If bilateral blur should be used
  123372. */
  123373. expensiveBlur: boolean;
  123374. /**
  123375. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  123376. */
  123377. radius: number;
  123378. /**
  123379. * The base color of the SSAO post-process
  123380. * The final result is "base + ssao" between [0, 1]
  123381. */
  123382. base: number;
  123383. /**
  123384. * Support test.
  123385. */
  123386. static readonly IsSupported: boolean;
  123387. private _scene;
  123388. private _depthTexture;
  123389. private _normalTexture;
  123390. private _randomTexture;
  123391. private _originalColorPostProcess;
  123392. private _ssaoPostProcess;
  123393. private _blurHPostProcess;
  123394. private _blurVPostProcess;
  123395. private _ssaoCombinePostProcess;
  123396. private _firstUpdate;
  123397. /**
  123398. * Gets active scene
  123399. */
  123400. readonly scene: Scene;
  123401. /**
  123402. * @constructor
  123403. * @param name The rendering pipeline name
  123404. * @param scene The scene linked to this pipeline
  123405. * @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 }
  123406. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123407. */
  123408. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123409. /**
  123410. * Get the class name
  123411. * @returns "SSAO2RenderingPipeline"
  123412. */
  123413. getClassName(): string;
  123414. /**
  123415. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123416. */
  123417. dispose(disableGeometryBufferRenderer?: boolean): void;
  123418. private _createBlurPostProcess;
  123419. /** @hidden */
  123420. _rebuild(): void;
  123421. private _bits;
  123422. private _radicalInverse_VdC;
  123423. private _hammersley;
  123424. private _hemisphereSample_uniform;
  123425. private _generateHemisphere;
  123426. private _createSSAOPostProcess;
  123427. private _createSSAOCombinePostProcess;
  123428. private _createRandomTexture;
  123429. /**
  123430. * Serialize the rendering pipeline (Used when exporting)
  123431. * @returns the serialized object
  123432. */
  123433. serialize(): any;
  123434. /**
  123435. * Parse the serialized pipeline
  123436. * @param source Source pipeline.
  123437. * @param scene The scene to load the pipeline to.
  123438. * @param rootUrl The URL of the serialized pipeline.
  123439. * @returns An instantiated pipeline from the serialized object.
  123440. */
  123441. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  123442. }
  123443. }
  123444. declare module BABYLON {
  123445. /** @hidden */
  123446. export var ssaoPixelShader: {
  123447. name: string;
  123448. shader: string;
  123449. };
  123450. }
  123451. declare module BABYLON {
  123452. /**
  123453. * Render pipeline to produce ssao effect
  123454. */
  123455. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  123456. /**
  123457. * @ignore
  123458. * The PassPostProcess id in the pipeline that contains the original scene color
  123459. */
  123460. SSAOOriginalSceneColorEffect: string;
  123461. /**
  123462. * @ignore
  123463. * The SSAO PostProcess id in the pipeline
  123464. */
  123465. SSAORenderEffect: string;
  123466. /**
  123467. * @ignore
  123468. * The horizontal blur PostProcess id in the pipeline
  123469. */
  123470. SSAOBlurHRenderEffect: string;
  123471. /**
  123472. * @ignore
  123473. * The vertical blur PostProcess id in the pipeline
  123474. */
  123475. SSAOBlurVRenderEffect: string;
  123476. /**
  123477. * @ignore
  123478. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123479. */
  123480. SSAOCombineRenderEffect: string;
  123481. /**
  123482. * The output strength of the SSAO post-process. Default value is 1.0.
  123483. */
  123484. totalStrength: number;
  123485. /**
  123486. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  123487. */
  123488. radius: number;
  123489. /**
  123490. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  123491. * Must not be equal to fallOff and superior to fallOff.
  123492. * Default value is 0.0075
  123493. */
  123494. area: number;
  123495. /**
  123496. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  123497. * Must not be equal to area and inferior to area.
  123498. * Default value is 0.000001
  123499. */
  123500. fallOff: number;
  123501. /**
  123502. * The base color of the SSAO post-process
  123503. * The final result is "base + ssao" between [0, 1]
  123504. */
  123505. base: number;
  123506. private _scene;
  123507. private _depthTexture;
  123508. private _randomTexture;
  123509. private _originalColorPostProcess;
  123510. private _ssaoPostProcess;
  123511. private _blurHPostProcess;
  123512. private _blurVPostProcess;
  123513. private _ssaoCombinePostProcess;
  123514. private _firstUpdate;
  123515. /**
  123516. * Gets active scene
  123517. */
  123518. readonly scene: Scene;
  123519. /**
  123520. * @constructor
  123521. * @param name - The rendering pipeline name
  123522. * @param scene - The scene linked to this pipeline
  123523. * @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 }
  123524. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  123525. */
  123526. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123527. /**
  123528. * Get the class name
  123529. * @returns "SSAORenderingPipeline"
  123530. */
  123531. getClassName(): string;
  123532. /**
  123533. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123534. */
  123535. dispose(disableDepthRender?: boolean): void;
  123536. private _createBlurPostProcess;
  123537. /** @hidden */
  123538. _rebuild(): void;
  123539. private _createSSAOPostProcess;
  123540. private _createSSAOCombinePostProcess;
  123541. private _createRandomTexture;
  123542. }
  123543. }
  123544. declare module BABYLON {
  123545. /** @hidden */
  123546. export var standardPixelShader: {
  123547. name: string;
  123548. shader: string;
  123549. };
  123550. }
  123551. declare module BABYLON {
  123552. /**
  123553. * Standard rendering pipeline
  123554. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123555. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  123556. */
  123557. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123558. /**
  123559. * Public members
  123560. */
  123561. /**
  123562. * Post-process which contains the original scene color before the pipeline applies all the effects
  123563. */
  123564. originalPostProcess: Nullable<PostProcess>;
  123565. /**
  123566. * Post-process used to down scale an image x4
  123567. */
  123568. downSampleX4PostProcess: Nullable<PostProcess>;
  123569. /**
  123570. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  123571. */
  123572. brightPassPostProcess: Nullable<PostProcess>;
  123573. /**
  123574. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  123575. */
  123576. blurHPostProcesses: PostProcess[];
  123577. /**
  123578. * Post-process array storing all the vertical blur post-processes used by the pipeline
  123579. */
  123580. blurVPostProcesses: PostProcess[];
  123581. /**
  123582. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  123583. */
  123584. textureAdderPostProcess: Nullable<PostProcess>;
  123585. /**
  123586. * Post-process used to create volumetric lighting effect
  123587. */
  123588. volumetricLightPostProcess: Nullable<PostProcess>;
  123589. /**
  123590. * Post-process used to smooth the previous volumetric light post-process on the X axis
  123591. */
  123592. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  123593. /**
  123594. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  123595. */
  123596. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  123597. /**
  123598. * Post-process used to merge the volumetric light effect and the real scene color
  123599. */
  123600. volumetricLightMergePostProces: Nullable<PostProcess>;
  123601. /**
  123602. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  123603. */
  123604. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  123605. /**
  123606. * Base post-process used to calculate the average luminance of the final image for HDR
  123607. */
  123608. luminancePostProcess: Nullable<PostProcess>;
  123609. /**
  123610. * Post-processes used to create down sample post-processes in order to get
  123611. * the average luminance of the final image for HDR
  123612. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123613. */
  123614. luminanceDownSamplePostProcesses: PostProcess[];
  123615. /**
  123616. * Post-process used to create a HDR effect (light adaptation)
  123617. */
  123618. hdrPostProcess: Nullable<PostProcess>;
  123619. /**
  123620. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123621. */
  123622. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123623. /**
  123624. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123625. */
  123626. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123627. /**
  123628. * Post-process used to merge the final HDR post-process and the real scene color
  123629. */
  123630. hdrFinalPostProcess: Nullable<PostProcess>;
  123631. /**
  123632. * Post-process used to create a lens flare effect
  123633. */
  123634. lensFlarePostProcess: Nullable<PostProcess>;
  123635. /**
  123636. * Post-process that merges the result of the lens flare post-process and the real scene color
  123637. */
  123638. lensFlareComposePostProcess: Nullable<PostProcess>;
  123639. /**
  123640. * Post-process used to create a motion blur effect
  123641. */
  123642. motionBlurPostProcess: Nullable<PostProcess>;
  123643. /**
  123644. * Post-process used to create a depth of field effect
  123645. */
  123646. depthOfFieldPostProcess: Nullable<PostProcess>;
  123647. /**
  123648. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123649. */
  123650. fxaaPostProcess: Nullable<FxaaPostProcess>;
  123651. /**
  123652. * Represents the brightness threshold in order to configure the illuminated surfaces
  123653. */
  123654. brightThreshold: number;
  123655. /**
  123656. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  123657. */
  123658. blurWidth: number;
  123659. /**
  123660. * Sets if the blur for highlighted surfaces must be only horizontal
  123661. */
  123662. horizontalBlur: boolean;
  123663. /**
  123664. * Gets the overall exposure used by the pipeline
  123665. */
  123666. /**
  123667. * Sets the overall exposure used by the pipeline
  123668. */
  123669. exposure: number;
  123670. /**
  123671. * Texture used typically to simulate "dirty" on camera lens
  123672. */
  123673. lensTexture: Nullable<Texture>;
  123674. /**
  123675. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  123676. */
  123677. volumetricLightCoefficient: number;
  123678. /**
  123679. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  123680. */
  123681. volumetricLightPower: number;
  123682. /**
  123683. * Used the set the blur intensity to smooth the volumetric lights
  123684. */
  123685. volumetricLightBlurScale: number;
  123686. /**
  123687. * Light (spot or directional) used to generate the volumetric lights rays
  123688. * The source light must have a shadow generate so the pipeline can get its
  123689. * depth map
  123690. */
  123691. sourceLight: Nullable<SpotLight | DirectionalLight>;
  123692. /**
  123693. * For eye adaptation, represents the minimum luminance the eye can see
  123694. */
  123695. hdrMinimumLuminance: number;
  123696. /**
  123697. * For eye adaptation, represents the decrease luminance speed
  123698. */
  123699. hdrDecreaseRate: number;
  123700. /**
  123701. * For eye adaptation, represents the increase luminance speed
  123702. */
  123703. hdrIncreaseRate: number;
  123704. /**
  123705. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123706. */
  123707. /**
  123708. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123709. */
  123710. hdrAutoExposure: boolean;
  123711. /**
  123712. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  123713. */
  123714. lensColorTexture: Nullable<Texture>;
  123715. /**
  123716. * The overall strengh for the lens flare effect
  123717. */
  123718. lensFlareStrength: number;
  123719. /**
  123720. * Dispersion coefficient for lens flare ghosts
  123721. */
  123722. lensFlareGhostDispersal: number;
  123723. /**
  123724. * Main lens flare halo width
  123725. */
  123726. lensFlareHaloWidth: number;
  123727. /**
  123728. * Based on the lens distortion effect, defines how much the lens flare result
  123729. * is distorted
  123730. */
  123731. lensFlareDistortionStrength: number;
  123732. /**
  123733. * Lens star texture must be used to simulate rays on the flares and is available
  123734. * in the documentation
  123735. */
  123736. lensStarTexture: Nullable<Texture>;
  123737. /**
  123738. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  123739. * flare effect by taking account of the dirt texture
  123740. */
  123741. lensFlareDirtTexture: Nullable<Texture>;
  123742. /**
  123743. * Represents the focal length for the depth of field effect
  123744. */
  123745. depthOfFieldDistance: number;
  123746. /**
  123747. * Represents the blur intensity for the blurred part of the depth of field effect
  123748. */
  123749. depthOfFieldBlurWidth: number;
  123750. /**
  123751. * Gets how much the image is blurred by the movement while using the motion blur post-process
  123752. */
  123753. /**
  123754. * Sets how much the image is blurred by the movement while using the motion blur post-process
  123755. */
  123756. motionStrength: number;
  123757. /**
  123758. * Gets wether or not the motion blur post-process is object based or screen based.
  123759. */
  123760. /**
  123761. * Sets wether or not the motion blur post-process should be object based or screen based
  123762. */
  123763. objectBasedMotionBlur: boolean;
  123764. /**
  123765. * List of animations for the pipeline (IAnimatable implementation)
  123766. */
  123767. animations: Animation[];
  123768. /**
  123769. * Private members
  123770. */
  123771. private _scene;
  123772. private _currentDepthOfFieldSource;
  123773. private _basePostProcess;
  123774. private _fixedExposure;
  123775. private _currentExposure;
  123776. private _hdrAutoExposure;
  123777. private _hdrCurrentLuminance;
  123778. private _motionStrength;
  123779. private _isObjectBasedMotionBlur;
  123780. private _floatTextureType;
  123781. private _camerasToBeAttached;
  123782. private _ratio;
  123783. private _bloomEnabled;
  123784. private _depthOfFieldEnabled;
  123785. private _vlsEnabled;
  123786. private _lensFlareEnabled;
  123787. private _hdrEnabled;
  123788. private _motionBlurEnabled;
  123789. private _fxaaEnabled;
  123790. private _motionBlurSamples;
  123791. private _volumetricLightStepsCount;
  123792. private _samples;
  123793. /**
  123794. * @ignore
  123795. * Specifies if the bloom pipeline is enabled
  123796. */
  123797. BloomEnabled: boolean;
  123798. /**
  123799. * @ignore
  123800. * Specifies if the depth of field pipeline is enabed
  123801. */
  123802. DepthOfFieldEnabled: boolean;
  123803. /**
  123804. * @ignore
  123805. * Specifies if the lens flare pipeline is enabed
  123806. */
  123807. LensFlareEnabled: boolean;
  123808. /**
  123809. * @ignore
  123810. * Specifies if the HDR pipeline is enabled
  123811. */
  123812. HDREnabled: boolean;
  123813. /**
  123814. * @ignore
  123815. * Specifies if the volumetric lights scattering effect is enabled
  123816. */
  123817. VLSEnabled: boolean;
  123818. /**
  123819. * @ignore
  123820. * Specifies if the motion blur effect is enabled
  123821. */
  123822. MotionBlurEnabled: boolean;
  123823. /**
  123824. * Specifies if anti-aliasing is enabled
  123825. */
  123826. fxaaEnabled: boolean;
  123827. /**
  123828. * Specifies the number of steps used to calculate the volumetric lights
  123829. * Typically in interval [50, 200]
  123830. */
  123831. volumetricLightStepsCount: number;
  123832. /**
  123833. * Specifies the number of samples used for the motion blur effect
  123834. * Typically in interval [16, 64]
  123835. */
  123836. motionBlurSamples: number;
  123837. /**
  123838. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123839. */
  123840. samples: number;
  123841. /**
  123842. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123843. * @constructor
  123844. * @param name The rendering pipeline name
  123845. * @param scene The scene linked to this pipeline
  123846. * @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)
  123847. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  123848. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123849. */
  123850. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  123851. private _buildPipeline;
  123852. private _createDownSampleX4PostProcess;
  123853. private _createBrightPassPostProcess;
  123854. private _createBlurPostProcesses;
  123855. private _createTextureAdderPostProcess;
  123856. private _createVolumetricLightPostProcess;
  123857. private _createLuminancePostProcesses;
  123858. private _createHdrPostProcess;
  123859. private _createLensFlarePostProcess;
  123860. private _createDepthOfFieldPostProcess;
  123861. private _createMotionBlurPostProcess;
  123862. private _getDepthTexture;
  123863. private _disposePostProcesses;
  123864. /**
  123865. * Dispose of the pipeline and stop all post processes
  123866. */
  123867. dispose(): void;
  123868. /**
  123869. * Serialize the rendering pipeline (Used when exporting)
  123870. * @returns the serialized object
  123871. */
  123872. serialize(): any;
  123873. /**
  123874. * Parse the serialized pipeline
  123875. * @param source Source pipeline.
  123876. * @param scene The scene to load the pipeline to.
  123877. * @param rootUrl The URL of the serialized pipeline.
  123878. * @returns An instantiated pipeline from the serialized object.
  123879. */
  123880. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  123881. /**
  123882. * Luminance steps
  123883. */
  123884. static LuminanceSteps: number;
  123885. }
  123886. }
  123887. declare module BABYLON {
  123888. /** @hidden */
  123889. export var tonemapPixelShader: {
  123890. name: string;
  123891. shader: string;
  123892. };
  123893. }
  123894. declare module BABYLON {
  123895. /** Defines operator used for tonemapping */
  123896. export enum TonemappingOperator {
  123897. /** Hable */
  123898. Hable = 0,
  123899. /** Reinhard */
  123900. Reinhard = 1,
  123901. /** HejiDawson */
  123902. HejiDawson = 2,
  123903. /** Photographic */
  123904. Photographic = 3
  123905. }
  123906. /**
  123907. * Defines a post process to apply tone mapping
  123908. */
  123909. export class TonemapPostProcess extends PostProcess {
  123910. private _operator;
  123911. /** Defines the required exposure adjustement */
  123912. exposureAdjustment: number;
  123913. /**
  123914. * Creates a new TonemapPostProcess
  123915. * @param name defines the name of the postprocess
  123916. * @param _operator defines the operator to use
  123917. * @param exposureAdjustment defines the required exposure adjustement
  123918. * @param camera defines the camera to use (can be null)
  123919. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  123920. * @param engine defines the hosting engine (can be ignore if camera is set)
  123921. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  123922. */
  123923. constructor(name: string, _operator: TonemappingOperator,
  123924. /** Defines the required exposure adjustement */
  123925. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  123926. }
  123927. }
  123928. declare module BABYLON {
  123929. /** @hidden */
  123930. export var depthVertexShader: {
  123931. name: string;
  123932. shader: string;
  123933. };
  123934. }
  123935. declare module BABYLON {
  123936. /** @hidden */
  123937. export var volumetricLightScatteringPixelShader: {
  123938. name: string;
  123939. shader: string;
  123940. };
  123941. }
  123942. declare module BABYLON {
  123943. /** @hidden */
  123944. export var volumetricLightScatteringPassVertexShader: {
  123945. name: string;
  123946. shader: string;
  123947. };
  123948. }
  123949. declare module BABYLON {
  123950. /** @hidden */
  123951. export var volumetricLightScatteringPassPixelShader: {
  123952. name: string;
  123953. shader: string;
  123954. };
  123955. }
  123956. declare module BABYLON {
  123957. /**
  123958. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  123959. */
  123960. export class VolumetricLightScatteringPostProcess extends PostProcess {
  123961. private _volumetricLightScatteringPass;
  123962. private _volumetricLightScatteringRTT;
  123963. private _viewPort;
  123964. private _screenCoordinates;
  123965. private _cachedDefines;
  123966. /**
  123967. * If not undefined, the mesh position is computed from the attached node position
  123968. */
  123969. attachedNode: {
  123970. position: Vector3;
  123971. };
  123972. /**
  123973. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  123974. */
  123975. customMeshPosition: Vector3;
  123976. /**
  123977. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  123978. */
  123979. useCustomMeshPosition: boolean;
  123980. /**
  123981. * If the post-process should inverse the light scattering direction
  123982. */
  123983. invert: boolean;
  123984. /**
  123985. * The internal mesh used by the post-process
  123986. */
  123987. mesh: Mesh;
  123988. /**
  123989. * @hidden
  123990. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  123991. */
  123992. useDiffuseColor: boolean;
  123993. /**
  123994. * Array containing the excluded meshes not rendered in the internal pass
  123995. */
  123996. excludedMeshes: AbstractMesh[];
  123997. /**
  123998. * Controls the overall intensity of the post-process
  123999. */
  124000. exposure: number;
  124001. /**
  124002. * Dissipates each sample's contribution in range [0, 1]
  124003. */
  124004. decay: number;
  124005. /**
  124006. * Controls the overall intensity of each sample
  124007. */
  124008. weight: number;
  124009. /**
  124010. * Controls the density of each sample
  124011. */
  124012. density: number;
  124013. /**
  124014. * @constructor
  124015. * @param name The post-process name
  124016. * @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)
  124017. * @param camera The camera that the post-process will be attached to
  124018. * @param mesh The mesh used to create the light scattering
  124019. * @param samples The post-process quality, default 100
  124020. * @param samplingModeThe post-process filtering mode
  124021. * @param engine The babylon engine
  124022. * @param reusable If the post-process is reusable
  124023. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  124024. */
  124025. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  124026. /**
  124027. * Returns the string "VolumetricLightScatteringPostProcess"
  124028. * @returns "VolumetricLightScatteringPostProcess"
  124029. */
  124030. getClassName(): string;
  124031. private _isReady;
  124032. /**
  124033. * Sets the new light position for light scattering effect
  124034. * @param position The new custom light position
  124035. */
  124036. setCustomMeshPosition(position: Vector3): void;
  124037. /**
  124038. * Returns the light position for light scattering effect
  124039. * @return Vector3 The custom light position
  124040. */
  124041. getCustomMeshPosition(): Vector3;
  124042. /**
  124043. * Disposes the internal assets and detaches the post-process from the camera
  124044. */
  124045. dispose(camera: Camera): void;
  124046. /**
  124047. * Returns the render target texture used by the post-process
  124048. * @return the render target texture used by the post-process
  124049. */
  124050. getPass(): RenderTargetTexture;
  124051. private _meshExcluded;
  124052. private _createPass;
  124053. private _updateMeshScreenCoordinates;
  124054. /**
  124055. * Creates a default mesh for the Volumeric Light Scattering post-process
  124056. * @param name The mesh name
  124057. * @param scene The scene where to create the mesh
  124058. * @return the default mesh
  124059. */
  124060. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  124061. }
  124062. }
  124063. declare module BABYLON {
  124064. interface Scene {
  124065. /** @hidden (Backing field) */
  124066. _boundingBoxRenderer: BoundingBoxRenderer;
  124067. /** @hidden (Backing field) */
  124068. _forceShowBoundingBoxes: boolean;
  124069. /**
  124070. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  124071. */
  124072. forceShowBoundingBoxes: boolean;
  124073. /**
  124074. * Gets the bounding box renderer associated with the scene
  124075. * @returns a BoundingBoxRenderer
  124076. */
  124077. getBoundingBoxRenderer(): BoundingBoxRenderer;
  124078. }
  124079. interface AbstractMesh {
  124080. /** @hidden (Backing field) */
  124081. _showBoundingBox: boolean;
  124082. /**
  124083. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  124084. */
  124085. showBoundingBox: boolean;
  124086. }
  124087. /**
  124088. * Component responsible of rendering the bounding box of the meshes in a scene.
  124089. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  124090. */
  124091. export class BoundingBoxRenderer implements ISceneComponent {
  124092. /**
  124093. * The component name helpfull to identify the component in the list of scene components.
  124094. */
  124095. readonly name: string;
  124096. /**
  124097. * The scene the component belongs to.
  124098. */
  124099. scene: Scene;
  124100. /**
  124101. * Color of the bounding box lines placed in front of an object
  124102. */
  124103. frontColor: Color3;
  124104. /**
  124105. * Color of the bounding box lines placed behind an object
  124106. */
  124107. backColor: Color3;
  124108. /**
  124109. * Defines if the renderer should show the back lines or not
  124110. */
  124111. showBackLines: boolean;
  124112. /**
  124113. * @hidden
  124114. */
  124115. renderList: SmartArray<BoundingBox>;
  124116. private _colorShader;
  124117. private _vertexBuffers;
  124118. private _indexBuffer;
  124119. private _fillIndexBuffer;
  124120. private _fillIndexData;
  124121. /**
  124122. * Instantiates a new bounding box renderer in a scene.
  124123. * @param scene the scene the renderer renders in
  124124. */
  124125. constructor(scene: Scene);
  124126. /**
  124127. * Registers the component in a given scene
  124128. */
  124129. register(): void;
  124130. private _evaluateSubMesh;
  124131. private _activeMesh;
  124132. private _prepareRessources;
  124133. private _createIndexBuffer;
  124134. /**
  124135. * Rebuilds the elements related to this component in case of
  124136. * context lost for instance.
  124137. */
  124138. rebuild(): void;
  124139. /**
  124140. * @hidden
  124141. */
  124142. reset(): void;
  124143. /**
  124144. * Render the bounding boxes of a specific rendering group
  124145. * @param renderingGroupId defines the rendering group to render
  124146. */
  124147. render(renderingGroupId: number): void;
  124148. /**
  124149. * In case of occlusion queries, we can render the occlusion bounding box through this method
  124150. * @param mesh Define the mesh to render the occlusion bounding box for
  124151. */
  124152. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  124153. /**
  124154. * Dispose and release the resources attached to this renderer.
  124155. */
  124156. dispose(): void;
  124157. }
  124158. }
  124159. declare module BABYLON {
  124160. /** @hidden */
  124161. export var depthPixelShader: {
  124162. name: string;
  124163. shader: string;
  124164. };
  124165. }
  124166. declare module BABYLON {
  124167. /**
  124168. * This represents a depth renderer in Babylon.
  124169. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  124170. */
  124171. export class DepthRenderer {
  124172. private _scene;
  124173. private _depthMap;
  124174. private _effect;
  124175. private readonly _storeNonLinearDepth;
  124176. private readonly _clearColor;
  124177. /** Get if the depth renderer is using packed depth or not */
  124178. readonly isPacked: boolean;
  124179. private _cachedDefines;
  124180. private _camera;
  124181. /**
  124182. * Specifiess that the depth renderer will only be used within
  124183. * the camera it is created for.
  124184. * This can help forcing its rendering during the camera processing.
  124185. */
  124186. useOnlyInActiveCamera: boolean;
  124187. /** @hidden */
  124188. static _SceneComponentInitialization: (scene: Scene) => void;
  124189. /**
  124190. * Instantiates a depth renderer
  124191. * @param scene The scene the renderer belongs to
  124192. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  124193. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  124194. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124195. */
  124196. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  124197. /**
  124198. * Creates the depth rendering effect and checks if the effect is ready.
  124199. * @param subMesh The submesh to be used to render the depth map of
  124200. * @param useInstances If multiple world instances should be used
  124201. * @returns if the depth renderer is ready to render the depth map
  124202. */
  124203. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124204. /**
  124205. * Gets the texture which the depth map will be written to.
  124206. * @returns The depth map texture
  124207. */
  124208. getDepthMap(): RenderTargetTexture;
  124209. /**
  124210. * Disposes of the depth renderer.
  124211. */
  124212. dispose(): void;
  124213. }
  124214. }
  124215. declare module BABYLON {
  124216. interface Scene {
  124217. /** @hidden (Backing field) */
  124218. _depthRenderer: {
  124219. [id: string]: DepthRenderer;
  124220. };
  124221. /**
  124222. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  124223. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  124224. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124225. * @returns the created depth renderer
  124226. */
  124227. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  124228. /**
  124229. * Disables a depth renderer for a given camera
  124230. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  124231. */
  124232. disableDepthRenderer(camera?: Nullable<Camera>): void;
  124233. }
  124234. /**
  124235. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  124236. * in several rendering techniques.
  124237. */
  124238. export class DepthRendererSceneComponent implements ISceneComponent {
  124239. /**
  124240. * The component name helpfull to identify the component in the list of scene components.
  124241. */
  124242. readonly name: string;
  124243. /**
  124244. * The scene the component belongs to.
  124245. */
  124246. scene: Scene;
  124247. /**
  124248. * Creates a new instance of the component for the given scene
  124249. * @param scene Defines the scene to register the component in
  124250. */
  124251. constructor(scene: Scene);
  124252. /**
  124253. * Registers the component in a given scene
  124254. */
  124255. register(): void;
  124256. /**
  124257. * Rebuilds the elements related to this component in case of
  124258. * context lost for instance.
  124259. */
  124260. rebuild(): void;
  124261. /**
  124262. * Disposes the component and the associated ressources
  124263. */
  124264. dispose(): void;
  124265. private _gatherRenderTargets;
  124266. private _gatherActiveCameraRenderTargets;
  124267. }
  124268. }
  124269. declare module BABYLON {
  124270. /** @hidden */
  124271. export var outlinePixelShader: {
  124272. name: string;
  124273. shader: string;
  124274. };
  124275. }
  124276. declare module BABYLON {
  124277. /** @hidden */
  124278. export var outlineVertexShader: {
  124279. name: string;
  124280. shader: string;
  124281. };
  124282. }
  124283. declare module BABYLON {
  124284. interface Scene {
  124285. /** @hidden */
  124286. _outlineRenderer: OutlineRenderer;
  124287. /**
  124288. * Gets the outline renderer associated with the scene
  124289. * @returns a OutlineRenderer
  124290. */
  124291. getOutlineRenderer(): OutlineRenderer;
  124292. }
  124293. interface AbstractMesh {
  124294. /** @hidden (Backing field) */
  124295. _renderOutline: boolean;
  124296. /**
  124297. * Gets or sets a boolean indicating if the outline must be rendered as well
  124298. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  124299. */
  124300. renderOutline: boolean;
  124301. /** @hidden (Backing field) */
  124302. _renderOverlay: boolean;
  124303. /**
  124304. * Gets or sets a boolean indicating if the overlay must be rendered as well
  124305. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  124306. */
  124307. renderOverlay: boolean;
  124308. }
  124309. /**
  124310. * This class is responsible to draw bothe outline/overlay of meshes.
  124311. * It should not be used directly but through the available method on mesh.
  124312. */
  124313. export class OutlineRenderer implements ISceneComponent {
  124314. /**
  124315. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  124316. */
  124317. private static _StencilReference;
  124318. /**
  124319. * The name of the component. Each component must have a unique name.
  124320. */
  124321. name: string;
  124322. /**
  124323. * The scene the component belongs to.
  124324. */
  124325. scene: Scene;
  124326. /**
  124327. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  124328. */
  124329. zOffset: number;
  124330. private _engine;
  124331. private _effect;
  124332. private _cachedDefines;
  124333. private _savedDepthWrite;
  124334. /**
  124335. * Instantiates a new outline renderer. (There could be only one per scene).
  124336. * @param scene Defines the scene it belongs to
  124337. */
  124338. constructor(scene: Scene);
  124339. /**
  124340. * Register the component to one instance of a scene.
  124341. */
  124342. register(): void;
  124343. /**
  124344. * Rebuilds the elements related to this component in case of
  124345. * context lost for instance.
  124346. */
  124347. rebuild(): void;
  124348. /**
  124349. * Disposes the component and the associated ressources.
  124350. */
  124351. dispose(): void;
  124352. /**
  124353. * Renders the outline in the canvas.
  124354. * @param subMesh Defines the sumesh to render
  124355. * @param batch Defines the batch of meshes in case of instances
  124356. * @param useOverlay Defines if the rendering is for the overlay or the outline
  124357. */
  124358. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  124359. /**
  124360. * Returns whether or not the outline renderer is ready for a given submesh.
  124361. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  124362. * @param subMesh Defines the submesh to check readyness for
  124363. * @param useInstances Defines wheter wee are trying to render instances or not
  124364. * @returns true if ready otherwise false
  124365. */
  124366. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124367. private _beforeRenderingMesh;
  124368. private _afterRenderingMesh;
  124369. }
  124370. }
  124371. declare module BABYLON {
  124372. /**
  124373. * Class used to manage multiple sprites of different sizes on the same spritesheet
  124374. * @see http://doc.babylonjs.com/babylon101/sprites
  124375. */
  124376. export class SpritePackedManager extends SpriteManager {
  124377. /** defines the packed manager's name */
  124378. name: string;
  124379. /**
  124380. * Creates a new sprite manager from a packed sprite sheet
  124381. * @param name defines the manager's name
  124382. * @param imgUrl defines the sprite sheet url
  124383. * @param capacity defines the maximum allowed number of sprites
  124384. * @param scene defines the hosting scene
  124385. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  124386. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  124387. * @param samplingMode defines the smapling mode to use with spritesheet
  124388. * @param fromPacked set to true; do not alter
  124389. */
  124390. constructor(
  124391. /** defines the packed manager's name */
  124392. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  124393. }
  124394. }
  124395. declare module BABYLON {
  124396. /**
  124397. * Defines the list of states available for a task inside a AssetsManager
  124398. */
  124399. export enum AssetTaskState {
  124400. /**
  124401. * Initialization
  124402. */
  124403. INIT = 0,
  124404. /**
  124405. * Running
  124406. */
  124407. RUNNING = 1,
  124408. /**
  124409. * Done
  124410. */
  124411. DONE = 2,
  124412. /**
  124413. * Error
  124414. */
  124415. ERROR = 3
  124416. }
  124417. /**
  124418. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  124419. */
  124420. export abstract class AbstractAssetTask {
  124421. /**
  124422. * Task name
  124423. */ name: string;
  124424. /**
  124425. * Callback called when the task is successful
  124426. */
  124427. onSuccess: (task: any) => void;
  124428. /**
  124429. * Callback called when the task is not successful
  124430. */
  124431. onError: (task: any, message?: string, exception?: any) => void;
  124432. /**
  124433. * Creates a new AssetsManager
  124434. * @param name defines the name of the task
  124435. */
  124436. constructor(
  124437. /**
  124438. * Task name
  124439. */ name: string);
  124440. private _isCompleted;
  124441. private _taskState;
  124442. private _errorObject;
  124443. /**
  124444. * Get if the task is completed
  124445. */
  124446. readonly isCompleted: boolean;
  124447. /**
  124448. * Gets the current state of the task
  124449. */
  124450. readonly taskState: AssetTaskState;
  124451. /**
  124452. * Gets the current error object (if task is in error)
  124453. */
  124454. readonly errorObject: {
  124455. message?: string;
  124456. exception?: any;
  124457. };
  124458. /**
  124459. * Internal only
  124460. * @hidden
  124461. */
  124462. _setErrorObject(message?: string, exception?: any): void;
  124463. /**
  124464. * Execute the current task
  124465. * @param scene defines the scene where you want your assets to be loaded
  124466. * @param onSuccess is a callback called when the task is successfully executed
  124467. * @param onError is a callback called if an error occurs
  124468. */
  124469. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124470. /**
  124471. * Execute the current task
  124472. * @param scene defines the scene where you want your assets to be loaded
  124473. * @param onSuccess is a callback called when the task is successfully executed
  124474. * @param onError is a callback called if an error occurs
  124475. */
  124476. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124477. /**
  124478. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  124479. * This can be used with failed tasks that have the reason for failure fixed.
  124480. */
  124481. reset(): void;
  124482. private onErrorCallback;
  124483. private onDoneCallback;
  124484. }
  124485. /**
  124486. * Define the interface used by progress events raised during assets loading
  124487. */
  124488. export interface IAssetsProgressEvent {
  124489. /**
  124490. * Defines the number of remaining tasks to process
  124491. */
  124492. remainingCount: number;
  124493. /**
  124494. * Defines the total number of tasks
  124495. */
  124496. totalCount: number;
  124497. /**
  124498. * Defines the task that was just processed
  124499. */
  124500. task: AbstractAssetTask;
  124501. }
  124502. /**
  124503. * Class used to share progress information about assets loading
  124504. */
  124505. export class AssetsProgressEvent implements IAssetsProgressEvent {
  124506. /**
  124507. * Defines the number of remaining tasks to process
  124508. */
  124509. remainingCount: number;
  124510. /**
  124511. * Defines the total number of tasks
  124512. */
  124513. totalCount: number;
  124514. /**
  124515. * Defines the task that was just processed
  124516. */
  124517. task: AbstractAssetTask;
  124518. /**
  124519. * Creates a AssetsProgressEvent
  124520. * @param remainingCount defines the number of remaining tasks to process
  124521. * @param totalCount defines the total number of tasks
  124522. * @param task defines the task that was just processed
  124523. */
  124524. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  124525. }
  124526. /**
  124527. * Define a task used by AssetsManager to load meshes
  124528. */
  124529. export class MeshAssetTask extends AbstractAssetTask {
  124530. /**
  124531. * Defines the name of the task
  124532. */
  124533. name: string;
  124534. /**
  124535. * Defines the list of mesh's names you want to load
  124536. */
  124537. meshesNames: any;
  124538. /**
  124539. * Defines the root url to use as a base to load your meshes and associated resources
  124540. */
  124541. rootUrl: string;
  124542. /**
  124543. * Defines the filename of the scene to load from
  124544. */
  124545. sceneFilename: string;
  124546. /**
  124547. * Gets the list of loaded meshes
  124548. */
  124549. loadedMeshes: Array<AbstractMesh>;
  124550. /**
  124551. * Gets the list of loaded particle systems
  124552. */
  124553. loadedParticleSystems: Array<IParticleSystem>;
  124554. /**
  124555. * Gets the list of loaded skeletons
  124556. */
  124557. loadedSkeletons: Array<Skeleton>;
  124558. /**
  124559. * Gets the list of loaded animation groups
  124560. */
  124561. loadedAnimationGroups: Array<AnimationGroup>;
  124562. /**
  124563. * Callback called when the task is successful
  124564. */
  124565. onSuccess: (task: MeshAssetTask) => void;
  124566. /**
  124567. * Callback called when the task is successful
  124568. */
  124569. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  124570. /**
  124571. * Creates a new MeshAssetTask
  124572. * @param name defines the name of the task
  124573. * @param meshesNames defines the list of mesh's names you want to load
  124574. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  124575. * @param sceneFilename defines the filename of the scene to load from
  124576. */
  124577. constructor(
  124578. /**
  124579. * Defines the name of the task
  124580. */
  124581. name: string,
  124582. /**
  124583. * Defines the list of mesh's names you want to load
  124584. */
  124585. meshesNames: any,
  124586. /**
  124587. * Defines the root url to use as a base to load your meshes and associated resources
  124588. */
  124589. rootUrl: string,
  124590. /**
  124591. * Defines the filename of the scene to load from
  124592. */
  124593. sceneFilename: string);
  124594. /**
  124595. * Execute the current task
  124596. * @param scene defines the scene where you want your assets to be loaded
  124597. * @param onSuccess is a callback called when the task is successfully executed
  124598. * @param onError is a callback called if an error occurs
  124599. */
  124600. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124601. }
  124602. /**
  124603. * Define a task used by AssetsManager to load text content
  124604. */
  124605. export class TextFileAssetTask extends AbstractAssetTask {
  124606. /**
  124607. * Defines the name of the task
  124608. */
  124609. name: string;
  124610. /**
  124611. * Defines the location of the file to load
  124612. */
  124613. url: string;
  124614. /**
  124615. * Gets the loaded text string
  124616. */
  124617. text: string;
  124618. /**
  124619. * Callback called when the task is successful
  124620. */
  124621. onSuccess: (task: TextFileAssetTask) => void;
  124622. /**
  124623. * Callback called when the task is successful
  124624. */
  124625. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  124626. /**
  124627. * Creates a new TextFileAssetTask object
  124628. * @param name defines the name of the task
  124629. * @param url defines the location of the file to load
  124630. */
  124631. constructor(
  124632. /**
  124633. * Defines the name of the task
  124634. */
  124635. name: string,
  124636. /**
  124637. * Defines the location of the file to load
  124638. */
  124639. url: string);
  124640. /**
  124641. * Execute the current task
  124642. * @param scene defines the scene where you want your assets to be loaded
  124643. * @param onSuccess is a callback called when the task is successfully executed
  124644. * @param onError is a callback called if an error occurs
  124645. */
  124646. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124647. }
  124648. /**
  124649. * Define a task used by AssetsManager to load binary data
  124650. */
  124651. export class BinaryFileAssetTask extends AbstractAssetTask {
  124652. /**
  124653. * Defines the name of the task
  124654. */
  124655. name: string;
  124656. /**
  124657. * Defines the location of the file to load
  124658. */
  124659. url: string;
  124660. /**
  124661. * Gets the lodaded data (as an array buffer)
  124662. */
  124663. data: ArrayBuffer;
  124664. /**
  124665. * Callback called when the task is successful
  124666. */
  124667. onSuccess: (task: BinaryFileAssetTask) => void;
  124668. /**
  124669. * Callback called when the task is successful
  124670. */
  124671. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  124672. /**
  124673. * Creates a new BinaryFileAssetTask object
  124674. * @param name defines the name of the new task
  124675. * @param url defines the location of the file to load
  124676. */
  124677. constructor(
  124678. /**
  124679. * Defines the name of the task
  124680. */
  124681. name: string,
  124682. /**
  124683. * Defines the location of the file to load
  124684. */
  124685. url: string);
  124686. /**
  124687. * Execute the current task
  124688. * @param scene defines the scene where you want your assets to be loaded
  124689. * @param onSuccess is a callback called when the task is successfully executed
  124690. * @param onError is a callback called if an error occurs
  124691. */
  124692. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124693. }
  124694. /**
  124695. * Define a task used by AssetsManager to load images
  124696. */
  124697. export class ImageAssetTask extends AbstractAssetTask {
  124698. /**
  124699. * Defines the name of the task
  124700. */
  124701. name: string;
  124702. /**
  124703. * Defines the location of the image to load
  124704. */
  124705. url: string;
  124706. /**
  124707. * Gets the loaded images
  124708. */
  124709. image: HTMLImageElement;
  124710. /**
  124711. * Callback called when the task is successful
  124712. */
  124713. onSuccess: (task: ImageAssetTask) => void;
  124714. /**
  124715. * Callback called when the task is successful
  124716. */
  124717. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  124718. /**
  124719. * Creates a new ImageAssetTask
  124720. * @param name defines the name of the task
  124721. * @param url defines the location of the image to load
  124722. */
  124723. constructor(
  124724. /**
  124725. * Defines the name of the task
  124726. */
  124727. name: string,
  124728. /**
  124729. * Defines the location of the image to load
  124730. */
  124731. url: string);
  124732. /**
  124733. * Execute the current task
  124734. * @param scene defines the scene where you want your assets to be loaded
  124735. * @param onSuccess is a callback called when the task is successfully executed
  124736. * @param onError is a callback called if an error occurs
  124737. */
  124738. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124739. }
  124740. /**
  124741. * Defines the interface used by texture loading tasks
  124742. */
  124743. export interface ITextureAssetTask<TEX extends BaseTexture> {
  124744. /**
  124745. * Gets the loaded texture
  124746. */
  124747. texture: TEX;
  124748. }
  124749. /**
  124750. * Define a task used by AssetsManager to load 2D textures
  124751. */
  124752. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  124753. /**
  124754. * Defines the name of the task
  124755. */
  124756. name: string;
  124757. /**
  124758. * Defines the location of the file to load
  124759. */
  124760. url: string;
  124761. /**
  124762. * Defines if mipmap should not be generated (default is false)
  124763. */
  124764. noMipmap?: boolean | undefined;
  124765. /**
  124766. * Defines if texture must be inverted on Y axis (default is false)
  124767. */
  124768. invertY?: boolean | undefined;
  124769. /**
  124770. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124771. */
  124772. samplingMode: number;
  124773. /**
  124774. * Gets the loaded texture
  124775. */
  124776. texture: Texture;
  124777. /**
  124778. * Callback called when the task is successful
  124779. */
  124780. onSuccess: (task: TextureAssetTask) => void;
  124781. /**
  124782. * Callback called when the task is successful
  124783. */
  124784. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  124785. /**
  124786. * Creates a new TextureAssetTask object
  124787. * @param name defines the name of the task
  124788. * @param url defines the location of the file to load
  124789. * @param noMipmap defines if mipmap should not be generated (default is false)
  124790. * @param invertY defines if texture must be inverted on Y axis (default is false)
  124791. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124792. */
  124793. constructor(
  124794. /**
  124795. * Defines the name of the task
  124796. */
  124797. name: string,
  124798. /**
  124799. * Defines the location of the file to load
  124800. */
  124801. url: string,
  124802. /**
  124803. * Defines if mipmap should not be generated (default is false)
  124804. */
  124805. noMipmap?: boolean | undefined,
  124806. /**
  124807. * Defines if texture must be inverted on Y axis (default is false)
  124808. */
  124809. invertY?: boolean | undefined,
  124810. /**
  124811. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124812. */
  124813. samplingMode?: number);
  124814. /**
  124815. * Execute the current task
  124816. * @param scene defines the scene where you want your assets to be loaded
  124817. * @param onSuccess is a callback called when the task is successfully executed
  124818. * @param onError is a callback called if an error occurs
  124819. */
  124820. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124821. }
  124822. /**
  124823. * Define a task used by AssetsManager to load cube textures
  124824. */
  124825. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  124826. /**
  124827. * Defines the name of the task
  124828. */
  124829. name: string;
  124830. /**
  124831. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124832. */
  124833. url: string;
  124834. /**
  124835. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124836. */
  124837. extensions?: string[] | undefined;
  124838. /**
  124839. * Defines if mipmaps should not be generated (default is false)
  124840. */
  124841. noMipmap?: boolean | undefined;
  124842. /**
  124843. * Defines the explicit list of files (undefined by default)
  124844. */
  124845. files?: string[] | undefined;
  124846. /**
  124847. * Gets the loaded texture
  124848. */
  124849. texture: CubeTexture;
  124850. /**
  124851. * Callback called when the task is successful
  124852. */
  124853. onSuccess: (task: CubeTextureAssetTask) => void;
  124854. /**
  124855. * Callback called when the task is successful
  124856. */
  124857. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  124858. /**
  124859. * Creates a new CubeTextureAssetTask
  124860. * @param name defines the name of the task
  124861. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124862. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124863. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124864. * @param files defines the explicit list of files (undefined by default)
  124865. */
  124866. constructor(
  124867. /**
  124868. * Defines the name of the task
  124869. */
  124870. name: string,
  124871. /**
  124872. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124873. */
  124874. url: string,
  124875. /**
  124876. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124877. */
  124878. extensions?: string[] | undefined,
  124879. /**
  124880. * Defines if mipmaps should not be generated (default is false)
  124881. */
  124882. noMipmap?: boolean | undefined,
  124883. /**
  124884. * Defines the explicit list of files (undefined by default)
  124885. */
  124886. files?: string[] | undefined);
  124887. /**
  124888. * Execute the current task
  124889. * @param scene defines the scene where you want your assets to be loaded
  124890. * @param onSuccess is a callback called when the task is successfully executed
  124891. * @param onError is a callback called if an error occurs
  124892. */
  124893. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124894. }
  124895. /**
  124896. * Define a task used by AssetsManager to load HDR cube textures
  124897. */
  124898. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  124899. /**
  124900. * Defines the name of the task
  124901. */
  124902. name: string;
  124903. /**
  124904. * Defines the location of the file to load
  124905. */
  124906. url: string;
  124907. /**
  124908. * Defines the desired size (the more it increases the longer the generation will be)
  124909. */
  124910. size: number;
  124911. /**
  124912. * Defines if mipmaps should not be generated (default is false)
  124913. */
  124914. noMipmap: boolean;
  124915. /**
  124916. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124917. */
  124918. generateHarmonics: boolean;
  124919. /**
  124920. * 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)
  124921. */
  124922. gammaSpace: boolean;
  124923. /**
  124924. * Internal Use Only
  124925. */
  124926. reserved: boolean;
  124927. /**
  124928. * Gets the loaded texture
  124929. */
  124930. texture: HDRCubeTexture;
  124931. /**
  124932. * Callback called when the task is successful
  124933. */
  124934. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  124935. /**
  124936. * Callback called when the task is successful
  124937. */
  124938. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  124939. /**
  124940. * Creates a new HDRCubeTextureAssetTask object
  124941. * @param name defines the name of the task
  124942. * @param url defines the location of the file to load
  124943. * @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.
  124944. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124945. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124946. * @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)
  124947. * @param reserved Internal use only
  124948. */
  124949. constructor(
  124950. /**
  124951. * Defines the name of the task
  124952. */
  124953. name: string,
  124954. /**
  124955. * Defines the location of the file to load
  124956. */
  124957. url: string,
  124958. /**
  124959. * Defines the desired size (the more it increases the longer the generation will be)
  124960. */
  124961. size: number,
  124962. /**
  124963. * Defines if mipmaps should not be generated (default is false)
  124964. */
  124965. noMipmap?: boolean,
  124966. /**
  124967. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124968. */
  124969. generateHarmonics?: boolean,
  124970. /**
  124971. * 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)
  124972. */
  124973. gammaSpace?: boolean,
  124974. /**
  124975. * Internal Use Only
  124976. */
  124977. reserved?: boolean);
  124978. /**
  124979. * Execute the current task
  124980. * @param scene defines the scene where you want your assets to be loaded
  124981. * @param onSuccess is a callback called when the task is successfully executed
  124982. * @param onError is a callback called if an error occurs
  124983. */
  124984. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124985. }
  124986. /**
  124987. * Define a task used by AssetsManager to load Equirectangular cube textures
  124988. */
  124989. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  124990. /**
  124991. * Defines the name of the task
  124992. */
  124993. name: string;
  124994. /**
  124995. * Defines the location of the file to load
  124996. */
  124997. url: string;
  124998. /**
  124999. * Defines the desired size (the more it increases the longer the generation will be)
  125000. */
  125001. size: number;
  125002. /**
  125003. * Defines if mipmaps should not be generated (default is false)
  125004. */
  125005. noMipmap: boolean;
  125006. /**
  125007. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  125008. * but the standard material would require them in Gamma space) (default is true)
  125009. */
  125010. gammaSpace: boolean;
  125011. /**
  125012. * Gets the loaded texture
  125013. */
  125014. texture: EquiRectangularCubeTexture;
  125015. /**
  125016. * Callback called when the task is successful
  125017. */
  125018. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  125019. /**
  125020. * Callback called when the task is successful
  125021. */
  125022. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  125023. /**
  125024. * Creates a new EquiRectangularCubeTextureAssetTask object
  125025. * @param name defines the name of the task
  125026. * @param url defines the location of the file to load
  125027. * @param size defines the desired size (the more it increases the longer the generation will be)
  125028. * If the size is omitted this implies you are using a preprocessed cubemap.
  125029. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125030. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  125031. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  125032. * (default is true)
  125033. */
  125034. constructor(
  125035. /**
  125036. * Defines the name of the task
  125037. */
  125038. name: string,
  125039. /**
  125040. * Defines the location of the file to load
  125041. */
  125042. url: string,
  125043. /**
  125044. * Defines the desired size (the more it increases the longer the generation will be)
  125045. */
  125046. size: number,
  125047. /**
  125048. * Defines if mipmaps should not be generated (default is false)
  125049. */
  125050. noMipmap?: boolean,
  125051. /**
  125052. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  125053. * but the standard material would require them in Gamma space) (default is true)
  125054. */
  125055. gammaSpace?: boolean);
  125056. /**
  125057. * Execute the current task
  125058. * @param scene defines the scene where you want your assets to be loaded
  125059. * @param onSuccess is a callback called when the task is successfully executed
  125060. * @param onError is a callback called if an error occurs
  125061. */
  125062. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125063. }
  125064. /**
  125065. * This class can be used to easily import assets into a scene
  125066. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  125067. */
  125068. export class AssetsManager {
  125069. private _scene;
  125070. private _isLoading;
  125071. protected _tasks: AbstractAssetTask[];
  125072. protected _waitingTasksCount: number;
  125073. protected _totalTasksCount: number;
  125074. /**
  125075. * Callback called when all tasks are processed
  125076. */
  125077. onFinish: (tasks: AbstractAssetTask[]) => void;
  125078. /**
  125079. * Callback called when a task is successful
  125080. */
  125081. onTaskSuccess: (task: AbstractAssetTask) => void;
  125082. /**
  125083. * Callback called when a task had an error
  125084. */
  125085. onTaskError: (task: AbstractAssetTask) => void;
  125086. /**
  125087. * Callback called when a task is done (whatever the result is)
  125088. */
  125089. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  125090. /**
  125091. * Observable called when all tasks are processed
  125092. */
  125093. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  125094. /**
  125095. * Observable called when a task had an error
  125096. */
  125097. onTaskErrorObservable: Observable<AbstractAssetTask>;
  125098. /**
  125099. * Observable called when all tasks were executed
  125100. */
  125101. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  125102. /**
  125103. * Observable called when a task is done (whatever the result is)
  125104. */
  125105. onProgressObservable: Observable<IAssetsProgressEvent>;
  125106. /**
  125107. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  125108. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  125109. */
  125110. useDefaultLoadingScreen: boolean;
  125111. /**
  125112. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  125113. * when all assets have been downloaded.
  125114. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  125115. */
  125116. autoHideLoadingUI: boolean;
  125117. /**
  125118. * Creates a new AssetsManager
  125119. * @param scene defines the scene to work on
  125120. */
  125121. constructor(scene: Scene);
  125122. /**
  125123. * Add a MeshAssetTask to the list of active tasks
  125124. * @param taskName defines the name of the new task
  125125. * @param meshesNames defines the name of meshes to load
  125126. * @param rootUrl defines the root url to use to locate files
  125127. * @param sceneFilename defines the filename of the scene file
  125128. * @returns a new MeshAssetTask object
  125129. */
  125130. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  125131. /**
  125132. * Add a TextFileAssetTask to the list of active tasks
  125133. * @param taskName defines the name of the new task
  125134. * @param url defines the url of the file to load
  125135. * @returns a new TextFileAssetTask object
  125136. */
  125137. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  125138. /**
  125139. * Add a BinaryFileAssetTask to the list of active tasks
  125140. * @param taskName defines the name of the new task
  125141. * @param url defines the url of the file to load
  125142. * @returns a new BinaryFileAssetTask object
  125143. */
  125144. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  125145. /**
  125146. * Add a ImageAssetTask to the list of active tasks
  125147. * @param taskName defines the name of the new task
  125148. * @param url defines the url of the file to load
  125149. * @returns a new ImageAssetTask object
  125150. */
  125151. addImageTask(taskName: string, url: string): ImageAssetTask;
  125152. /**
  125153. * Add a TextureAssetTask to the list of active tasks
  125154. * @param taskName defines the name of the new task
  125155. * @param url defines the url of the file to load
  125156. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125157. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  125158. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  125159. * @returns a new TextureAssetTask object
  125160. */
  125161. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  125162. /**
  125163. * Add a CubeTextureAssetTask to the list of active tasks
  125164. * @param taskName defines the name of the new task
  125165. * @param url defines the url of the file to load
  125166. * @param extensions defines the extension to use to load the cube map (can be null)
  125167. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125168. * @param files defines the list of files to load (can be null)
  125169. * @returns a new CubeTextureAssetTask object
  125170. */
  125171. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  125172. /**
  125173. *
  125174. * Add a HDRCubeTextureAssetTask to the list of active tasks
  125175. * @param taskName defines the name of the new task
  125176. * @param url defines the url of the file to load
  125177. * @param size defines the size you want for the cubemap (can be null)
  125178. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125179. * @param generateHarmonics defines if you want to automatically generate (true by default)
  125180. * @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)
  125181. * @param reserved Internal use only
  125182. * @returns a new HDRCubeTextureAssetTask object
  125183. */
  125184. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  125185. /**
  125186. *
  125187. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  125188. * @param taskName defines the name of the new task
  125189. * @param url defines the url of the file to load
  125190. * @param size defines the size you want for the cubemap (can be null)
  125191. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125192. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  125193. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  125194. * @returns a new EquiRectangularCubeTextureAssetTask object
  125195. */
  125196. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  125197. /**
  125198. * Remove a task from the assets manager.
  125199. * @param task the task to remove
  125200. */
  125201. removeTask(task: AbstractAssetTask): void;
  125202. private _decreaseWaitingTasksCount;
  125203. private _runTask;
  125204. /**
  125205. * Reset the AssetsManager and remove all tasks
  125206. * @return the current instance of the AssetsManager
  125207. */
  125208. reset(): AssetsManager;
  125209. /**
  125210. * Start the loading process
  125211. * @return the current instance of the AssetsManager
  125212. */
  125213. load(): AssetsManager;
  125214. /**
  125215. * Start the loading process as an async operation
  125216. * @return a promise returning the list of failed tasks
  125217. */
  125218. loadAsync(): Promise<void>;
  125219. }
  125220. }
  125221. declare module BABYLON {
  125222. /**
  125223. * Wrapper class for promise with external resolve and reject.
  125224. */
  125225. export class Deferred<T> {
  125226. /**
  125227. * The promise associated with this deferred object.
  125228. */
  125229. readonly promise: Promise<T>;
  125230. private _resolve;
  125231. private _reject;
  125232. /**
  125233. * The resolve method of the promise associated with this deferred object.
  125234. */
  125235. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  125236. /**
  125237. * The reject method of the promise associated with this deferred object.
  125238. */
  125239. readonly reject: (reason?: any) => void;
  125240. /**
  125241. * Constructor for this deferred object.
  125242. */
  125243. constructor();
  125244. }
  125245. }
  125246. declare module BABYLON {
  125247. /**
  125248. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  125249. */
  125250. export class MeshExploder {
  125251. private _centerMesh;
  125252. private _meshes;
  125253. private _meshesOrigins;
  125254. private _toCenterVectors;
  125255. private _scaledDirection;
  125256. private _newPosition;
  125257. private _centerPosition;
  125258. /**
  125259. * Explodes meshes from a center mesh.
  125260. * @param meshes The meshes to explode.
  125261. * @param centerMesh The mesh to be center of explosion.
  125262. */
  125263. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  125264. private _setCenterMesh;
  125265. /**
  125266. * Get class name
  125267. * @returns "MeshExploder"
  125268. */
  125269. getClassName(): string;
  125270. /**
  125271. * "Exploded meshes"
  125272. * @returns Array of meshes with the centerMesh at index 0.
  125273. */
  125274. getMeshes(): Array<Mesh>;
  125275. /**
  125276. * Explodes meshes giving a specific direction
  125277. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  125278. */
  125279. explode(direction?: number): void;
  125280. }
  125281. }
  125282. declare module BABYLON {
  125283. /**
  125284. * Class used to help managing file picking and drag'n'drop
  125285. */
  125286. export class FilesInput {
  125287. /**
  125288. * List of files ready to be loaded
  125289. */
  125290. static readonly FilesToLoad: {
  125291. [key: string]: File;
  125292. };
  125293. /**
  125294. * Callback called when a file is processed
  125295. */
  125296. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  125297. private _engine;
  125298. private _currentScene;
  125299. private _sceneLoadedCallback;
  125300. private _progressCallback;
  125301. private _additionalRenderLoopLogicCallback;
  125302. private _textureLoadingCallback;
  125303. private _startingProcessingFilesCallback;
  125304. private _onReloadCallback;
  125305. private _errorCallback;
  125306. private _elementToMonitor;
  125307. private _sceneFileToLoad;
  125308. private _filesToLoad;
  125309. /**
  125310. * Creates a new FilesInput
  125311. * @param engine defines the rendering engine
  125312. * @param scene defines the hosting scene
  125313. * @param sceneLoadedCallback callback called when scene is loaded
  125314. * @param progressCallback callback called to track progress
  125315. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  125316. * @param textureLoadingCallback callback called when a texture is loading
  125317. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  125318. * @param onReloadCallback callback called when a reload is requested
  125319. * @param errorCallback callback call if an error occurs
  125320. */
  125321. 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);
  125322. private _dragEnterHandler;
  125323. private _dragOverHandler;
  125324. private _dropHandler;
  125325. /**
  125326. * Calls this function to listen to drag'n'drop events on a specific DOM element
  125327. * @param elementToMonitor defines the DOM element to track
  125328. */
  125329. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  125330. /**
  125331. * Release all associated resources
  125332. */
  125333. dispose(): void;
  125334. private renderFunction;
  125335. private drag;
  125336. private drop;
  125337. private _traverseFolder;
  125338. private _processFiles;
  125339. /**
  125340. * Load files from a drop event
  125341. * @param event defines the drop event to use as source
  125342. */
  125343. loadFiles(event: any): void;
  125344. private _processReload;
  125345. /**
  125346. * Reload the current scene from the loaded files
  125347. */
  125348. reload(): void;
  125349. }
  125350. }
  125351. declare module BABYLON {
  125352. /**
  125353. * Defines the root class used to create scene optimization to use with SceneOptimizer
  125354. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125355. */
  125356. export class SceneOptimization {
  125357. /**
  125358. * Defines the priority of this optimization (0 by default which means first in the list)
  125359. */
  125360. priority: number;
  125361. /**
  125362. * Gets a string describing the action executed by the current optimization
  125363. * @returns description string
  125364. */
  125365. getDescription(): string;
  125366. /**
  125367. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125368. * @param scene defines the current scene where to apply this optimization
  125369. * @param optimizer defines the current optimizer
  125370. * @returns true if everything that can be done was applied
  125371. */
  125372. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125373. /**
  125374. * Creates the SceneOptimization object
  125375. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125376. * @param desc defines the description associated with the optimization
  125377. */
  125378. constructor(
  125379. /**
  125380. * Defines the priority of this optimization (0 by default which means first in the list)
  125381. */
  125382. priority?: number);
  125383. }
  125384. /**
  125385. * Defines an optimization used to reduce the size of render target textures
  125386. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125387. */
  125388. export class TextureOptimization extends SceneOptimization {
  125389. /**
  125390. * Defines the priority of this optimization (0 by default which means first in the list)
  125391. */
  125392. priority: number;
  125393. /**
  125394. * 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
  125395. */
  125396. maximumSize: number;
  125397. /**
  125398. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125399. */
  125400. step: number;
  125401. /**
  125402. * Gets a string describing the action executed by the current optimization
  125403. * @returns description string
  125404. */
  125405. getDescription(): string;
  125406. /**
  125407. * Creates the TextureOptimization object
  125408. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125409. * @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
  125410. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125411. */
  125412. constructor(
  125413. /**
  125414. * Defines the priority of this optimization (0 by default which means first in the list)
  125415. */
  125416. priority?: number,
  125417. /**
  125418. * 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
  125419. */
  125420. maximumSize?: number,
  125421. /**
  125422. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125423. */
  125424. step?: number);
  125425. /**
  125426. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125427. * @param scene defines the current scene where to apply this optimization
  125428. * @param optimizer defines the current optimizer
  125429. * @returns true if everything that can be done was applied
  125430. */
  125431. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125432. }
  125433. /**
  125434. * Defines an optimization used to increase or decrease the rendering resolution
  125435. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125436. */
  125437. export class HardwareScalingOptimization extends SceneOptimization {
  125438. /**
  125439. * Defines the priority of this optimization (0 by default which means first in the list)
  125440. */
  125441. priority: number;
  125442. /**
  125443. * Defines the maximum scale to use (2 by default)
  125444. */
  125445. maximumScale: number;
  125446. /**
  125447. * Defines the step to use between two passes (0.5 by default)
  125448. */
  125449. step: number;
  125450. private _currentScale;
  125451. private _directionOffset;
  125452. /**
  125453. * Gets a string describing the action executed by the current optimization
  125454. * @return description string
  125455. */
  125456. getDescription(): string;
  125457. /**
  125458. * Creates the HardwareScalingOptimization object
  125459. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125460. * @param maximumScale defines the maximum scale to use (2 by default)
  125461. * @param step defines the step to use between two passes (0.5 by default)
  125462. */
  125463. constructor(
  125464. /**
  125465. * Defines the priority of this optimization (0 by default which means first in the list)
  125466. */
  125467. priority?: number,
  125468. /**
  125469. * Defines the maximum scale to use (2 by default)
  125470. */
  125471. maximumScale?: number,
  125472. /**
  125473. * Defines the step to use between two passes (0.5 by default)
  125474. */
  125475. step?: number);
  125476. /**
  125477. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125478. * @param scene defines the current scene where to apply this optimization
  125479. * @param optimizer defines the current optimizer
  125480. * @returns true if everything that can be done was applied
  125481. */
  125482. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125483. }
  125484. /**
  125485. * Defines an optimization used to remove shadows
  125486. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125487. */
  125488. export class ShadowsOptimization extends SceneOptimization {
  125489. /**
  125490. * Gets a string describing the action executed by the current optimization
  125491. * @return description string
  125492. */
  125493. getDescription(): string;
  125494. /**
  125495. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125496. * @param scene defines the current scene where to apply this optimization
  125497. * @param optimizer defines the current optimizer
  125498. * @returns true if everything that can be done was applied
  125499. */
  125500. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125501. }
  125502. /**
  125503. * Defines an optimization used to turn post-processes off
  125504. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125505. */
  125506. export class PostProcessesOptimization extends SceneOptimization {
  125507. /**
  125508. * Gets a string describing the action executed by the current optimization
  125509. * @return description string
  125510. */
  125511. getDescription(): string;
  125512. /**
  125513. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125514. * @param scene defines the current scene where to apply this optimization
  125515. * @param optimizer defines the current optimizer
  125516. * @returns true if everything that can be done was applied
  125517. */
  125518. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125519. }
  125520. /**
  125521. * Defines an optimization used to turn lens flares off
  125522. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125523. */
  125524. export class LensFlaresOptimization extends SceneOptimization {
  125525. /**
  125526. * Gets a string describing the action executed by the current optimization
  125527. * @return description string
  125528. */
  125529. getDescription(): string;
  125530. /**
  125531. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125532. * @param scene defines the current scene where to apply this optimization
  125533. * @param optimizer defines the current optimizer
  125534. * @returns true if everything that can be done was applied
  125535. */
  125536. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125537. }
  125538. /**
  125539. * Defines an optimization based on user defined callback.
  125540. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125541. */
  125542. export class CustomOptimization extends SceneOptimization {
  125543. /**
  125544. * Callback called to apply the custom optimization.
  125545. */
  125546. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  125547. /**
  125548. * Callback called to get custom description
  125549. */
  125550. onGetDescription: () => string;
  125551. /**
  125552. * Gets a string describing the action executed by the current optimization
  125553. * @returns description string
  125554. */
  125555. getDescription(): string;
  125556. /**
  125557. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125558. * @param scene defines the current scene where to apply this optimization
  125559. * @param optimizer defines the current optimizer
  125560. * @returns true if everything that can be done was applied
  125561. */
  125562. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125563. }
  125564. /**
  125565. * Defines an optimization used to turn particles off
  125566. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125567. */
  125568. export class ParticlesOptimization extends SceneOptimization {
  125569. /**
  125570. * Gets a string describing the action executed by the current optimization
  125571. * @return description string
  125572. */
  125573. getDescription(): string;
  125574. /**
  125575. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125576. * @param scene defines the current scene where to apply this optimization
  125577. * @param optimizer defines the current optimizer
  125578. * @returns true if everything that can be done was applied
  125579. */
  125580. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125581. }
  125582. /**
  125583. * Defines an optimization used to turn render targets off
  125584. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125585. */
  125586. export class RenderTargetsOptimization extends SceneOptimization {
  125587. /**
  125588. * Gets a string describing the action executed by the current optimization
  125589. * @return description string
  125590. */
  125591. getDescription(): string;
  125592. /**
  125593. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125594. * @param scene defines the current scene where to apply this optimization
  125595. * @param optimizer defines the current optimizer
  125596. * @returns true if everything that can be done was applied
  125597. */
  125598. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125599. }
  125600. /**
  125601. * Defines an optimization used to merge meshes with compatible materials
  125602. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125603. */
  125604. export class MergeMeshesOptimization extends SceneOptimization {
  125605. private static _UpdateSelectionTree;
  125606. /**
  125607. * Gets or sets a boolean which defines if optimization octree has to be updated
  125608. */
  125609. /**
  125610. * Gets or sets a boolean which defines if optimization octree has to be updated
  125611. */
  125612. static UpdateSelectionTree: boolean;
  125613. /**
  125614. * Gets a string describing the action executed by the current optimization
  125615. * @return description string
  125616. */
  125617. getDescription(): string;
  125618. private _canBeMerged;
  125619. /**
  125620. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125621. * @param scene defines the current scene where to apply this optimization
  125622. * @param optimizer defines the current optimizer
  125623. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  125624. * @returns true if everything that can be done was applied
  125625. */
  125626. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  125627. }
  125628. /**
  125629. * Defines a list of options used by SceneOptimizer
  125630. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125631. */
  125632. export class SceneOptimizerOptions {
  125633. /**
  125634. * Defines the target frame rate to reach (60 by default)
  125635. */
  125636. targetFrameRate: number;
  125637. /**
  125638. * Defines the interval between two checkes (2000ms by default)
  125639. */
  125640. trackerDuration: number;
  125641. /**
  125642. * Gets the list of optimizations to apply
  125643. */
  125644. optimizations: SceneOptimization[];
  125645. /**
  125646. * Creates a new list of options used by SceneOptimizer
  125647. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  125648. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  125649. */
  125650. constructor(
  125651. /**
  125652. * Defines the target frame rate to reach (60 by default)
  125653. */
  125654. targetFrameRate?: number,
  125655. /**
  125656. * Defines the interval between two checkes (2000ms by default)
  125657. */
  125658. trackerDuration?: number);
  125659. /**
  125660. * Add a new optimization
  125661. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  125662. * @returns the current SceneOptimizerOptions
  125663. */
  125664. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  125665. /**
  125666. * Add a new custom optimization
  125667. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  125668. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  125669. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125670. * @returns the current SceneOptimizerOptions
  125671. */
  125672. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  125673. /**
  125674. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  125675. * @param targetFrameRate defines the target frame rate (60 by default)
  125676. * @returns a SceneOptimizerOptions object
  125677. */
  125678. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125679. /**
  125680. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  125681. * @param targetFrameRate defines the target frame rate (60 by default)
  125682. * @returns a SceneOptimizerOptions object
  125683. */
  125684. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125685. /**
  125686. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  125687. * @param targetFrameRate defines the target frame rate (60 by default)
  125688. * @returns a SceneOptimizerOptions object
  125689. */
  125690. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125691. }
  125692. /**
  125693. * Class used to run optimizations in order to reach a target frame rate
  125694. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125695. */
  125696. export class SceneOptimizer implements IDisposable {
  125697. private _isRunning;
  125698. private _options;
  125699. private _scene;
  125700. private _currentPriorityLevel;
  125701. private _targetFrameRate;
  125702. private _trackerDuration;
  125703. private _currentFrameRate;
  125704. private _sceneDisposeObserver;
  125705. private _improvementMode;
  125706. /**
  125707. * Defines an observable called when the optimizer reaches the target frame rate
  125708. */
  125709. onSuccessObservable: Observable<SceneOptimizer>;
  125710. /**
  125711. * Defines an observable called when the optimizer enables an optimization
  125712. */
  125713. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  125714. /**
  125715. * Defines an observable called when the optimizer is not able to reach the target frame rate
  125716. */
  125717. onFailureObservable: Observable<SceneOptimizer>;
  125718. /**
  125719. * Gets a boolean indicating if the optimizer is in improvement mode
  125720. */
  125721. readonly isInImprovementMode: boolean;
  125722. /**
  125723. * Gets the current priority level (0 at start)
  125724. */
  125725. readonly currentPriorityLevel: number;
  125726. /**
  125727. * Gets the current frame rate checked by the SceneOptimizer
  125728. */
  125729. readonly currentFrameRate: number;
  125730. /**
  125731. * Gets or sets the current target frame rate (60 by default)
  125732. */
  125733. /**
  125734. * Gets or sets the current target frame rate (60 by default)
  125735. */
  125736. targetFrameRate: number;
  125737. /**
  125738. * Gets or sets the current interval between two checks (every 2000ms by default)
  125739. */
  125740. /**
  125741. * Gets or sets the current interval between two checks (every 2000ms by default)
  125742. */
  125743. trackerDuration: number;
  125744. /**
  125745. * Gets the list of active optimizations
  125746. */
  125747. readonly optimizations: SceneOptimization[];
  125748. /**
  125749. * Creates a new SceneOptimizer
  125750. * @param scene defines the scene to work on
  125751. * @param options defines the options to use with the SceneOptimizer
  125752. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  125753. * @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)
  125754. */
  125755. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  125756. /**
  125757. * Stops the current optimizer
  125758. */
  125759. stop(): void;
  125760. /**
  125761. * Reset the optimizer to initial step (current priority level = 0)
  125762. */
  125763. reset(): void;
  125764. /**
  125765. * Start the optimizer. By default it will try to reach a specific framerate
  125766. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  125767. */
  125768. start(): void;
  125769. private _checkCurrentState;
  125770. /**
  125771. * Release all resources
  125772. */
  125773. dispose(): void;
  125774. /**
  125775. * Helper function to create a SceneOptimizer with one single line of code
  125776. * @param scene defines the scene to work on
  125777. * @param options defines the options to use with the SceneOptimizer
  125778. * @param onSuccess defines a callback to call on success
  125779. * @param onFailure defines a callback to call on failure
  125780. * @returns the new SceneOptimizer object
  125781. */
  125782. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  125783. }
  125784. }
  125785. declare module BABYLON {
  125786. /**
  125787. * Class used to serialize a scene into a string
  125788. */
  125789. export class SceneSerializer {
  125790. /**
  125791. * Clear cache used by a previous serialization
  125792. */
  125793. static ClearCache(): void;
  125794. /**
  125795. * Serialize a scene into a JSON compatible object
  125796. * @param scene defines the scene to serialize
  125797. * @returns a JSON compatible object
  125798. */
  125799. static Serialize(scene: Scene): any;
  125800. /**
  125801. * Serialize a mesh into a JSON compatible object
  125802. * @param toSerialize defines the mesh to serialize
  125803. * @param withParents defines if parents must be serialized as well
  125804. * @param withChildren defines if children must be serialized as well
  125805. * @returns a JSON compatible object
  125806. */
  125807. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  125808. }
  125809. }
  125810. declare module BABYLON {
  125811. /**
  125812. * Class used to host texture specific utilities
  125813. */
  125814. export class TextureTools {
  125815. /**
  125816. * Uses the GPU to create a copy texture rescaled at a given size
  125817. * @param texture Texture to copy from
  125818. * @param width defines the desired width
  125819. * @param height defines the desired height
  125820. * @param useBilinearMode defines if bilinear mode has to be used
  125821. * @return the generated texture
  125822. */
  125823. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  125824. }
  125825. }
  125826. declare module BABYLON {
  125827. /**
  125828. * This represents the different options available for the video capture.
  125829. */
  125830. export interface VideoRecorderOptions {
  125831. /** Defines the mime type of the video. */
  125832. mimeType: string;
  125833. /** Defines the FPS the video should be recorded at. */
  125834. fps: number;
  125835. /** Defines the chunk size for the recording data. */
  125836. recordChunckSize: number;
  125837. /** The audio tracks to attach to the recording. */
  125838. audioTracks?: MediaStreamTrack[];
  125839. }
  125840. /**
  125841. * This can help with recording videos from BabylonJS.
  125842. * This is based on the available WebRTC functionalities of the browser.
  125843. *
  125844. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  125845. */
  125846. export class VideoRecorder {
  125847. private static readonly _defaultOptions;
  125848. /**
  125849. * Returns whether or not the VideoRecorder is available in your browser.
  125850. * @param engine Defines the Babylon Engine.
  125851. * @returns true if supported otherwise false.
  125852. */
  125853. static IsSupported(engine: Engine): boolean;
  125854. private readonly _options;
  125855. private _canvas;
  125856. private _mediaRecorder;
  125857. private _recordedChunks;
  125858. private _fileName;
  125859. private _resolve;
  125860. private _reject;
  125861. /**
  125862. * True when a recording is already in progress.
  125863. */
  125864. readonly isRecording: boolean;
  125865. /**
  125866. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  125867. * @param engine Defines the BabylonJS Engine you wish to record.
  125868. * @param options Defines options that can be used to customize the capture.
  125869. */
  125870. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  125871. /**
  125872. * Stops the current recording before the default capture timeout passed in the startRecording function.
  125873. */
  125874. stopRecording(): void;
  125875. /**
  125876. * Starts recording the canvas for a max duration specified in parameters.
  125877. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  125878. * If null no automatic download will start and you can rely on the promise to get the data back.
  125879. * @param maxDuration Defines the maximum recording time in seconds.
  125880. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  125881. * @return A promise callback at the end of the recording with the video data in Blob.
  125882. */
  125883. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  125884. /**
  125885. * Releases internal resources used during the recording.
  125886. */
  125887. dispose(): void;
  125888. private _handleDataAvailable;
  125889. private _handleError;
  125890. private _handleStop;
  125891. }
  125892. }
  125893. declare module BABYLON {
  125894. /**
  125895. * Class containing a set of static utilities functions for screenshots
  125896. */
  125897. export class ScreenshotTools {
  125898. /**
  125899. * Captures a screenshot of the current rendering
  125900. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125901. * @param engine defines the rendering engine
  125902. * @param camera defines the source camera
  125903. * @param size This parameter can be set to a single number or to an object with the
  125904. * following (optional) properties: precision, width, height. If a single number is passed,
  125905. * it will be used for both width and height. If an object is passed, the screenshot size
  125906. * will be derived from the parameters. The precision property is a multiplier allowing
  125907. * rendering at a higher or lower resolution
  125908. * @param successCallback defines the callback receives a single parameter which contains the
  125909. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125910. * src parameter of an <img> to display it
  125911. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125912. * Check your browser for supported MIME types
  125913. */
  125914. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  125915. /**
  125916. * Captures a screenshot of the current rendering
  125917. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125918. * @param engine defines the rendering engine
  125919. * @param camera defines the source camera
  125920. * @param size This parameter can be set to a single number or to an object with the
  125921. * following (optional) properties: precision, width, height. If a single number is passed,
  125922. * it will be used for both width and height. If an object is passed, the screenshot size
  125923. * will be derived from the parameters. The precision property is a multiplier allowing
  125924. * rendering at a higher or lower resolution
  125925. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125926. * Check your browser for supported MIME types
  125927. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125928. * to the src parameter of an <img> to display it
  125929. */
  125930. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  125931. /**
  125932. * Generates an image screenshot from the specified camera.
  125933. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125934. * @param engine The engine to use for rendering
  125935. * @param camera The camera to use for rendering
  125936. * @param size This parameter can be set to a single number or to an object with the
  125937. * following (optional) properties: precision, width, height. If a single number is passed,
  125938. * it will be used for both width and height. If an object is passed, the screenshot size
  125939. * will be derived from the parameters. The precision property is a multiplier allowing
  125940. * rendering at a higher or lower resolution
  125941. * @param successCallback The callback receives a single parameter which contains the
  125942. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125943. * src parameter of an <img> to display it
  125944. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125945. * Check your browser for supported MIME types
  125946. * @param samples Texture samples (default: 1)
  125947. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125948. * @param fileName A name for for the downloaded file.
  125949. */
  125950. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  125951. /**
  125952. * Generates an image screenshot from the specified camera.
  125953. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125954. * @param engine The engine to use for rendering
  125955. * @param camera The camera to use for rendering
  125956. * @param size This parameter can be set to a single number or to an object with the
  125957. * following (optional) properties: precision, width, height. If a single number is passed,
  125958. * it will be used for both width and height. If an object is passed, the screenshot size
  125959. * will be derived from the parameters. The precision property is a multiplier allowing
  125960. * rendering at a higher or lower resolution
  125961. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125962. * Check your browser for supported MIME types
  125963. * @param samples Texture samples (default: 1)
  125964. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125965. * @param fileName A name for for the downloaded file.
  125966. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125967. * to the src parameter of an <img> to display it
  125968. */
  125969. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  125970. /**
  125971. * Gets height and width for screenshot size
  125972. * @private
  125973. */
  125974. private static _getScreenshotSize;
  125975. }
  125976. }
  125977. declare module BABYLON {
  125978. /**
  125979. * A cursor which tracks a point on a path
  125980. */
  125981. export class PathCursor {
  125982. private path;
  125983. /**
  125984. * Stores path cursor callbacks for when an onchange event is triggered
  125985. */
  125986. private _onchange;
  125987. /**
  125988. * The value of the path cursor
  125989. */
  125990. value: number;
  125991. /**
  125992. * The animation array of the path cursor
  125993. */
  125994. animations: Animation[];
  125995. /**
  125996. * Initializes the path cursor
  125997. * @param path The path to track
  125998. */
  125999. constructor(path: Path2);
  126000. /**
  126001. * Gets the cursor point on the path
  126002. * @returns A point on the path cursor at the cursor location
  126003. */
  126004. getPoint(): Vector3;
  126005. /**
  126006. * Moves the cursor ahead by the step amount
  126007. * @param step The amount to move the cursor forward
  126008. * @returns This path cursor
  126009. */
  126010. moveAhead(step?: number): PathCursor;
  126011. /**
  126012. * Moves the cursor behind by the step amount
  126013. * @param step The amount to move the cursor back
  126014. * @returns This path cursor
  126015. */
  126016. moveBack(step?: number): PathCursor;
  126017. /**
  126018. * Moves the cursor by the step amount
  126019. * If the step amount is greater than one, an exception is thrown
  126020. * @param step The amount to move the cursor
  126021. * @returns This path cursor
  126022. */
  126023. move(step: number): PathCursor;
  126024. /**
  126025. * Ensures that the value is limited between zero and one
  126026. * @returns This path cursor
  126027. */
  126028. private ensureLimits;
  126029. /**
  126030. * Runs onchange callbacks on change (used by the animation engine)
  126031. * @returns This path cursor
  126032. */
  126033. private raiseOnChange;
  126034. /**
  126035. * Executes a function on change
  126036. * @param f A path cursor onchange callback
  126037. * @returns This path cursor
  126038. */
  126039. onchange(f: (cursor: PathCursor) => void): PathCursor;
  126040. }
  126041. }
  126042. declare module BABYLON {
  126043. /** @hidden */
  126044. export var blurPixelShader: {
  126045. name: string;
  126046. shader: string;
  126047. };
  126048. }
  126049. declare module BABYLON {
  126050. /** @hidden */
  126051. export var pointCloudVertexDeclaration: {
  126052. name: string;
  126053. shader: string;
  126054. };
  126055. }
  126056. // Mixins
  126057. interface Window {
  126058. mozIndexedDB: IDBFactory;
  126059. webkitIndexedDB: IDBFactory;
  126060. msIndexedDB: IDBFactory;
  126061. webkitURL: typeof URL;
  126062. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  126063. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  126064. WebGLRenderingContext: WebGLRenderingContext;
  126065. MSGesture: MSGesture;
  126066. CANNON: any;
  126067. AudioContext: AudioContext;
  126068. webkitAudioContext: AudioContext;
  126069. PointerEvent: any;
  126070. Math: Math;
  126071. Uint8Array: Uint8ArrayConstructor;
  126072. Float32Array: Float32ArrayConstructor;
  126073. mozURL: typeof URL;
  126074. msURL: typeof URL;
  126075. VRFrameData: any; // WebVR, from specs 1.1
  126076. DracoDecoderModule: any;
  126077. setImmediate(handler: (...args: any[]) => void): number;
  126078. }
  126079. interface HTMLCanvasElement {
  126080. requestPointerLock(): void;
  126081. msRequestPointerLock?(): void;
  126082. mozRequestPointerLock?(): void;
  126083. webkitRequestPointerLock?(): void;
  126084. /** Track wether a record is in progress */
  126085. isRecording: boolean;
  126086. /** Capture Stream method defined by some browsers */
  126087. captureStream(fps?: number): MediaStream;
  126088. }
  126089. interface CanvasRenderingContext2D {
  126090. msImageSmoothingEnabled: boolean;
  126091. }
  126092. interface MouseEvent {
  126093. mozMovementX: number;
  126094. mozMovementY: number;
  126095. webkitMovementX: number;
  126096. webkitMovementY: number;
  126097. msMovementX: number;
  126098. msMovementY: number;
  126099. }
  126100. interface Navigator {
  126101. mozGetVRDevices: (any: any) => any;
  126102. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126103. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126104. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126105. webkitGetGamepads(): Gamepad[];
  126106. msGetGamepads(): Gamepad[];
  126107. webkitGamepads(): Gamepad[];
  126108. }
  126109. interface HTMLVideoElement {
  126110. mozSrcObject: any;
  126111. }
  126112. interface Math {
  126113. fround(x: number): number;
  126114. imul(a: number, b: number): number;
  126115. }
  126116. interface WebGLRenderingContext {
  126117. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  126118. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  126119. vertexAttribDivisor(index: number, divisor: number): void;
  126120. createVertexArray(): any;
  126121. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  126122. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  126123. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  126124. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  126125. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  126126. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  126127. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  126128. // Queries
  126129. createQuery(): WebGLQuery;
  126130. deleteQuery(query: WebGLQuery): void;
  126131. beginQuery(target: number, query: WebGLQuery): void;
  126132. endQuery(target: number): void;
  126133. getQueryParameter(query: WebGLQuery, pname: number): any;
  126134. getQuery(target: number, pname: number): any;
  126135. MAX_SAMPLES: number;
  126136. RGBA8: number;
  126137. READ_FRAMEBUFFER: number;
  126138. DRAW_FRAMEBUFFER: number;
  126139. UNIFORM_BUFFER: number;
  126140. HALF_FLOAT_OES: number;
  126141. RGBA16F: number;
  126142. RGBA32F: number;
  126143. R32F: number;
  126144. RG32F: number;
  126145. RGB32F: number;
  126146. R16F: number;
  126147. RG16F: number;
  126148. RGB16F: number;
  126149. RED: number;
  126150. RG: number;
  126151. R8: number;
  126152. RG8: number;
  126153. UNSIGNED_INT_24_8: number;
  126154. DEPTH24_STENCIL8: number;
  126155. /* Multiple Render Targets */
  126156. drawBuffers(buffers: number[]): void;
  126157. readBuffer(src: number): void;
  126158. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  126159. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  126160. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  126161. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  126162. // Occlusion Query
  126163. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  126164. ANY_SAMPLES_PASSED: number;
  126165. QUERY_RESULT_AVAILABLE: number;
  126166. QUERY_RESULT: number;
  126167. }
  126168. interface WebGLProgram {
  126169. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  126170. }
  126171. interface EXT_disjoint_timer_query {
  126172. QUERY_COUNTER_BITS_EXT: number;
  126173. TIME_ELAPSED_EXT: number;
  126174. TIMESTAMP_EXT: number;
  126175. GPU_DISJOINT_EXT: number;
  126176. QUERY_RESULT_EXT: number;
  126177. QUERY_RESULT_AVAILABLE_EXT: number;
  126178. queryCounterEXT(query: WebGLQuery, target: number): void;
  126179. createQueryEXT(): WebGLQuery;
  126180. beginQueryEXT(target: number, query: WebGLQuery): void;
  126181. endQueryEXT(target: number): void;
  126182. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  126183. deleteQueryEXT(query: WebGLQuery): void;
  126184. }
  126185. interface WebGLUniformLocation {
  126186. _currentState: any;
  126187. }
  126188. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  126189. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  126190. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  126191. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126192. interface WebGLRenderingContext {
  126193. readonly RASTERIZER_DISCARD: number;
  126194. readonly DEPTH_COMPONENT24: number;
  126195. readonly TEXTURE_3D: number;
  126196. readonly TEXTURE_2D_ARRAY: number;
  126197. readonly TEXTURE_COMPARE_FUNC: number;
  126198. readonly TEXTURE_COMPARE_MODE: number;
  126199. readonly COMPARE_REF_TO_TEXTURE: number;
  126200. readonly TEXTURE_WRAP_R: number;
  126201. readonly HALF_FLOAT: number;
  126202. readonly RGB8: number;
  126203. readonly RED_INTEGER: number;
  126204. readonly RG_INTEGER: number;
  126205. readonly RGB_INTEGER: number;
  126206. readonly RGBA_INTEGER: number;
  126207. readonly R8_SNORM: number;
  126208. readonly RG8_SNORM: number;
  126209. readonly RGB8_SNORM: number;
  126210. readonly RGBA8_SNORM: number;
  126211. readonly R8I: number;
  126212. readonly RG8I: number;
  126213. readonly RGB8I: number;
  126214. readonly RGBA8I: number;
  126215. readonly R8UI: number;
  126216. readonly RG8UI: number;
  126217. readonly RGB8UI: number;
  126218. readonly RGBA8UI: number;
  126219. readonly R16I: number;
  126220. readonly RG16I: number;
  126221. readonly RGB16I: number;
  126222. readonly RGBA16I: number;
  126223. readonly R16UI: number;
  126224. readonly RG16UI: number;
  126225. readonly RGB16UI: number;
  126226. readonly RGBA16UI: number;
  126227. readonly R32I: number;
  126228. readonly RG32I: number;
  126229. readonly RGB32I: number;
  126230. readonly RGBA32I: number;
  126231. readonly R32UI: number;
  126232. readonly RG32UI: number;
  126233. readonly RGB32UI: number;
  126234. readonly RGBA32UI: number;
  126235. readonly RGB10_A2UI: number;
  126236. readonly R11F_G11F_B10F: number;
  126237. readonly RGB9_E5: number;
  126238. readonly RGB10_A2: number;
  126239. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  126240. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  126241. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  126242. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  126243. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  126244. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  126245. 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;
  126246. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  126247. readonly TRANSFORM_FEEDBACK: number;
  126248. readonly INTERLEAVED_ATTRIBS: number;
  126249. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  126250. createTransformFeedback(): WebGLTransformFeedback;
  126251. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  126252. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  126253. beginTransformFeedback(primitiveMode: number): void;
  126254. endTransformFeedback(): void;
  126255. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  126256. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126257. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126258. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126259. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  126260. }
  126261. interface ImageBitmap {
  126262. readonly width: number;
  126263. readonly height: number;
  126264. close(): void;
  126265. }
  126266. interface WebGLQuery extends WebGLObject {
  126267. }
  126268. declare var WebGLQuery: {
  126269. prototype: WebGLQuery;
  126270. new(): WebGLQuery;
  126271. };
  126272. interface WebGLSampler extends WebGLObject {
  126273. }
  126274. declare var WebGLSampler: {
  126275. prototype: WebGLSampler;
  126276. new(): WebGLSampler;
  126277. };
  126278. interface WebGLSync extends WebGLObject {
  126279. }
  126280. declare var WebGLSync: {
  126281. prototype: WebGLSync;
  126282. new(): WebGLSync;
  126283. };
  126284. interface WebGLTransformFeedback extends WebGLObject {
  126285. }
  126286. declare var WebGLTransformFeedback: {
  126287. prototype: WebGLTransformFeedback;
  126288. new(): WebGLTransformFeedback;
  126289. };
  126290. interface WebGLVertexArrayObject extends WebGLObject {
  126291. }
  126292. declare var WebGLVertexArrayObject: {
  126293. prototype: WebGLVertexArrayObject;
  126294. new(): WebGLVertexArrayObject;
  126295. };
  126296. // Type definitions for WebVR API
  126297. // Project: https://w3c.github.io/webvr/
  126298. // Definitions by: six a <https://github.com/lostfictions>
  126299. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126300. interface VRDisplay extends EventTarget {
  126301. /**
  126302. * Dictionary of capabilities describing the VRDisplay.
  126303. */
  126304. readonly capabilities: VRDisplayCapabilities;
  126305. /**
  126306. * z-depth defining the far plane of the eye view frustum
  126307. * enables mapping of values in the render target depth
  126308. * attachment to scene coordinates. Initially set to 10000.0.
  126309. */
  126310. depthFar: number;
  126311. /**
  126312. * z-depth defining the near plane of the eye view frustum
  126313. * enables mapping of values in the render target depth
  126314. * attachment to scene coordinates. Initially set to 0.01.
  126315. */
  126316. depthNear: number;
  126317. /**
  126318. * An identifier for this distinct VRDisplay. Used as an
  126319. * association point in the Gamepad API.
  126320. */
  126321. readonly displayId: number;
  126322. /**
  126323. * A display name, a user-readable name identifying it.
  126324. */
  126325. readonly displayName: string;
  126326. readonly isConnected: boolean;
  126327. readonly isPresenting: boolean;
  126328. /**
  126329. * If this VRDisplay supports room-scale experiences, the optional
  126330. * stage attribute contains details on the room-scale parameters.
  126331. */
  126332. readonly stageParameters: VRStageParameters | null;
  126333. /**
  126334. * Passing the value returned by `requestAnimationFrame` to
  126335. * `cancelAnimationFrame` will unregister the callback.
  126336. * @param handle Define the hanle of the request to cancel
  126337. */
  126338. cancelAnimationFrame(handle: number): void;
  126339. /**
  126340. * Stops presenting to the VRDisplay.
  126341. * @returns a promise to know when it stopped
  126342. */
  126343. exitPresent(): Promise<void>;
  126344. /**
  126345. * Return the current VREyeParameters for the given eye.
  126346. * @param whichEye Define the eye we want the parameter for
  126347. * @returns the eye parameters
  126348. */
  126349. getEyeParameters(whichEye: string): VREyeParameters;
  126350. /**
  126351. * Populates the passed VRFrameData with the information required to render
  126352. * the current frame.
  126353. * @param frameData Define the data structure to populate
  126354. * @returns true if ok otherwise false
  126355. */
  126356. getFrameData(frameData: VRFrameData): boolean;
  126357. /**
  126358. * Get the layers currently being presented.
  126359. * @returns the list of VR layers
  126360. */
  126361. getLayers(): VRLayer[];
  126362. /**
  126363. * Return a VRPose containing the future predicted pose of the VRDisplay
  126364. * when the current frame will be presented. The value returned will not
  126365. * change until JavaScript has returned control to the browser.
  126366. *
  126367. * The VRPose will contain the position, orientation, velocity,
  126368. * and acceleration of each of these properties.
  126369. * @returns the pose object
  126370. */
  126371. getPose(): VRPose;
  126372. /**
  126373. * Return the current instantaneous pose of the VRDisplay, with no
  126374. * prediction applied.
  126375. * @returns the current instantaneous pose
  126376. */
  126377. getImmediatePose(): VRPose;
  126378. /**
  126379. * The callback passed to `requestAnimationFrame` will be called
  126380. * any time a new frame should be rendered. When the VRDisplay is
  126381. * presenting the callback will be called at the native refresh
  126382. * rate of the HMD. When not presenting this function acts
  126383. * identically to how window.requestAnimationFrame acts. Content should
  126384. * make no assumptions of frame rate or vsync behavior as the HMD runs
  126385. * asynchronously from other displays and at differing refresh rates.
  126386. * @param callback Define the eaction to run next frame
  126387. * @returns the request handle it
  126388. */
  126389. requestAnimationFrame(callback: FrameRequestCallback): number;
  126390. /**
  126391. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  126392. * Repeat calls while already presenting will update the VRLayers being displayed.
  126393. * @param layers Define the list of layer to present
  126394. * @returns a promise to know when the request has been fulfilled
  126395. */
  126396. requestPresent(layers: VRLayer[]): Promise<void>;
  126397. /**
  126398. * Reset the pose for this display, treating its current position and
  126399. * orientation as the "origin/zero" values. VRPose.position,
  126400. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  126401. * updated when calling resetPose(). This should be called in only
  126402. * sitting-space experiences.
  126403. */
  126404. resetPose(): void;
  126405. /**
  126406. * The VRLayer provided to the VRDisplay will be captured and presented
  126407. * in the HMD. Calling this function has the same effect on the source
  126408. * canvas as any other operation that uses its source image, and canvases
  126409. * created without preserveDrawingBuffer set to true will be cleared.
  126410. * @param pose Define the pose to submit
  126411. */
  126412. submitFrame(pose?: VRPose): void;
  126413. }
  126414. declare var VRDisplay: {
  126415. prototype: VRDisplay;
  126416. new(): VRDisplay;
  126417. };
  126418. interface VRLayer {
  126419. leftBounds?: number[] | Float32Array | null;
  126420. rightBounds?: number[] | Float32Array | null;
  126421. source?: HTMLCanvasElement | null;
  126422. }
  126423. interface VRDisplayCapabilities {
  126424. readonly canPresent: boolean;
  126425. readonly hasExternalDisplay: boolean;
  126426. readonly hasOrientation: boolean;
  126427. readonly hasPosition: boolean;
  126428. readonly maxLayers: number;
  126429. }
  126430. interface VREyeParameters {
  126431. /** @deprecated */
  126432. readonly fieldOfView: VRFieldOfView;
  126433. readonly offset: Float32Array;
  126434. readonly renderHeight: number;
  126435. readonly renderWidth: number;
  126436. }
  126437. interface VRFieldOfView {
  126438. readonly downDegrees: number;
  126439. readonly leftDegrees: number;
  126440. readonly rightDegrees: number;
  126441. readonly upDegrees: number;
  126442. }
  126443. interface VRFrameData {
  126444. readonly leftProjectionMatrix: Float32Array;
  126445. readonly leftViewMatrix: Float32Array;
  126446. readonly pose: VRPose;
  126447. readonly rightProjectionMatrix: Float32Array;
  126448. readonly rightViewMatrix: Float32Array;
  126449. readonly timestamp: number;
  126450. }
  126451. interface VRPose {
  126452. readonly angularAcceleration: Float32Array | null;
  126453. readonly angularVelocity: Float32Array | null;
  126454. readonly linearAcceleration: Float32Array | null;
  126455. readonly linearVelocity: Float32Array | null;
  126456. readonly orientation: Float32Array | null;
  126457. readonly position: Float32Array | null;
  126458. readonly timestamp: number;
  126459. }
  126460. interface VRStageParameters {
  126461. sittingToStandingTransform?: Float32Array;
  126462. sizeX?: number;
  126463. sizeY?: number;
  126464. }
  126465. interface Navigator {
  126466. getVRDisplays(): Promise<VRDisplay[]>;
  126467. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  126468. }
  126469. interface Window {
  126470. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  126471. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  126472. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  126473. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126474. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126475. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  126476. }
  126477. interface Gamepad {
  126478. readonly displayId: number;
  126479. }
  126480. type XRSessionMode =
  126481. | "inline"
  126482. | "immersive-vr"
  126483. | "immersive-ar";
  126484. type XRReferenceSpaceType =
  126485. | "viewer"
  126486. | "local"
  126487. | "local-floor"
  126488. | "bounded-floor"
  126489. | "unbounded";
  126490. type XREnvironmentBlendMode =
  126491. | "opaque"
  126492. | "additive"
  126493. | "alpha-blend";
  126494. type XRVisibilityState =
  126495. | "visible"
  126496. | "visible-blurred"
  126497. | "hidden";
  126498. type XRHandedness =
  126499. | "none"
  126500. | "left"
  126501. | "right";
  126502. type XRTargetRayMode =
  126503. | "gaze"
  126504. | "tracked-pointer"
  126505. | "screen";
  126506. type XREye =
  126507. | "none"
  126508. | "left"
  126509. | "right";
  126510. interface XRSpace extends EventTarget {
  126511. }
  126512. interface XRRenderState {
  126513. depthNear?: number;
  126514. depthFar?: number;
  126515. inlineVerticalFieldOfView?: number;
  126516. baseLayer?: XRWebGLLayer;
  126517. }
  126518. interface XRInputSource {
  126519. handedness: XRHandedness;
  126520. targetRayMode: XRTargetRayMode;
  126521. targetRaySpace: XRSpace;
  126522. gripSpace: XRSpace | undefined;
  126523. gamepad: Gamepad | undefined;
  126524. profiles: Array<string>;
  126525. }
  126526. interface XRSession {
  126527. addEventListener: Function;
  126528. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  126529. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  126530. requestAnimationFrame: Function;
  126531. end(): Promise<void>;
  126532. renderState: XRRenderState;
  126533. inputSources: Array<XRInputSource>;
  126534. }
  126535. interface XRReferenceSpace extends XRSpace {
  126536. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  126537. onreset: any;
  126538. }
  126539. interface XRFrame {
  126540. session: XRSession;
  126541. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  126542. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  126543. }
  126544. interface XRViewerPose extends XRPose {
  126545. views: Array<XRView>;
  126546. }
  126547. interface XRPose {
  126548. transform: XRRigidTransform;
  126549. emulatedPosition: boolean;
  126550. }
  126551. declare var XRWebGLLayer: {
  126552. prototype: XRWebGLLayer;
  126553. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  126554. };
  126555. interface XRWebGLLayer {
  126556. framebuffer: WebGLFramebuffer;
  126557. framebufferWidth: number;
  126558. framebufferHeight: number;
  126559. getViewport: Function;
  126560. }
  126561. interface XRRigidTransform {
  126562. position: DOMPointReadOnly;
  126563. orientation: DOMPointReadOnly;
  126564. matrix: Float32Array;
  126565. inverse: XRRigidTransform;
  126566. }
  126567. interface XRView {
  126568. eye: XREye;
  126569. projectionMatrix: Float32Array;
  126570. transform: XRRigidTransform;
  126571. }
  126572. interface XRInputSourceChangeEvent {
  126573. session: XRSession;
  126574. removed: Array<XRInputSource>;
  126575. added: Array<XRInputSource>;
  126576. }