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- declare module BABYLON {
- class _DepthCullingState {
- private _isDepthTestDirty;
- private _isDepthMaskDirty;
- private _isDepthFuncDirty;
- private _isCullFaceDirty;
- private _isCullDirty;
- private _depthTest;
- private _depthMask;
- private _depthFunc;
- private _cull;
- private _cullFace;
- isDirty: boolean;
- cullFace: number;
- cull: boolean;
- depthFunc: number;
- depthMask: boolean;
- depthTest: boolean;
- reset(): void;
- apply(gl: WebGLRenderingContext): void;
- }
- class _AlphaState {
- private _isAlphaBlendDirty;
- private _isBlendFunctionParametersDirty;
- private _alphaBlend;
- private _blendFunctionParameters;
- isDirty: boolean;
- alphaBlend: boolean;
- setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
- reset(): void;
- apply(gl: WebGLRenderingContext): void;
- }
- class EngineCapabilities {
- maxTexturesImageUnits: number;
- maxTextureSize: number;
- maxCubemapTextureSize: number;
- maxRenderTextureSize: number;
- standardDerivatives: boolean;
- s3tc: any;
- textureFloat: boolean;
- textureAnisotropicFilterExtension: any;
- maxAnisotropy: number;
- instancedArrays: any;
- uintIndices: boolean;
- }
- /**
- * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
- */
- class Engine {
- private static _ALPHA_DISABLE;
- private static _ALPHA_ADD;
- private static _ALPHA_COMBINE;
- private static _DELAYLOADSTATE_NONE;
- private static _DELAYLOADSTATE_LOADED;
- private static _DELAYLOADSTATE_LOADING;
- private static _DELAYLOADSTATE_NOTLOADED;
- private static _TEXTUREFORMAT_ALPHA;
- private static _TEXTUREFORMAT_LUMINANCE;
- private static _TEXTUREFORMAT_LUMINANCE_ALPHA;
- private static _TEXTUREFORMAT_RGB;
- private static _TEXTUREFORMAT_RGBA;
- private static _TEXTURETYPE_UNSIGNED_INT;
- private static _TEXTURETYPE_FLOAT;
- static ALPHA_DISABLE: number;
- static ALPHA_ADD: number;
- static ALPHA_COMBINE: number;
- static DELAYLOADSTATE_NONE: number;
- static DELAYLOADSTATE_LOADED: number;
- static DELAYLOADSTATE_LOADING: number;
- static DELAYLOADSTATE_NOTLOADED: number;
- static TEXTUREFORMAT_ALPHA: number;
- static TEXTUREFORMAT_LUMINANCE: number;
- static TEXTUREFORMAT_LUMINANCE_ALPHA: number;
- static TEXTUREFORMAT_RGB: number;
- static TEXTUREFORMAT_RGBA: number;
- static TEXTURETYPE_UNSIGNED_INT: number;
- static TEXTURETYPE_FLOAT: number;
- static Version: string;
- static Epsilon: number;
- static CollisionsEpsilon: number;
- static ShadersRepository: string;
- isFullscreen: boolean;
- isPointerLock: boolean;
- cullBackFaces: boolean;
- renderEvenInBackground: boolean;
- scenes: Scene[];
- _gl: WebGLRenderingContext;
- private _renderingCanvas;
- private _windowIsBackground;
- static audioEngine: AudioEngine;
- private _onBlur;
- private _onFocus;
- private _onFullscreenChange;
- private _onPointerLockChange;
- private _hardwareScalingLevel;
- private _caps;
- private _pointerLockRequested;
- private _alphaTest;
- private _resizeLoadingUI;
- private _loadingDiv;
- private _loadingTextDiv;
- private _loadingDivBackgroundColor;
- private _drawCalls;
- private _glVersion;
- private _glRenderer;
- private _glVendor;
- private _renderingQueueLaunched;
- private _activeRenderLoops;
- private fpsRange;
- private previousFramesDuration;
- private fps;
- private deltaTime;
- private _depthCullingState;
- private _alphaState;
- private _alphaMode;
- private _loadedTexturesCache;
- _activeTexturesCache: BaseTexture[];
- private _currentEffect;
- private _compiledEffects;
- private _vertexAttribArrays;
- private _cachedViewport;
- private _cachedVertexBuffers;
- private _cachedIndexBuffer;
- private _cachedEffectForVertexBuffers;
- private _currentRenderTarget;
- private _canvasClientRect;
- private _uintIndicesCurrentlySet;
- private _workingCanvas;
- private _workingContext;
- /**
- * @constructor
- * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
- * @param {boolean} [antialias] - enable antialias
- * @param options - further options to be sent to the getContext function
- */
- constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
- getGlInfo(): {
- vendor: string;
- renderer: string;
- version: string;
- };
- getAspectRatio(camera: Camera): number;
- getRenderWidth(): number;
- getRenderHeight(): number;
- getRenderingCanvas(): HTMLCanvasElement;
- getRenderingCanvasClientRect(): ClientRect;
- setHardwareScalingLevel(level: number): void;
- getHardwareScalingLevel(): number;
- getLoadedTexturesCache(): WebGLTexture[];
- getCaps(): EngineCapabilities;
- drawCalls: number;
- resetDrawCalls(): void;
- setDepthFunctionToGreater(): void;
- setDepthFunctionToGreaterOrEqual(): void;
- setDepthFunctionToLess(): void;
- setDepthFunctionToLessOrEqual(): void;
- /**
- * stop executing a render loop function and remove it from the execution array
- * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
- */
- stopRenderLoop(renderFunction?: () => void): void;
- _renderLoop(): void;
- /**
- * Register and execute a render loop. The engine can have more than one render function.
- * @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
- * @example
- * engine.runRenderLoop(function () {
- * scene.render()
- * })
- */
- runRenderLoop(renderFunction: () => void): void;
- /**
- * Toggle full screen mode.
- * @param {boolean} requestPointerLock - should a pointer lock be requested from the user
- */
- switchFullscreen(requestPointerLock: boolean): void;
- clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
- /**
- * Set the WebGL's viewport
- * @param {BABYLON.Viewport} viewport - the viewport element to be used.
- * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
- * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
- */
- setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
- setDirectViewport(x: number, y: number, width: number, height: number): void;
- beginFrame(): void;
- endFrame(): void;
- /**
- * resize the view according to the canvas' size.
- * @example
- * window.addEventListener("resize", function () {
- * engine.resize();
- * });
- */
- resize(): void;
- /**
- * force a specific size of the canvas
- * @param {number} width - the new canvas' width
- * @param {number} height - the new canvas' height
- */
- setSize(width: number, height: number): void;
- bindFramebuffer(texture: WebGLTexture): void;
- unBindFramebuffer(texture: WebGLTexture): void;
- flushFramebuffer(): void;
- restoreDefaultFramebuffer(): void;
- private _resetVertexBufferBinding();
- createVertexBuffer(vertices: number[]): WebGLBuffer;
- createDynamicVertexBuffer(capacity: number): WebGLBuffer;
- updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
- private _resetIndexBufferBinding();
- createIndexBuffer(indices: number[]): WebGLBuffer;
- bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
- bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
- _releaseBuffer(buffer: WebGLBuffer): boolean;
- createInstancesBuffer(capacity: number): WebGLBuffer;
- deleteInstancesBuffer(buffer: WebGLBuffer): void;
- updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
- unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
- applyStates(): void;
- draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
- drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
- _releaseEffect(effect: Effect): void;
- createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
- createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
- createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
- getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
- getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
- enableEffect(effect: Effect): void;
- setArray(uniform: WebGLUniformLocation, array: number[]): void;
- setArray2(uniform: WebGLUniformLocation, array: number[]): void;
- setArray3(uniform: WebGLUniformLocation, array: number[]): void;
- setArray4(uniform: WebGLUniformLocation, array: number[]): void;
- setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
- setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
- setFloat(uniform: WebGLUniformLocation, value: number): void;
- setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
- setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
- setBool(uniform: WebGLUniformLocation, bool: number): void;
- setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
- setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
- setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
- setState(culling: boolean, force?: boolean): void;
- setDepthBuffer(enable: boolean): void;
- getDepthWrite(): boolean;
- setDepthWrite(enable: boolean): void;
- setColorWrite(enable: boolean): void;
- setAlphaMode(mode: number): void;
- getAlphaMode(): number;
- setAlphaTesting(enable: boolean): void;
- getAlphaTesting(): boolean;
- wipeCaches(): void;
- setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
- createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
- createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number): WebGLTexture;
- createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
- updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
- updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
- createRenderTargetTexture(size: any, options: any): WebGLTexture;
- createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
- _releaseTexture(texture: WebGLTexture): void;
- bindSamplers(effect: Effect): void;
- _bindTexture(channel: number, texture: WebGLTexture): void;
- setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
- setTexture(channel: number, texture: BaseTexture): void;
- _setAnisotropicLevel(key: number, texture: BaseTexture): void;
- readPixels(x: number, y: number, width: number, height: number): Uint8Array;
- dispose(): void;
- displayLoadingUI(): void;
- loadingUIText: string;
- loadingUIBackgroundColor: string;
- hideLoadingUI(): void;
- getFps(): number;
- getDeltaTime(): number;
- private _measureFps();
- static isSupported(): boolean;
- }
- }
- interface Window {
- mozIndexedDB(func: any): any;
- webkitIndexedDB(func: any): any;
- IDBTransaction(func: any): any;
- webkitIDBTransaction(func: any): any;
- msIDBTransaction(func: any): any;
- IDBKeyRange(func: any): any;
- webkitIDBKeyRange(func: any): any;
- msIDBKeyRange(func: any): any;
- URL: HTMLURL;
- webkitURL: HTMLURL;
- webkitRequestAnimationFrame(func: any): any;
- mozRequestAnimationFrame(func: any): any;
- oRequestAnimationFrame(func: any): any;
- WebGLRenderingContext: WebGLRenderingContext;
- MSGesture: MSGesture;
- }
- interface HTMLURL {
- createObjectURL(param1: any, param2?: any): any;
- }
- interface Document {
- exitFullscreen(): void;
- webkitCancelFullScreen(): void;
- mozCancelFullScreen(): void;
- msCancelFullScreen(): void;
- webkitIsFullScreen: boolean;
- mozFullScreen: boolean;
- msIsFullScreen: boolean;
- fullscreen: boolean;
- mozPointerLockElement: HTMLElement;
- msPointerLockElement: HTMLElement;
- webkitPointerLockElement: HTMLElement;
- pointerLockElement: HTMLElement;
- }
- interface HTMLCanvasElement {
- requestPointerLock(): void;
- msRequestPointerLock(): void;
- mozRequestPointerLock(): void;
- webkitRequestPointerLock(): void;
- }
- interface CanvasRenderingContext2D {
- imageSmoothingEnabled: boolean;
- mozImageSmoothingEnabled: boolean;
- oImageSmoothingEnabled: boolean;
- webkitImageSmoothingEnabled: boolean;
- }
- interface WebGLTexture {
- isReady: boolean;
- isCube: boolean;
- url: string;
- noMipmap: boolean;
- samplingMode: number;
- references: number;
- generateMipMaps: boolean;
- _size: number;
- _baseWidth: number;
- _baseHeight: number;
- _width: number;
- _height: number;
- _workingCanvas: HTMLCanvasElement;
- _workingContext: CanvasRenderingContext2D;
- _framebuffer: WebGLFramebuffer;
- _depthBuffer: WebGLRenderbuffer;
- _cachedCoordinatesMode: number;
- _cachedWrapU: number;
- _cachedWrapV: number;
- }
- interface WebGLBuffer {
- references: number;
- capacity: number;
- is32Bits: boolean;
- }
- interface MouseEvent {
- movementX: number;
- movementY: number;
- mozMovementX: number;
- mozMovementY: number;
- webkitMovementX: number;
- webkitMovementY: number;
- msMovementX: number;
- msMovementY: number;
- }
- interface MSStyleCSSProperties {
- webkitTransform: string;
- webkitTransition: string;
- }
- interface Navigator {
- getVRDevices: () => any;
- mozGetVRDevices: (any) => any;
- isCocoonJS: boolean;
- }
- declare module BABYLON {
- /**
- * Node is the basic class for all scene objects (Mesh, Light Camera).
- */
- class Node {
- parent: Node;
- name: string;
- id: string;
- state: string;
- animations: Animation[];
- onReady: (node: Node) => void;
- private _childrenFlag;
- private _isEnabled;
- private _isReady;
- _currentRenderId: number;
- _waitingParentId: string;
- private _scene;
- _cache: any;
- /**
- * @constructor
- * @param {string} name - the name and id to be given to this node
- * @param {BABYLON.Scene} the scene this node will be added to
- */
- constructor(name: string, scene: Scene);
- getScene(): Scene;
- getEngine(): Engine;
- getWorldMatrix(): Matrix;
- _initCache(): void;
- updateCache(force?: boolean): void;
- _updateCache(ignoreParentClass?: boolean): void;
- _isSynchronized(): boolean;
- isSynchronizedWithParent(): boolean;
- isSynchronized(updateCache?: boolean): boolean;
- hasNewParent(update?: boolean): boolean;
- /**
- * Is this node ready to be used/rendered
- * @return {boolean} is it ready
- */
- isReady(): boolean;
- /**
- * Is this node enabled.
- * If the node has a parent and is enabled, the parent will be inspected as well.
- * @return {boolean} whether this node (and its parent) is enabled.
- * @see setEnabled
- */
- isEnabled(): boolean;
- /**
- * Set the enabled state of this node.
- * @param {boolean} value - the new enabled state
- * @see isEnabled
- */
- setEnabled(value: boolean): void;
- /**
- * Is this node a descendant of the given node.
- * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
- * @param {BABYLON.Node} ancestor - The parent node to inspect
- * @see parent
- */
- isDescendantOf(ancestor: Node): boolean;
- _getDescendants(list: Node[], results: Node[]): void;
- /**
- * Will return all nodes that have this node as parent.
- * @return {BABYLON.Node[]} all children nodes of all types.
- */
- getDescendants(): Node[];
- _setReady(state: boolean): void;
- }
- }
- declare module BABYLON {
- interface IDisposable {
- dispose(): void;
- }
- /**
- * Represents a scene to be rendered by the engine.
- * @see http://doc.babylonjs.com/page.php?p=21911
- */
- class Scene {
- private static _FOGMODE_NONE;
- private static _FOGMODE_EXP;
- private static _FOGMODE_EXP2;
- private static _FOGMODE_LINEAR;
- static MinDeltaTime: number;
- static MaxDeltaTime: number;
- static FOGMODE_NONE: number;
- static FOGMODE_EXP: number;
- static FOGMODE_EXP2: number;
- static FOGMODE_LINEAR: number;
- autoClear: boolean;
- clearColor: any;
- ambientColor: Color3;
- /**
- * A function to be executed before rendering this scene
- * @type {Function}
- */
- beforeRender: () => void;
- /**
- * A function to be executed after rendering this scene
- * @type {Function}
- */
- afterRender: () => void;
- /**
- * A function to be executed when this scene is disposed.
- * @type {Function}
- */
- onDispose: () => void;
- beforeCameraRender: (camera: Camera) => void;
- afterCameraRender: (camera: Camera) => void;
- forceWireframe: boolean;
- forcePointsCloud: boolean;
- forceShowBoundingBoxes: boolean;
- clipPlane: Plane;
- animationsEnabled: boolean;
- private _onPointerMove;
- private _onPointerDown;
- onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
- cameraToUseForPointers: Camera;
- private _pointerX;
- private _pointerY;
- private _meshUnderPointer;
- private _onKeyDown;
- private _onKeyUp;
- /**
- * is fog enabled on this scene.
- * @type {boolean}
- */
- fogEnabled: boolean;
- fogMode: number;
- fogColor: Color3;
- fogDensity: number;
- fogStart: number;
- fogEnd: number;
- /**
- * is shadow enabled on this scene.
- * @type {boolean}
- */
- shadowsEnabled: boolean;
- /**
- * is light enabled on this scene.
- * @type {boolean}
- */
- lightsEnabled: boolean;
- /**
- * All of the lights added to this scene.
- * @see BABYLON.Light
- * @type {BABYLON.Light[]}
- */
- lights: Light[];
- /**
- * All of the cameras added to this scene.
- * @see BABYLON.Camera
- * @type {BABYLON.Camera[]}
- */
- cameras: Camera[];
- activeCameras: Camera[];
- activeCamera: Camera;
- /**
- * All of the (abstract) meshes added to this scene.
- * @see BABYLON.AbstractMesh
- * @type {BABYLON.AbstractMesh[]}
- */
- meshes: AbstractMesh[];
- private _geometries;
- materials: Material[];
- multiMaterials: MultiMaterial[];
- defaultMaterial: StandardMaterial;
- texturesEnabled: boolean;
- textures: BaseTexture[];
- particlesEnabled: boolean;
- particleSystems: ParticleSystem[];
- spriteManagers: SpriteManager[];
- layers: Layer[];
- skeletonsEnabled: boolean;
- skeletons: Skeleton[];
- lensFlaresEnabled: boolean;
- lensFlareSystems: LensFlareSystem[];
- collisionsEnabled: boolean;
- gravity: Vector3;
- postProcessesEnabled: boolean;
- postProcessManager: PostProcessManager;
- postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
- renderTargetsEnabled: boolean;
- customRenderTargets: RenderTargetTexture[];
- useDelayedTextureLoading: boolean;
- importedMeshesFiles: String[];
- database: any;
- /**
- * This scene's action manager
- * @type {BABYLON.ActionManager}
- */
- actionManager: ActionManager;
- _actionManagers: ActionManager[];
- private _meshesForIntersections;
- proceduralTexturesEnabled: boolean;
- _proceduralTextures: ProceduralTexture[];
- mainSoundTrack: SoundTrack;
- soundTracks: SoundTrack[];
- private _engine;
- private _totalVertices;
- _activeVertices: number;
- _activeParticles: number;
- private _lastFrameDuration;
- private _evaluateActiveMeshesDuration;
- private _renderTargetsDuration;
- _particlesDuration: number;
- private _renderDuration;
- _spritesDuration: number;
- private _animationRatio;
- private _animationStartDate;
- _cachedMaterial: Material;
- private _renderId;
- private _executeWhenReadyTimeoutId;
- _toBeDisposed: SmartArray<IDisposable>;
- private _onReadyCallbacks;
- private _pendingData;
- private _onBeforeRenderCallbacks;
- private _onAfterRenderCallbacks;
- private _activeMeshes;
- private _processedMaterials;
- private _renderTargets;
- _activeParticleSystems: SmartArray<ParticleSystem>;
- private _activeSkeletons;
- private _activeBones;
- private _renderingManager;
- private _physicsEngine;
- _activeAnimatables: Animatable[];
- private _transformMatrix;
- private _pickWithRayInverseMatrix;
- private _scaledPosition;
- private _scaledVelocity;
- private _boundingBoxRenderer;
- private _outlineRenderer;
- private _viewMatrix;
- private _projectionMatrix;
- private _frustumPlanes;
- private _selectionOctree;
- private _pointerOverMesh;
- private _debugLayer;
- private _depthRenderer;
- /**
- * @constructor
- * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
- */
- constructor(engine: Engine);
- debugLayer: DebugLayer;
- /**
- * The mesh that is currently under the pointer.
- * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
- */
- meshUnderPointer: AbstractMesh;
- /**
- * Current on-screen X position of the pointer
- * @return {number} X position of the pointer
- */
- pointerX: number;
- /**
- * Current on-screen Y position of the pointer
- * @return {number} Y position of the pointer
- */
- pointerY: number;
- getCachedMaterial(): Material;
- getBoundingBoxRenderer(): BoundingBoxRenderer;
- getOutlineRenderer(): OutlineRenderer;
- getEngine(): Engine;
- getTotalVertices(): number;
- getActiveVertices(): number;
- getActiveParticles(): number;
- getActiveBones(): number;
- getLastFrameDuration(): number;
- getEvaluateActiveMeshesDuration(): number;
- getActiveMeshes(): SmartArray<Mesh>;
- getRenderTargetsDuration(): number;
- getRenderDuration(): number;
- getParticlesDuration(): number;
- getSpritesDuration(): number;
- getAnimationRatio(): number;
- getRenderId(): number;
- incrementRenderId(): void;
- private _updatePointerPosition(evt);
- attachControl(): void;
- detachControl(): void;
- isReady(): boolean;
- resetCachedMaterial(): void;
- registerBeforeRender(func: () => void): void;
- unregisterBeforeRender(func: () => void): void;
- registerAfterRender(func: () => void): void;
- unregisterAfterRender(func: () => void): void;
- _addPendingData(data: any): void;
- _removePendingData(data: any): void;
- getWaitingItemsCount(): number;
- /**
- * Registers a function to be executed when the scene is ready.
- * @param {Function} func - the function to be executed.
- */
- executeWhenReady(func: () => void): void;
- _checkIsReady(): void;
- /**
- * Will start the animation sequence of a given target
- * @param target - the target
- * @param {number} from - from which frame should animation start
- * @param {number} to - till which frame should animation run.
- * @param {boolean} [loop] - should the animation loop
- * @param {number} [speedRatio] - the speed in which to run the animation
- * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
- * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
- * @return {BABYLON.Animatable} the animatable object created for this animation
- * @see BABYLON.Animatable
- * @see http://doc.babylonjs.com/page.php?p=22081
- */
- beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
- beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
- getAnimatableByTarget(target: any): Animatable;
- /**
- * Will stop the animation of the given target
- * @param target - the target
- * @see beginAnimation
- */
- stopAnimation(target: any): void;
- private _animate();
- getViewMatrix(): Matrix;
- getProjectionMatrix(): Matrix;
- getTransformMatrix(): Matrix;
- setTransformMatrix(view: Matrix, projection: Matrix): void;
- /**
- * sets the active camera of the scene using its ID
- * @param {string} id - the camera's ID
- * @return {BABYLON.Camera|null} the new active camera or null if none found.
- * @see activeCamera
- */
- setActiveCameraByID(id: string): Camera;
- /**
- * sets the active camera of the scene using its name
- * @param {string} name - the camera's name
- * @return {BABYLON.Camera|null} the new active camera or null if none found.
- * @see activeCamera
- */
- setActiveCameraByName(name: string): Camera;
- /**
- * get a material using its id
- * @param {string} the material's ID
- * @return {BABYLON.Material|null} the material or null if none found.
- */
- getMaterialByID(id: string): Material;
- /**
- * get a material using its name
- * @param {string} the material's name
- * @return {BABYLON.Material|null} the material or null if none found.
- */
- getMaterialByName(name: string): Material;
- getCameraByID(id: string): Camera;
- /**
- * get a camera using its name
- * @param {string} the camera's name
- * @return {BABYLON.Camera|null} the camera or null if none found.
- */
- getCameraByName(name: string): Camera;
- /**
- * get a light node using its name
- * @param {string} the light's name
- * @return {BABYLON.Light|null} the light or null if none found.
- */
- getLightByName(name: string): Light;
- /**
- * get a light node using its ID
- * @param {string} the light's id
- * @return {BABYLON.Light|null} the light or null if none found.
- */
- getLightByID(id: string): Light;
- /**
- * get a geometry using its ID
- * @param {string} the geometry's id
- * @return {BABYLON.Geometry|null} the geometry or null if none found.
- */
- getGeometryByID(id: string): Geometry;
- /**
- * add a new geometry to this scene.
- * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
- * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
- * @return {boolean} was the geometry added or not
- */
- pushGeometry(geometry: Geometry, force?: boolean): boolean;
- getGeometries(): Geometry[];
- /**
- * Get a the first added mesh found of a given ID
- * @param {string} id - the id to search for
- * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
- */
- getMeshByID(id: string): AbstractMesh;
- /**
- * Get a the last added mesh found of a given ID
- * @param {string} id - the id to search for
- * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
- */
- getLastMeshByID(id: string): AbstractMesh;
- /**
- * Get a the last added node (Mesh, Camera, Light) found of a given ID
- * @param {string} id - the id to search for
- * @return {BABYLON.Node|null} the node found or null if not found at all.
- */
- getLastEntryByID(id: string): Node;
- getNodeByName(name: string): Node;
- getMeshByName(name: string): AbstractMesh;
- getSoundByName(name: string): Sound;
- getLastSkeletonByID(id: string): Skeleton;
- getSkeletonById(id: string): Skeleton;
- getSkeletonByName(name: string): Skeleton;
- isActiveMesh(mesh: Mesh): boolean;
- private _evaluateSubMesh(subMesh, mesh);
- private _evaluateActiveMeshes();
- private _activeMesh(mesh);
- updateTransformMatrix(force?: boolean): void;
- private _renderForCamera(camera);
- private _processSubCameras(camera);
- private _checkIntersections();
- render(): void;
- private _updateAudioParameters();
- enableDepthRenderer(): DepthRenderer;
- disableDepthRenderer(): void;
- dispose(): void;
- _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
- private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
- getWorldExtends(): {
- min: Vector3;
- max: Vector3;
- };
- createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
- createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
- private _internalPick(rayFunction, predicate, fastCheck?);
- pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
- pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
- setPointerOverMesh(mesh: AbstractMesh): void;
- getPointerOverMesh(): AbstractMesh;
- getPhysicsEngine(): PhysicsEngine;
- enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
- disablePhysicsEngine(): void;
- isPhysicsEnabled(): boolean;
- setGravity(gravity: Vector3): void;
- createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
- deleteCompoundImpostor(compound: any): void;
- createDefaultCameraOrLight(): void;
- private _getByTags(list, tagsQuery, forEach?);
- getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
- getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
- getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
- getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
- }
- }
- declare module BABYLON {
- class Action {
- triggerOptions: any;
- trigger: number;
- _actionManager: ActionManager;
- private _nextActiveAction;
- private _child;
- private _condition;
- private _triggerParameter;
- constructor(triggerOptions: any, condition?: Condition);
- _prepare(): void;
- getTriggerParameter(): any;
- _executeCurrent(evt: ActionEvent): void;
- execute(evt: ActionEvent): void;
- then(action: Action): Action;
- _getProperty(propertyPath: string): string;
- _getEffectiveTarget(target: any, propertyPath: string): any;
- }
- }
- declare module BABYLON {
- /**
- * ActionEvent is the event beint sent when an action is triggered.
- */
- class ActionEvent {
- source: AbstractMesh;
- pointerX: number;
- pointerY: number;
- meshUnderPointer: AbstractMesh;
- sourceEvent: any;
- /**
- * @constructor
- * @param source The mesh that triggered the action.
- * @param pointerX the X mouse cursor position at the time of the event
- * @param pointerY the Y mouse cursor position at the time of the event
- * @param meshUnderPointer The mesh that is currently pointed at (can be null)
- * @param sourceEvent the original (browser) event that triggered the ActionEvent
- */
- constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
- /**
- * Helper function to auto-create an ActionEvent from a source mesh.
- * @param source the source mesh that triggered the event
- * @param evt {Event} The original (browser) event
- */
- static CreateNew(source: AbstractMesh, evt?: Event): ActionEvent;
- /**
- * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
- * @param scene the scene where the event occurred
- * @param evt {Event} The original (browser) event
- */
- static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
- }
- /**
- * Action Manager manages all events to be triggered on a given mesh or the global scene.
- * A single scene can have many Action Managers to handle predefined actions on specific meshes.
- */
- class ActionManager {
- private static _NothingTrigger;
- private static _OnPickTrigger;
- private static _OnLeftPickTrigger;
- private static _OnRightPickTrigger;
- private static _OnCenterPickTrigger;
- private static _OnPointerOverTrigger;
- private static _OnPointerOutTrigger;
- private static _OnEveryFrameTrigger;
- private static _OnIntersectionEnterTrigger;
- private static _OnIntersectionExitTrigger;
- private static _OnKeyDownTrigger;
- private static _OnKeyUpTrigger;
- static NothingTrigger: number;
- static OnPickTrigger: number;
- static OnLeftPickTrigger: number;
- static OnRightPickTrigger: number;
- static OnCenterPickTrigger: number;
- static OnPointerOverTrigger: number;
- static OnPointerOutTrigger: number;
- static OnEveryFrameTrigger: number;
- static OnIntersectionEnterTrigger: number;
- static OnIntersectionExitTrigger: number;
- static OnKeyDownTrigger: number;
- static OnKeyUpTrigger: number;
- actions: Action[];
- private _scene;
- constructor(scene: Scene);
- dispose(): void;
- getScene(): Scene;
- /**
- * Does this action manager handles actions of any of the given triggers
- * @param {number[]} triggers - the triggers to be tested
- * @return {boolean} whether one (or more) of the triggers is handeled
- */
- hasSpecificTriggers(triggers: number[]): boolean;
- /**
- * Does this action manager has pointer triggers
- * @return {boolean} whether or not it has pointer triggers
- */
- hasPointerTriggers: boolean;
- /**
- * Does this action manager has pick triggers
- * @return {boolean} whether or not it has pick triggers
- */
- hasPickTriggers: boolean;
- /**
- * Registers an action to this action manager
- * @param {BABYLON.Action} action - the action to be registered
- * @return {BABYLON.Action} the action amended (prepared) after registration
- */
- registerAction(action: Action): Action;
- /**
- * Process a specific trigger
- * @param {number} trigger - the trigger to process
- * @param evt {BABYLON.ActionEvent} the event details to be processed
- */
- processTrigger(trigger: number, evt: ActionEvent): void;
- _getEffectiveTarget(target: any, propertyPath: string): any;
- _getProperty(propertyPath: string): string;
- }
- }
- declare module BABYLON {
- class Condition {
- _actionManager: ActionManager;
- _evaluationId: number;
- _currentResult: boolean;
- constructor(actionManager: ActionManager);
- isValid(): boolean;
- _getProperty(propertyPath: string): string;
- _getEffectiveTarget(target: any, propertyPath: string): any;
- }
- class ValueCondition extends Condition {
- propertyPath: string;
- value: any;
- operator: number;
- private static _IsEqual;
- private static _IsDifferent;
- private static _IsGreater;
- private static _IsLesser;
- static IsEqual: number;
- static IsDifferent: number;
- static IsGreater: number;
- static IsLesser: number;
- _actionManager: ActionManager;
- private _target;
- private _property;
- constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
- isValid(): boolean;
- }
- class PredicateCondition extends Condition {
- predicate: () => boolean;
- _actionManager: ActionManager;
- constructor(actionManager: ActionManager, predicate: () => boolean);
- isValid(): boolean;
- }
- class StateCondition extends Condition {
- value: string;
- _actionManager: ActionManager;
- private _target;
- constructor(actionManager: ActionManager, target: any, value: string);
- isValid(): boolean;
- }
- }
- declare module BABYLON {
- class SwitchBooleanAction extends Action {
- propertyPath: string;
- private _target;
- private _property;
- constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class SetStateAction extends Action {
- value: string;
- private _target;
- constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
- execute(): void;
- }
- class SetValueAction extends Action {
- propertyPath: string;
- value: any;
- private _target;
- private _property;
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class IncrementValueAction extends Action {
- propertyPath: string;
- value: any;
- private _target;
- private _property;
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class PlayAnimationAction extends Action {
- from: number;
- to: number;
- loop: boolean;
- private _target;
- constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class StopAnimationAction extends Action {
- private _target;
- constructor(triggerOptions: any, target: any, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class DoNothingAction extends Action {
- constructor(triggerOptions?: any, condition?: Condition);
- execute(): void;
- }
- class CombineAction extends Action {
- children: Action[];
- constructor(triggerOptions: any, children: Action[], condition?: Condition);
- _prepare(): void;
- execute(evt: ActionEvent): void;
- }
- class ExecuteCodeAction extends Action {
- func: (evt: ActionEvent) => void;
- constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
- execute(evt: ActionEvent): void;
- }
- class SetParentAction extends Action {
- private _parent;
- private _target;
- constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class PlaySoundAction extends Action {
- private _sound;
- constructor(triggerOptions: any, sound: Sound, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- class StopSoundAction extends Action {
- private _sound;
- constructor(triggerOptions: any, sound: Sound, condition?: Condition);
- _prepare(): void;
- execute(): void;
- }
- }
- declare module BABYLON {
- class InterpolateValueAction extends Action {
- propertyPath: string;
- value: any;
- duration: number;
- stopOtherAnimations: boolean;
- private _target;
- private _property;
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
- _prepare(): void;
- execute(): void;
- }
- }
- declare module BABYLON {
- class Animatable {
- target: any;
- fromFrame: number;
- toFrame: number;
- loopAnimation: boolean;
- speedRatio: number;
- onAnimationEnd: any;
- private _localDelayOffset;
- private _pausedDelay;
- private _animations;
- private _paused;
- private _scene;
- animationStarted: boolean;
- constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
- appendAnimations(target: any, animations: Animation[]): void;
- getAnimationByTargetProperty(property: string): Animation;
- pause(): void;
- restart(): void;
- stop(): void;
- _animate(delay: number): boolean;
- }
- }
- declare module BABYLON {
- class Animation {
- name: string;
- targetProperty: string;
- framePerSecond: number;
- dataType: number;
- loopMode: number;
- private _keys;
- private _offsetsCache;
- private _highLimitsCache;
- private _stopped;
- _target: any;
- private _easingFunction;
- targetPropertyPath: string[];
- currentFrame: number;
- static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
- constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
- isStopped(): boolean;
- getKeys(): any[];
- getEasingFunction(): IEasingFunction;
- setEasingFunction(easingFunction: EasingFunction): void;
- floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
- quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
- vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
- vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
- color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
- matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
- clone(): Animation;
- setKeys(values: Array<any>): void;
- private _getKeyValue(value);
- private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
- animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
- private static _ANIMATIONTYPE_FLOAT;
- private static _ANIMATIONTYPE_VECTOR3;
- private static _ANIMATIONTYPE_QUATERNION;
- private static _ANIMATIONTYPE_MATRIX;
- private static _ANIMATIONTYPE_COLOR3;
- private static _ANIMATIONTYPE_VECTOR2;
- private static _ANIMATIONLOOPMODE_RELATIVE;
- private static _ANIMATIONLOOPMODE_CYCLE;
- private static _ANIMATIONLOOPMODE_CONSTANT;
- static ANIMATIONTYPE_FLOAT: number;
- static ANIMATIONTYPE_VECTOR3: number;
- static ANIMATIONTYPE_VECTOR2: number;
- static ANIMATIONTYPE_QUATERNION: number;
- static ANIMATIONTYPE_MATRIX: number;
- static ANIMATIONTYPE_COLOR3: number;
- static ANIMATIONLOOPMODE_RELATIVE: number;
- static ANIMATIONLOOPMODE_CYCLE: number;
- static ANIMATIONLOOPMODE_CONSTANT: number;
- }
- }
- declare module BABYLON {
- interface IEasingFunction {
- ease(gradient: number): number;
- }
- class EasingFunction implements IEasingFunction {
- private static _EASINGMODE_EASEIN;
- private static _EASINGMODE_EASEOUT;
- private static _EASINGMODE_EASEINOUT;
- static EASINGMODE_EASEIN: number;
- static EASINGMODE_EASEOUT: number;
- static EASINGMODE_EASEINOUT: number;
- private _easingMode;
- setEasingMode(easingMode: number): void;
- getEasingMode(): number;
- easeInCore(gradient: number): number;
- ease(gradient: number): number;
- }
- class CircleEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class BackEase extends EasingFunction implements IEasingFunction {
- amplitude: number;
- constructor(amplitude?: number);
- easeInCore(gradient: number): number;
- }
- class BounceEase extends EasingFunction implements IEasingFunction {
- bounces: number;
- bounciness: number;
- constructor(bounces?: number, bounciness?: number);
- easeInCore(gradient: number): number;
- }
- class CubicEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class ElasticEase extends EasingFunction implements IEasingFunction {
- oscillations: number;
- springiness: number;
- constructor(oscillations?: number, springiness?: number);
- easeInCore(gradient: number): number;
- }
- class ExponentialEase extends EasingFunction implements IEasingFunction {
- exponent: number;
- constructor(exponent?: number);
- easeInCore(gradient: number): number;
- }
- class PowerEase extends EasingFunction implements IEasingFunction {
- power: number;
- constructor(power?: number);
- easeInCore(gradient: number): number;
- }
- class QuadraticEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class QuarticEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class QuinticEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class SineEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class BezierCurveEase extends EasingFunction implements IEasingFunction {
- x1: number;
- y1: number;
- x2: number;
- y2: number;
- constructor(x1?: number, y1?: number, x2?: number, y2?: number);
- easeInCore(gradient: number): number;
- }
- }
- declare module BABYLON {
- class Analyser {
- SMOOTHING: number;
- FFT_SIZE: number;
- BARGRAPHAMPLITUDE: number;
- DEBUGCANVASPOS: {
- x: number;
- y: number;
- };
- DEBUGCANVASSIZE: {
- width: number;
- height: number;
- };
- private _byteFreqs;
- private _byteTime;
- private _floatFreqs;
- private _webAudioAnalyser;
- private _debugCanvas;
- private _debugCanvasContext;
- private _scene;
- private _registerFunc;
- private _audioEngine;
- constructor(scene: BABYLON.Scene);
- getFrequencyBinCount(): number;
- getByteFrequencyData(): Uint8Array;
- getByteTimeDomainData(): Uint8Array;
- getFloatFrequencyData(): Uint8Array;
- drawDebugCanvas(): void;
- stopDebugCanvas(): void;
- connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class AudioEngine {
- audioContext: AudioContext;
- canUseWebAudio: boolean;
- masterGain: GainNode;
- private _connectedAnalyser;
- WarnedWebAudioUnsupported: boolean;
- constructor();
- dispose(): void;
- getGlobalVolume(): number;
- setGlobalVolume(newVolume: number): void;
- connectToAnalyser(analyser: Analyser): void;
- }
- }
- declare module BABYLON {
- class Sound {
- name: string;
- autoplay: boolean;
- loop: boolean;
- useCustomAttenuation: boolean;
- soundTrackId: number;
- spatialSound: boolean;
- refDistance: number;
- rolloffFactor: number;
- maxDistance: number;
- distanceModel: string;
- panningModel: string;
- onended: () => any;
- private _playbackRate;
- private _startTime;
- private _startOffset;
- private _position;
- private _localDirection;
- private _volume;
- private _isLoaded;
- private _isReadyToPlay;
- private _isPlaying;
- private _isDirectional;
- private _readyToPlayCallback;
- private _audioBuffer;
- private _soundSource;
- private _soundPanner;
- private _soundGain;
- private _inputAudioNode;
- private _ouputAudioNode;
- private _coneInnerAngle;
- private _coneOuterAngle;
- private _coneOuterGain;
- private _scene;
- private _connectedMesh;
- private _customAttenuationFunction;
- private _registerFunc;
- /**
- * Create a sound and attach it to a scene
- * @param name Name of your sound
- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
- * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
- * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
- */
- constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
- dispose(): void;
- private _soundLoaded(audioData);
- setAudioBuffer(audioBuffer: AudioBuffer): void;
- updateOptions(options: any): void;
- private _createSpatialParameters();
- connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
- /**
- * Transform this sound into a directional source
- * @param coneInnerAngle Size of the inner cone in degree
- * @param coneOuterAngle Size of the outer cone in degree
- * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
- */
- setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
- setPosition(newPosition: Vector3): void;
- setLocalDirectionToMesh(newLocalDirection: Vector3): void;
- private _updateDirection();
- updateDistanceFromListener(): void;
- setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
- /**
- * Play the sound
- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
- */
- play(time?: number): void;
- /**
- * Stop the sound
- * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
- */
- stop(time?: number): void;
- pause(): void;
- setVolume(newVolume: number, time?: number): void;
- setPlaybackRate(newPlaybackRate: number): void;
- getVolume(): number;
- attachToMesh(meshToConnectTo: AbstractMesh): void;
- private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
- }
- }
- declare module BABYLON {
- class SoundTrack {
- private _audioEngine;
- private _trackGain;
- private _trackConvolver;
- private _scene;
- id: number;
- soundCollection: Array<BABYLON.Sound>;
- private _isMainTrack;
- private _connectedAnalyser;
- constructor(scene: BABYLON.Scene, options?: any);
- dispose(): void;
- AddSound(sound: BABYLON.Sound): void;
- RemoveSound(sound: BABYLON.Sound): void;
- setVolume(newVolume: number): void;
- connectToAnalyser(analyser: Analyser): void;
- }
- }
- declare module BABYLON {
- class Bone {
- name: string;
- children: Bone[];
- animations: Animation[];
- private _skeleton;
- private _matrix;
- private _baseMatrix;
- private _worldTransform;
- private _absoluteTransform;
- private _invertedAbsoluteTransform;
- private _parent;
- constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
- getParent(): Bone;
- getLocalMatrix(): Matrix;
- getBaseMatrix(): Matrix;
- getWorldMatrix(): Matrix;
- getInvertedAbsoluteTransform(): Matrix;
- getAbsoluteMatrix(): Matrix;
- updateMatrix(matrix: Matrix): void;
- private _updateDifferenceMatrix();
- markAsDirty(): void;
- }
- }
- declare module BABYLON {
- class Skeleton {
- name: string;
- id: string;
- bones: Bone[];
- private _scene;
- private _isDirty;
- private _transformMatrices;
- private _animatables;
- private _identity;
- constructor(name: string, id: string, scene: Scene);
- getTransformMatrices(): Float32Array;
- _markAsDirty(): void;
- prepare(): void;
- getAnimatables(): IAnimatable[];
- clone(name: string, id: string): Skeleton;
- }
- }
- declare module BABYLON {
- class AnaglyphArcRotateCamera extends ArcRotateCamera {
- private _eyeSpace;
- private _leftCamera;
- private _rightCamera;
- constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
- _update(): void;
- _updateCamera(camera: ArcRotateCamera): void;
- }
- class AnaglyphFreeCamera extends FreeCamera {
- private _eyeSpace;
- private _leftCamera;
- private _rightCamera;
- private _transformMatrix;
- constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
- _getSubCameraPosition(eyeSpace: any, result: any): void;
- _update(): void;
- _updateCamera(camera: FreeCamera): void;
- }
- }
- declare module BABYLON {
- class ArcRotateCamera extends Camera {
- alpha: number;
- beta: number;
- radius: number;
- target: any;
- inertialAlphaOffset: number;
- inertialBetaOffset: number;
- inertialRadiusOffset: number;
- lowerAlphaLimit: any;
- upperAlphaLimit: any;
- lowerBetaLimit: number;
- upperBetaLimit: number;
- lowerRadiusLimit: any;
- upperRadiusLimit: any;
- angularSensibility: number;
- wheelPrecision: number;
- keysUp: number[];
- keysDown: number[];
- keysLeft: number[];
- keysRight: number[];
- zoomOnFactor: number;
- targetScreenOffset: Vector2;
- private _keys;
- private _viewMatrix;
- private _attachedElement;
- private _onPointerDown;
- private _onPointerUp;
- private _onPointerMove;
- private _wheel;
- private _onMouseMove;
- private _onKeyDown;
- private _onKeyUp;
- private _onLostFocus;
- private _reset;
- private _onGestureStart;
- private _onGesture;
- private _MSGestureHandler;
- onCollide: (collidedMesh: AbstractMesh) => void;
- checkCollisions: boolean;
- collisionRadius: Vector3;
- private _collider;
- private _previousPosition;
- private _collisionVelocity;
- private _newPosition;
- private _previousAlpha;
- private _previousBeta;
- private _previousRadius;
- pinchPrecision: number;
- private _touchStart;
- private _touchMove;
- private _touchEnd;
- private _pinchStart;
- private _pinchMove;
- private _pinchEnd;
- constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
- _getTargetPosition(): Vector3;
- _initCache(): void;
- _updateCache(ignoreParentClass?: boolean): void;
- _isSynchronizedViewMatrix(): boolean;
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: HTMLElement): void;
- _update(): void;
- setPosition(position: Vector3): void;
- _getViewMatrix(): Matrix;
- zoomOn(meshes?: AbstractMesh[]): void;
- focusOn(meshesOrMinMaxVectorAndDistance: any): void;
- }
- }
- declare module BABYLON {
- class Camera extends Node {
- position: Vector3;
- private static _PERSPECTIVE_CAMERA;
- private static _ORTHOGRAPHIC_CAMERA;
- private static _FOVMODE_VERTICAL_FIXED;
- private static _FOVMODE_HORIZONTAL_FIXED;
- static PERSPECTIVE_CAMERA: number;
- static ORTHOGRAPHIC_CAMERA: number;
- static FOVMODE_VERTICAL_FIXED: number;
- static FOVMODE_HORIZONTAL_FIXED: number;
- upVector: Vector3;
- orthoLeft: any;
- orthoRight: any;
- orthoBottom: any;
- orthoTop: any;
- fov: number;
- minZ: number;
- maxZ: number;
- inertia: number;
- mode: number;
- isIntermediate: boolean;
- viewport: Viewport;
- subCameras: any[];
- layerMask: number;
- fovMode: number;
- private _computedViewMatrix;
- _projectionMatrix: Matrix;
- private _worldMatrix;
- _postProcesses: PostProcess[];
- _postProcessesTakenIndices: any[];
- constructor(name: string, position: Vector3, scene: Scene);
- _initCache(): void;
- _updateCache(ignoreParentClass?: boolean): void;
- _updateFromScene(): void;
- _isSynchronized(): boolean;
- _isSynchronizedViewMatrix(): boolean;
- _isSynchronizedProjectionMatrix(): boolean;
- attachControl(element: HTMLElement): void;
- detachControl(element: HTMLElement): void;
- _update(): void;
- attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
- detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
- getWorldMatrix(): Matrix;
- _getViewMatrix(): Matrix;
- getViewMatrix(): Matrix;
- _computeViewMatrix(force?: boolean): Matrix;
- getProjectionMatrix(force?: boolean): Matrix;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class DeviceOrientationCamera extends FreeCamera {
- private _offsetX;
- private _offsetY;
- private _orientationGamma;
- private _orientationBeta;
- private _initialOrientationGamma;
- private _initialOrientationBeta;
- private _attachedCanvas;
- private _orientationChanged;
- angularSensibility: number;
- moveSensibility: number;
- constructor(name: string, position: Vector3, scene: Scene);
- attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
- detachControl(canvas: HTMLCanvasElement): void;
- _checkInputs(): void;
- }
- }
- declare module BABYLON {
- class FollowCamera extends TargetCamera {
- radius: number;
- rotationOffset: number;
- heightOffset: number;
- cameraAcceleration: number;
- maxCameraSpeed: number;
- target: BABYLON.AbstractMesh;
- constructor(name: string, position: Vector3, scene: Scene);
- private getRadians(degrees);
- private follow(cameraTarget);
- _update(): void;
- }
- }
- declare module BABYLON {
- class FreeCamera extends TargetCamera {
- ellipsoid: Vector3;
- keysUp: number[];
- keysDown: number[];
- keysLeft: number[];
- keysRight: number[];
- checkCollisions: boolean;
- applyGravity: boolean;
- angularSensibility: number;
- onCollide: (collidedMesh: AbstractMesh) => void;
- private _keys;
- private _collider;
- private _needMoveForGravity;
- private _oldPosition;
- private _diffPosition;
- private _newPosition;
- private _attachedElement;
- private _localDirection;
- private _transformedDirection;
- private _onMouseDown;
- private _onMouseUp;
- private _onMouseOut;
- private _onMouseMove;
- private _onKeyDown;
- private _onKeyUp;
- _onLostFocus: (e: FocusEvent) => any;
- _waitingLockedTargetId: string;
- constructor(name: string, position: Vector3, scene: Scene);
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: HTMLElement): void;
- _collideWithWorld(velocity: Vector3): void;
- _checkInputs(): void;
- _decideIfNeedsToMove(): boolean;
- _updatePosition(): void;
- _update(): void;
- }
- }
- declare module BABYLON {
- class GamepadCamera extends FreeCamera {
- private _gamepad;
- private _gamepads;
- angularSensibility: number;
- moveSensibility: number;
- constructor(name: string, position: Vector3, scene: Scene);
- private _onNewGameConnected(gamepad);
- _checkInputs(): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class TargetCamera extends Camera {
- cameraDirection: Vector3;
- cameraRotation: Vector2;
- rotation: Vector3;
- speed: number;
- noRotationConstraint: boolean;
- lockedTarget: any;
- _currentTarget: Vector3;
- _viewMatrix: Matrix;
- _camMatrix: Matrix;
- _cameraTransformMatrix: Matrix;
- _cameraRotationMatrix: Matrix;
- _referencePoint: Vector3;
- _transformedReferencePoint: Vector3;
- _lookAtTemp: Matrix;
- _tempMatrix: Matrix;
- _reset: () => void;
- _waitingLockedTargetId: string;
- constructor(name: string, position: Vector3, scene: Scene);
- _getLockedTargetPosition(): Vector3;
- _initCache(): void;
- _updateCache(ignoreParentClass?: boolean): void;
- _isSynchronizedViewMatrix(): boolean;
- _computeLocalCameraSpeed(): number;
- setTarget(target: Vector3): void;
- getTarget(): Vector3;
- _decideIfNeedsToMove(): boolean;
- _updatePosition(): void;
- _update(): void;
- _getViewMatrix(): Matrix;
- }
- }
- declare module BABYLON {
- class TouchCamera extends FreeCamera {
- private _offsetX;
- private _offsetY;
- private _pointerCount;
- private _pointerPressed;
- private _attachedCanvas;
- private _onPointerDown;
- private _onPointerUp;
- private _onPointerMove;
- angularSensibility: number;
- moveSensibility: number;
- constructor(name: string, position: Vector3, scene: Scene);
- attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
- detachControl(canvas: HTMLCanvasElement): void;
- _checkInputs(): void;
- }
- }
- declare module BABYLON {
- class VirtualJoysticksCamera extends FreeCamera {
- private _leftjoystick;
- private _rightjoystick;
- constructor(name: string, position: Vector3, scene: Scene);
- _checkInputs(): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class OculusCamera extends FreeCamera {
- private _leftCamera;
- private _rightCamera;
- private _offsetOrientation;
- private _deviceOrientationHandler;
- constructor(name: string, position: Vector3, scene: Scene);
- _update(): void;
- _updateCamera(camera: FreeCamera): void;
- _onOrientationEvent(evt: DeviceOrientationEvent): void;
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: HTMLElement): void;
- }
- }
- declare module BABYLON {
- class OculusGamepadCamera extends FreeCamera {
- private _leftCamera;
- private _rightCamera;
- private _offsetOrientation;
- private _deviceOrientationHandler;
- private _gamepad;
- private _gamepads;
- angularSensibility: number;
- moveSensibility: number;
- constructor(name: string, position: Vector3, scene: Scene);
- private _onNewGameConnected(gamepad);
- _update(): void;
- _checkInputs(): void;
- _updateCamera(camera: FreeCamera): void;
- _onOrientationEvent(evt: DeviceOrientationEvent): void;
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: HTMLElement): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class VRDeviceOrientationCamera extends BABYLON.OculusCamera {
- _alpha: number;
- _beta: number;
- _gamma: number;
- constructor(name: string, position: Vector3, scene: Scene);
- _onOrientationEvent(evt: DeviceOrientationEvent): void;
- }
- }
- declare var HMDVRDevice: any;
- declare var PositionSensorVRDevice: any;
- declare module BABYLON {
- class WebVRCamera extends BABYLON.OculusCamera {
- _hmdDevice: any;
- _sensorDevice: any;
- _cacheState: any;
- _cacheQuaternion: Quaternion;
- _cacheRotation: Vector3;
- _vrEnabled: boolean;
- constructor(name: string, position: Vector3, scene: Scene);
- private _getWebVRDevices(devices);
- _update(): void;
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: HTMLElement): void;
- }
- }
- declare module BABYLON {
- class Collider {
- radius: Vector3;
- retry: number;
- velocity: Vector3;
- basePoint: Vector3;
- epsilon: number;
- collisionFound: boolean;
- velocityWorldLength: number;
- basePointWorld: Vector3;
- velocityWorld: Vector3;
- normalizedVelocity: Vector3;
- initialVelocity: Vector3;
- initialPosition: Vector3;
- nearestDistance: number;
- intersectionPoint: Vector3;
- collidedMesh: AbstractMesh;
- private _collisionPoint;
- private _planeIntersectionPoint;
- private _tempVector;
- private _tempVector2;
- private _tempVector3;
- private _tempVector4;
- private _edge;
- private _baseToVertex;
- private _destinationPoint;
- private _slidePlaneNormal;
- private _displacementVector;
- _initialize(source: Vector3, dir: Vector3, e: number): void;
- _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
- _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
- _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
- _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
- _getResponse(pos: Vector3, vel: Vector3): void;
- }
- }
- declare module BABYLON {
- class IntersectionInfo {
- bu: number;
- bv: number;
- distance: number;
- faceId: number;
- constructor(bu: number, bv: number, distance: number);
- }
- class PickingInfo {
- hit: boolean;
- distance: number;
- pickedPoint: Vector3;
- pickedMesh: AbstractMesh;
- bu: number;
- bv: number;
- faceId: number;
- getNormal(): Vector3;
- getTextureCoordinates(): Vector2;
- }
- }
- declare module BABYLON {
- class BoundingBox {
- minimum: Vector3;
- maximum: Vector3;
- vectors: Vector3[];
- center: Vector3;
- extendSize: Vector3;
- directions: Vector3[];
- vectorsWorld: Vector3[];
- minimumWorld: Vector3;
- maximumWorld: Vector3;
- private _worldMatrix;
- constructor(minimum: Vector3, maximum: Vector3);
- getWorldMatrix(): Matrix;
- _update(world: Matrix): void;
- isInFrustum(frustumPlanes: Plane[]): boolean;
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- intersectsPoint(point: Vector3): boolean;
- intersectsSphere(sphere: BoundingSphere): boolean;
- intersectsMinMax(min: Vector3, max: Vector3): boolean;
- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
- }
- }
- declare module BABYLON {
- class BoundingInfo {
- minimum: Vector3;
- maximum: Vector3;
- boundingBox: BoundingBox;
- boundingSphere: BoundingSphere;
- constructor(minimum: Vector3, maximum: Vector3);
- _update(world: Matrix): void;
- isInFrustum(frustumPlanes: Plane[]): boolean;
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- _checkCollision(collider: Collider): boolean;
- intersectsPoint(point: Vector3): boolean;
- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
- }
- }
- declare module BABYLON {
- class BoundingSphere {
- minimum: Vector3;
- maximum: Vector3;
- center: Vector3;
- radius: number;
- centerWorld: Vector3;
- radiusWorld: number;
- private _tempRadiusVector;
- constructor(minimum: Vector3, maximum: Vector3);
- _update(world: Matrix): void;
- isInFrustum(frustumPlanes: Plane[]): boolean;
- intersectsPoint(point: Vector3): boolean;
- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
- }
- }
- declare module BABYLON {
- interface IOctreeContainer<T> {
- blocks: Array<OctreeBlock<T>>;
- }
- class Octree<T> {
- maxDepth: number;
- blocks: Array<OctreeBlock<T>>;
- dynamicContent: T[];
- private _maxBlockCapacity;
- private _selectionContent;
- private _creationFunc;
- constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
- update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
- addMesh(entry: T): void;
- select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
- intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
- intersectsRay(ray: Ray): SmartArray<T>;
- 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;
- static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
- static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
- }
- }
- declare module BABYLON {
- class OctreeBlock<T> {
- entries: T[];
- blocks: Array<OctreeBlock<T>>;
- private _depth;
- private _maxDepth;
- private _capacity;
- private _minPoint;
- private _maxPoint;
- private _boundingVectors;
- private _creationFunc;
- constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
- capacity: number;
- minPoint: Vector3;
- maxPoint: Vector3;
- addEntry(entry: T): void;
- addEntries(entries: T[]): void;
- select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
- intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
- intersectsRay(ray: Ray, selection: SmartArray<T>): void;
- createInnerBlocks(): void;
- }
- }
- declare module BABYLON {
- class DebugLayer {
- private _scene;
- private _enabled;
- private _labelsEnabled;
- private _displayStatistics;
- private _displayTree;
- private _displayLogs;
- private _globalDiv;
- private _statsDiv;
- private _statsSubsetDiv;
- private _optionsDiv;
- private _optionsSubsetDiv;
- private _logDiv;
- private _logSubsetDiv;
- private _treeDiv;
- private _treeSubsetDiv;
- private _drawingCanvas;
- private _drawingContext;
- private _syncPositions;
- private _syncData;
- private _onCanvasClick;
- private _clickPosition;
- private _ratio;
- private _identityMatrix;
- private _showUI;
- private _needToRefreshMeshesTree;
- shouldDisplayLabel: (node: Node) => boolean;
- shouldDisplayAxis: (mesh: Mesh) => boolean;
- axisRatio: number;
- accentColor: string;
- customStatsFunction: () => string;
- constructor(scene: Scene);
- private _refreshMeshesTreeContent();
- private _renderSingleAxis(zero, unit, unitText, label, color);
- private _renderAxis(projectedPosition, mesh, globalViewport);
- private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
- private _isClickInsideRect(x, y, width, height);
- isVisible(): boolean;
- hide(): void;
- show(showUI?: boolean): void;
- private _clearLabels();
- private _generateheader(root, text);
- private _generateTexBox(root, title, color);
- private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
- private _generateCheckBox(root, title, initialState, task, tag?);
- private _generateRadio(root, title, name, initialState, task, tag?);
- private _generateDOMelements();
- private _displayStats();
- }
- }
- declare module BABYLON {
- class Layer {
- name: string;
- texture: Texture;
- isBackground: boolean;
- color: Color4;
- onDispose: () => void;
- private _scene;
- private _vertexDeclaration;
- private _vertexStrideSize;
- private _vertexBuffer;
- private _indexBuffer;
- private _effect;
- constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
- render(): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class LensFlare {
- size: number;
- position: number;
- color: Color3;
- texture: Texture;
- private _system;
- constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
- dispose: () => void;
- }
- }
- declare module BABYLON {
- class LensFlareSystem {
- name: string;
- lensFlares: LensFlare[];
- borderLimit: number;
- meshesSelectionPredicate: (mesh: Mesh) => boolean;
- private _scene;
- private _emitter;
- private _vertexDeclaration;
- private _vertexStrideSize;
- private _vertexBuffer;
- private _indexBuffer;
- private _effect;
- private _positionX;
- private _positionY;
- private _isEnabled;
- constructor(name: string, emitter: any, scene: Scene);
- isEnabled: boolean;
- getScene(): Scene;
- getEmitter(): any;
- getEmitterPosition(): Vector3;
- computeEffectivePosition(globalViewport: Viewport): boolean;
- _isVisible(): boolean;
- render(): boolean;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class DirectionalLight extends Light implements IShadowLight {
- direction: Vector3;
- position: Vector3;
- private _transformedDirection;
- transformedPosition: Vector3;
- private _worldMatrix;
- constructor(name: string, direction: Vector3, scene: Scene);
- getAbsolutePosition(): Vector3;
- setDirectionToTarget(target: Vector3): Vector3;
- computeTransformedPosition(): boolean;
- transferToEffect(effect: Effect, directionUniformName: string): void;
- _getWorldMatrix(): Matrix;
- }
- }
- declare module BABYLON {
- class HemisphericLight extends Light {
- direction: Vector3;
- groundColor: Color3;
- private _worldMatrix;
- constructor(name: string, direction: Vector3, scene: Scene);
- setDirectionToTarget(target: Vector3): Vector3;
- getShadowGenerator(): ShadowGenerator;
- transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
- _getWorldMatrix(): Matrix;
- }
- }
- declare module BABYLON {
- interface IShadowLight {
- position: Vector3;
- direction: Vector3;
- transformedPosition: Vector3;
- name: string;
- computeTransformedPosition(): boolean;
- getScene(): Scene;
- _shadowGenerator: ShadowGenerator;
- }
- class Light extends Node {
- diffuse: Color3;
- specular: Color3;
- intensity: number;
- range: number;
- includedOnlyMeshes: AbstractMesh[];
- excludedMeshes: AbstractMesh[];
- _shadowGenerator: ShadowGenerator;
- private _parentedWorldMatrix;
- _excludedMeshesIds: string[];
- _includedOnlyMeshesIds: string[];
- constructor(name: string, scene: Scene);
- getShadowGenerator(): ShadowGenerator;
- getAbsolutePosition(): Vector3;
- transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
- _getWorldMatrix(): Matrix;
- canAffectMesh(mesh: AbstractMesh): boolean;
- getWorldMatrix(): Matrix;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class PointLight extends Light {
- position: Vector3;
- private _worldMatrix;
- private _transformedPosition;
- constructor(name: string, position: Vector3, scene: Scene);
- getAbsolutePosition(): Vector3;
- transferToEffect(effect: Effect, positionUniformName: string): void;
- getShadowGenerator(): ShadowGenerator;
- _getWorldMatrix(): Matrix;
- }
- }
- declare module BABYLON {
- class SpotLight extends Light implements IShadowLight {
- position: Vector3;
- direction: Vector3;
- angle: number;
- exponent: number;
- transformedPosition: Vector3;
- private _transformedDirection;
- private _worldMatrix;
- constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
- getAbsolutePosition(): Vector3;
- setDirectionToTarget(target: Vector3): Vector3;
- computeTransformedPosition(): boolean;
- transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
- _getWorldMatrix(): Matrix;
- }
- }
- declare module BABYLON {
- class ShadowGenerator {
- private static _FILTER_NONE;
- private static _FILTER_VARIANCESHADOWMAP;
- private static _FILTER_POISSONSAMPLING;
- static FILTER_NONE: number;
- static FILTER_VARIANCESHADOWMAP: number;
- static FILTER_POISSONSAMPLING: number;
- filter: number;
- useVarianceShadowMap: boolean;
- usePoissonSampling: boolean;
- private _light;
- private _scene;
- private _shadowMap;
- private _darkness;
- private _transparencyShadow;
- private _effect;
- private _viewMatrix;
- private _projectionMatrix;
- private _transformMatrix;
- private _worldViewProjection;
- private _cachedPosition;
- private _cachedDirection;
- private _cachedDefines;
- constructor(mapSize: number, light: IShadowLight);
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- getShadowMap(): RenderTargetTexture;
- getLight(): IShadowLight;
- getTransformMatrix(): Matrix;
- getDarkness(): number;
- setDarkness(darkness: number): void;
- setTransparencyShadow(hasShadow: boolean): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface ISceneLoaderPlugin {
- extensions: string;
- importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
- load: (scene: Scene, data: string, rootUrl: string) => boolean;
- }
- class SceneLoader {
- private static _ForceFullSceneLoadingForIncremental;
- private static _ShowLoadingScreen;
- static ForceFullSceneLoadingForIncremental: boolean;
- static ShowLoadingScreen: boolean;
- private static _registeredPlugins;
- private static _getPluginForFilename(sceneFilename);
- static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
- static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
- /**
- * Load a scene
- * @param rootUrl a string that defines the root url for scene and resources
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
- * @param engine is the instance of BABYLON.Engine to use to create the scene
- */
- static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
- /**
- * Append a scene
- * @param rootUrl a string that defines the root url for scene and resources
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
- * @param scene is the instance of BABYLON.Scene to append to
- */
- static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
- }
- }
- declare module BABYLON.Internals {
- }
- declare module BABYLON {
- class EffectFallbacks {
- private _defines;
- private _currentRank;
- private _maxRank;
- addFallback(rank: number, define: string): void;
- isMoreFallbacks: boolean;
- reduce(currentDefines: string): string;
- }
- class Effect {
- name: any;
- defines: string;
- onCompiled: (effect: Effect) => void;
- onError: (effect: Effect, errors: string) => void;
- onBind: (effect: Effect) => void;
- private _engine;
- private _uniformsNames;
- private _samplers;
- private _isReady;
- private _compilationError;
- private _attributesNames;
- private _attributes;
- private _uniforms;
- _key: string;
- private _program;
- private _valueCache;
- constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
- isReady(): boolean;
- getProgram(): WebGLProgram;
- getAttributesNames(): string[];
- getAttributeLocation(index: number): number;
- getAttributeLocationByName(name: string): number;
- getAttributesCount(): number;
- getUniformIndex(uniformName: string): number;
- getUniform(uniformName: string): WebGLUniformLocation;
- getSamplers(): string[];
- getCompilationError(): string;
- _loadVertexShader(vertex: any, callback: (data: any) => void): void;
- _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
- private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
- _bindTexture(channel: string, texture: WebGLTexture): void;
- setTexture(channel: string, texture: BaseTexture): void;
- setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
- _cacheFloat2(uniformName: string, x: number, y: number): void;
- _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
- _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
- setArray(uniformName: string, array: number[]): Effect;
- setArray2(uniformName: string, array: number[]): Effect;
- setArray3(uniformName: string, array: number[]): Effect;
- setArray4(uniformName: string, array: number[]): Effect;
- setMatrices(uniformName: string, matrices: Float32Array): Effect;
- setMatrix(uniformName: string, matrix: Matrix): Effect;
- setFloat(uniformName: string, value: number): Effect;
- setBool(uniformName: string, bool: boolean): Effect;
- setVector2(uniformName: string, vector2: Vector2): Effect;
- setFloat2(uniformName: string, x: number, y: number): Effect;
- setVector3(uniformName: string, vector3: Vector3): Effect;
- setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
- setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
- setColor3(uniformName: string, color3: Color3): Effect;
- setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
- static ShadersStore: {};
- }
- }
- declare module BABYLON {
- class Material {
- name: string;
- private static _TriangleFillMode;
- private static _WireFrameFillMode;
- private static _PointFillMode;
- static TriangleFillMode: number;
- static WireFrameFillMode: number;
- static PointFillMode: number;
- id: string;
- checkReadyOnEveryCall: boolean;
- checkReadyOnlyOnce: boolean;
- state: string;
- alpha: number;
- backFaceCulling: boolean;
- onCompiled: (effect: Effect) => void;
- onError: (effect: Effect, errors: string) => void;
- onDispose: () => void;
- onBind: (material: Material) => void;
- getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
- _effect: Effect;
- _wasPreviouslyReady: boolean;
- private _scene;
- private _fillMode;
- pointSize: number;
- wireframe: boolean;
- pointsCloud: boolean;
- fillMode: number;
- constructor(name: string, scene: Scene, doNotAdd?: boolean);
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
- getEffect(): Effect;
- getScene(): Scene;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BaseTexture;
- trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
- _preBind(): void;
- bind(world: Matrix, mesh: Mesh): void;
- bindOnlyWorldMatrix(world: Matrix): void;
- unbind(): void;
- dispose(forceDisposeEffect?: boolean): void;
- }
- }
- declare module BABYLON {
- class MultiMaterial extends Material {
- subMaterials: Material[];
- constructor(name: string, scene: Scene);
- getSubMaterial(index: any): Material;
- isReady(mesh?: AbstractMesh): boolean;
- }
- }
- declare module BABYLON {
- class ShaderMaterial extends Material {
- private _shaderPath;
- private _options;
- private _textures;
- private _floats;
- private _floatsArrays;
- private _colors3;
- private _colors4;
- private _vectors2;
- private _vectors3;
- private _matrices;
- private _cachedWorldViewMatrix;
- private _renderId;
- constructor(name: string, scene: Scene, shaderPath: any, options: any);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- private _checkUniform(uniformName);
- setTexture(name: string, texture: Texture): ShaderMaterial;
- setFloat(name: string, value: number): ShaderMaterial;
- setFloats(name: string, value: number[]): ShaderMaterial;
- setColor3(name: string, value: Color3): ShaderMaterial;
- setColor4(name: string, value: Color4): ShaderMaterial;
- setVector2(name: string, value: Vector2): ShaderMaterial;
- setVector3(name: string, value: Vector3): ShaderMaterial;
- setMatrix(name: string, value: Matrix): ShaderMaterial;
- isReady(): boolean;
- bindOnlyWorldMatrix(world: Matrix): void;
- bind(world: Matrix): void;
- dispose(forceDisposeEffect?: boolean): void;
- }
- }
- declare module BABYLON {
- class FresnelParameters {
- isEnabled: boolean;
- leftColor: Color3;
- rightColor: Color3;
- bias: number;
- power: number;
- }
- class StandardMaterial extends Material {
- diffuseTexture: BaseTexture;
- ambientTexture: BaseTexture;
- opacityTexture: BaseTexture;
- reflectionTexture: BaseTexture;
- emissiveTexture: BaseTexture;
- specularTexture: BaseTexture;
- bumpTexture: BaseTexture;
- ambientColor: Color3;
- diffuseColor: Color3;
- specularColor: Color3;
- specularPower: number;
- emissiveColor: Color3;
- useAlphaFromDiffuseTexture: boolean;
- useSpecularOverAlpha: boolean;
- fogEnabled: boolean;
- diffuseFresnelParameters: FresnelParameters;
- opacityFresnelParameters: FresnelParameters;
- reflectionFresnelParameters: FresnelParameters;
- emissiveFresnelParameters: FresnelParameters;
- private _cachedDefines;
- private _renderTargets;
- private _worldViewProjectionMatrix;
- private _globalAmbientColor;
- private _scaledDiffuse;
- private _scaledSpecular;
- private _renderId;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- private _shouldUseAlphaFromDiffuseTexture();
- getAlphaTestTexture(): BaseTexture;
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
- unbind(): void;
- bindOnlyWorldMatrix(world: Matrix): void;
- bind(world: Matrix, mesh: Mesh): void;
- getAnimatables(): IAnimatable[];
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): StandardMaterial;
- static DiffuseTextureEnabled: boolean;
- static AmbientTextureEnabled: boolean;
- static OpacityTextureEnabled: boolean;
- static ReflectionTextureEnabled: boolean;
- static EmissiveTextureEnabled: boolean;
- static SpecularTextureEnabled: boolean;
- static BumpTextureEnabled: boolean;
- static FresnelEnabled: boolean;
- }
- }
- declare module BABYLON {
- class BaseTexture {
- name: string;
- delayLoadState: number;
- hasAlpha: boolean;
- getAlphaFromRGB: boolean;
- level: number;
- isCube: boolean;
- isRenderTarget: boolean;
- animations: Animation[];
- onDispose: () => void;
- coordinatesIndex: number;
- coordinatesMode: number;
- wrapU: number;
- wrapV: number;
- anisotropicFilteringLevel: number;
- _cachedAnisotropicFilteringLevel: number;
- private _scene;
- _texture: WebGLTexture;
- constructor(scene: Scene);
- getScene(): Scene;
- getTextureMatrix(): Matrix;
- getReflectionTextureMatrix(): Matrix;
- getInternalTexture(): WebGLTexture;
- isReady(): boolean;
- getSize(): ISize;
- getBaseSize(): ISize;
- scale(ratio: number): void;
- canRescale: boolean;
- _removeFromCache(url: string, noMipmap: boolean): void;
- _getFromCache(url: string, noMipmap: boolean, sampling?: number): WebGLTexture;
- delayLoad(): void;
- releaseInternalTexture(): void;
- clone(): BaseTexture;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class CubeTexture extends BaseTexture {
- url: string;
- coordinatesMode: number;
- private _noMipmap;
- private _extensions;
- private _textureMatrix;
- constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
- clone(): CubeTexture;
- delayLoad(): void;
- getReflectionTextureMatrix(): Matrix;
- }
- }
- declare module BABYLON {
- class DynamicTexture extends Texture {
- private _generateMipMaps;
- private _canvas;
- private _context;
- constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
- canRescale: boolean;
- scale(ratio: number): void;
- getContext(): CanvasRenderingContext2D;
- clear(): void;
- update(invertY?: boolean): void;
- drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
- clone(): DynamicTexture;
- }
- }
- declare module BABYLON {
- class MirrorTexture extends RenderTargetTexture {
- mirrorPlane: Plane;
- private _transformMatrix;
- private _mirrorMatrix;
- private _savedViewMatrix;
- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
- clone(): MirrorTexture;
- }
- }
- declare module BABYLON {
- class RawTexture extends Texture {
- constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
- static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- }
- }
- declare module BABYLON {
- class RenderTargetTexture extends Texture {
- renderList: AbstractMesh[];
- renderParticles: boolean;
- renderSprites: boolean;
- coordinatesMode: number;
- onBeforeRender: () => void;
- onAfterRender: () => void;
- activeCamera: Camera;
- customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
- private _size;
- _generateMipMaps: boolean;
- private _renderingManager;
- _waitingRenderList: string[];
- private _doNotChangeAspectRatio;
- private _currentRefreshId;
- private _refreshRate;
- constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number);
- resetRefreshCounter(): void;
- refreshRate: number;
- _shouldRender(): boolean;
- isReady(): boolean;
- getRenderSize(): number;
- canRescale: boolean;
- scale(ratio: number): void;
- resize(size: any, generateMipMaps?: boolean): void;
- render(useCameraPostProcess?: boolean): void;
- clone(): RenderTargetTexture;
- }
- }
- declare module BABYLON {
- class Texture extends BaseTexture {
- static NEAREST_SAMPLINGMODE: number;
- static BILINEAR_SAMPLINGMODE: number;
- static TRILINEAR_SAMPLINGMODE: number;
- static EXPLICIT_MODE: number;
- static SPHERICAL_MODE: number;
- static PLANAR_MODE: number;
- static CUBIC_MODE: number;
- static PROJECTION_MODE: number;
- static SKYBOX_MODE: number;
- static CLAMP_ADDRESSMODE: number;
- static WRAP_ADDRESSMODE: number;
- static MIRROR_ADDRESSMODE: number;
- url: string;
- uOffset: number;
- vOffset: number;
- uScale: number;
- vScale: number;
- uAng: number;
- vAng: number;
- wAng: number;
- private _noMipmap;
- _invertY: boolean;
- private _rowGenerationMatrix;
- private _cachedTextureMatrix;
- private _projectionModeMatrix;
- private _t0;
- private _t1;
- private _t2;
- private _cachedUOffset;
- private _cachedVOffset;
- private _cachedUScale;
- private _cachedVScale;
- private _cachedUAng;
- private _cachedVAng;
- private _cachedWAng;
- private _cachedCoordinatesMode;
- _samplingMode: number;
- private _buffer;
- private _deleteBuffer;
- constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
- delayLoad(): void;
- private _prepareRowForTextureGeneration(x, y, z, t);
- getTextureMatrix(): Matrix;
- getReflectionTextureMatrix(): Matrix;
- clone(): Texture;
- static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
- }
- }
- declare module BABYLON {
- class VideoTexture extends Texture {
- video: HTMLVideoElement;
- private _autoLaunch;
- private _lastUpdate;
- constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
- update(): boolean;
- }
- }
- declare module BABYLON {
- class CustomProceduralTexture extends ProceduralTexture {
- private _animate;
- private _time;
- private _config;
- private _texturePath;
- constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- private loadJson(jsonUrl);
- isReady(): boolean;
- render(useCameraPostProcess?: boolean): void;
- updateTextures(): void;
- updateShaderUniforms(): void;
- animate: boolean;
- }
- }
- declare module BABYLON {
- class ProceduralTexture extends Texture {
- private _size;
- _generateMipMaps: boolean;
- private _doNotChangeAspectRatio;
- private _currentRefreshId;
- private _refreshRate;
- private _vertexBuffer;
- private _indexBuffer;
- private _effect;
- private _vertexDeclaration;
- private _vertexStrideSize;
- private _uniforms;
- private _samplers;
- private _fragment;
- _textures: Texture[];
- private _floats;
- private _floatsArrays;
- private _colors3;
- private _colors4;
- private _vectors2;
- private _vectors3;
- private _matrices;
- private _fallbackTexture;
- private _fallbackTextureUsed;
- constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- reset(): void;
- isReady(): boolean;
- resetRefreshCounter(): void;
- setFragment(fragment: any): void;
- refreshRate: number;
- _shouldRender(): boolean;
- getRenderSize(): number;
- resize(size: any, generateMipMaps: any): void;
- private _checkUniform(uniformName);
- setTexture(name: string, texture: Texture): ProceduralTexture;
- setFloat(name: string, value: number): ProceduralTexture;
- setFloats(name: string, value: number[]): ProceduralTexture;
- setColor3(name: string, value: Color3): ProceduralTexture;
- setColor4(name: string, value: Color4): ProceduralTexture;
- setVector2(name: string, value: Vector2): ProceduralTexture;
- setVector3(name: string, value: Vector3): ProceduralTexture;
- setMatrix(name: string, value: Matrix): ProceduralTexture;
- render(useCameraPostProcess?: boolean): void;
- clone(): ProceduralTexture;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class WoodProceduralTexture extends ProceduralTexture {
- private _ampScale;
- private _woodColor;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- ampScale: number;
- woodColor: Color3;
- }
- class FireProceduralTexture extends ProceduralTexture {
- private _time;
- private _speed;
- private _shift;
- private _autoGenerateTime;
- private _fireColors;
- private _alphaThreshold;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- render(useCameraPostProcess?: boolean): void;
- static PurpleFireColors: Color3[];
- static GreenFireColors: Color3[];
- static RedFireColors: Color3[];
- static BlueFireColors: Color3[];
- fireColors: Color3[];
- time: number;
- speed: Vector2;
- shift: number;
- alphaThreshold: number;
- }
- class CloudProceduralTexture extends ProceduralTexture {
- private _skyColor;
- private _cloudColor;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- skyColor: Color3;
- cloudColor: Color3;
- }
- class GrassProceduralTexture extends ProceduralTexture {
- private _grassColors;
- private _herb1;
- private _herb2;
- private _herb3;
- private _groundColor;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- grassColors: Color3[];
- groundColor: Color3;
- }
- class RoadProceduralTexture extends ProceduralTexture {
- private _roadColor;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- roadColor: Color3;
- }
- class BrickProceduralTexture extends ProceduralTexture {
- private _numberOfBricksHeight;
- private _numberOfBricksWidth;
- private _jointColor;
- private _brickColor;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- numberOfBricksHeight: number;
- cloudColor: number;
- numberOfBricksWidth: number;
- jointColor: Color3;
- brickColor: Color3;
- }
- class MarbleProceduralTexture extends ProceduralTexture {
- private _numberOfTilesHeight;
- private _numberOfTilesWidth;
- private _amplitude;
- private _marbleColor;
- private _jointColor;
- constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- updateShaderUniforms(): void;
- numberOfTilesHeight: number;
- numberOfTilesWidth: number;
- jointColor: Color3;
- marbleColor: Color3;
- }
- }
- declare module BABYLON {
- class Color3 {
- r: number;
- g: number;
- b: number;
- constructor(r?: number, g?: number, b?: number);
- toString(): string;
- toArray(array: number[], index?: number): Color3;
- toColor4(alpha?: number): Color4;
- asArray(): number[];
- toLuminance(): number;
- multiply(otherColor: Color3): Color3;
- multiplyToRef(otherColor: Color3, result: Color3): Color3;
- equals(otherColor: Color3): boolean;
- scale(scale: number): Color3;
- scaleToRef(scale: number, result: Color3): Color3;
- add(otherColor: Color3): Color3;
- addToRef(otherColor: Color3, result: Color3): Color3;
- subtract(otherColor: Color3): Color3;
- subtractToRef(otherColor: Color3, result: Color3): Color3;
- clone(): Color3;
- copyFrom(source: Color3): Color3;
- copyFromFloats(r: number, g: number, b: number): Color3;
- static FromArray(array: number[], offset?: number): Color3;
- static FromInts(r: number, g: number, b: number): Color3;
- static Lerp(start: Color3, end: Color3, amount: number): Color3;
- static Red(): Color3;
- static Green(): Color3;
- static Blue(): Color3;
- static Black(): Color3;
- static White(): Color3;
- static Purple(): Color3;
- static Magenta(): Color3;
- static Yellow(): Color3;
- static Gray(): Color3;
- }
- class Color4 {
- r: number;
- g: number;
- b: number;
- a: number;
- constructor(r: number, g: number, b: number, a: number);
- addInPlace(right: any): Color4;
- asArray(): number[];
- toArray(array: number[], index?: number): Color4;
- add(right: Color4): Color4;
- subtract(right: Color4): Color4;
- subtractToRef(right: Color4, result: Color4): Color4;
- scale(scale: number): Color4;
- scaleToRef(scale: number, result: Color4): Color4;
- toString(): string;
- clone(): Color4;
- copyFrom(source: Color4): Color4;
- static Lerp(left: Color4, right: Color4, amount: number): Color4;
- static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
- static FromArray(array: number[], offset?: number): Color4;
- static FromInts(r: number, g: number, b: number, a: number): Color4;
- }
- class Vector2 {
- x: number;
- y: number;
- constructor(x: number, y: number);
- toString(): string;
- toArray(array: number[], index?: number): Vector2;
- asArray(): number[];
- copyFrom(source: Vector2): Vector2;
- copyFromFloats(x: number, y: number): Vector2;
- add(otherVector: Vector2): Vector2;
- addVector3(otherVector: Vector3): Vector2;
- subtract(otherVector: Vector2): Vector2;
- subtractInPlace(otherVector: Vector2): Vector2;
- multiplyInPlace(otherVector: Vector2): Vector2;
- multiply(otherVector: Vector2): Vector2;
- multiplyToRef(otherVector: Vector2, result: Vector2): Vector2;
- multiplyByFloats(x: number, y: number): Vector2;
- divide(otherVector: Vector2): Vector2;
- divideToRef(otherVector: Vector2, result: Vector2): Vector2;
- negate(): Vector2;
- scaleInPlace(scale: number): Vector2;
- scale(scale: number): Vector2;
- equals(otherVector: Vector2): boolean;
- length(): number;
- lengthSquared(): number;
- normalize(): Vector2;
- clone(): Vector2;
- static Zero(): Vector2;
- static FromArray(array: number[], offset?: number): Vector2;
- static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
- static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
- static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
- static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
- static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
- static Dot(left: Vector2, right: Vector2): number;
- static Normalize(vector: Vector2): Vector2;
- static Minimize(left: Vector2, right: Vector2): Vector2;
- static Maximize(left: Vector2, right: Vector2): Vector2;
- static Transform(vector: Vector2, transformation: Matrix): Vector2;
- static Distance(value1: Vector2, value2: Vector2): number;
- static DistanceSquared(value1: Vector2, value2: Vector2): number;
- }
- class Vector3 {
- x: number;
- y: number;
- z: number;
- constructor(x: number, y: number, z: number);
- toString(): string;
- asArray(): number[];
- toArray(array: number[], index?: number): Vector3;
- toQuaternion(): Quaternion;
- addInPlace(otherVector: Vector3): Vector3;
- add(otherVector: Vector3): Vector3;
- addToRef(otherVector: Vector3, result: Vector3): Vector3;
- subtractInPlace(otherVector: Vector3): Vector3;
- subtract(otherVector: Vector3): Vector3;
- subtractToRef(otherVector: Vector3, result: Vector3): Vector3;
- subtractFromFloats(x: number, y: number, z: number): Vector3;
- subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
- negate(): Vector3;
- scaleInPlace(scale: number): Vector3;
- scale(scale: number): Vector3;
- scaleToRef(scale: number, result: Vector3): void;
- equals(otherVector: Vector3): boolean;
- equalsWithEpsilon(otherVector: Vector3): boolean;
- equalsToFloats(x: number, y: number, z: number): boolean;
- multiplyInPlace(otherVector: Vector3): Vector3;
- multiply(otherVector: Vector3): Vector3;
- multiplyToRef(otherVector: Vector3, result: Vector3): Vector3;
- multiplyByFloats(x: number, y: number, z: number): Vector3;
- divide(otherVector: Vector3): Vector3;
- divideToRef(otherVector: Vector3, result: Vector3): Vector3;
- MinimizeInPlace(other: Vector3): Vector3;
- MaximizeInPlace(other: Vector3): Vector3;
- length(): number;
- lengthSquared(): number;
- normalize(): Vector3;
- clone(): Vector3;
- copyFrom(source: Vector3): Vector3;
- copyFromFloats(x: number, y: number, z: number): Vector3;
- static FromArray(array: number[], offset?: number): Vector3;
- static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
- static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
- static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
- static Zero(): Vector3;
- static Up(): Vector3;
- static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
- static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
- static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
- static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
- static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
- static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
- static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
- static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
- static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
- static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
- static Dot(left: Vector3, right: Vector3): number;
- static Cross(left: Vector3, right: Vector3): Vector3;
- static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
- static Normalize(vector: Vector3): Vector3;
- static NormalizeToRef(vector: Vector3, result: Vector3): void;
- static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
- static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
- static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
- static Minimize(left: Vector3, right: Vector3): Vector3;
- static Maximize(left: Vector3, right: Vector3): Vector3;
- static Distance(value1: Vector3, value2: Vector3): number;
- static DistanceSquared(value1: Vector3, value2: Vector3): number;
- static Center(value1: Vector3, value2: Vector3): Vector3;
- }
- class Vector4 {
- x: number;
- y: number;
- z: number;
- w: number;
- constructor(x: number, y: number, z: number, w: number);
- toString(): string;
- asArray(): number[];
- toArray(array: number[], index?: number): Vector4;
- addInPlace(otherVector: Vector4): Vector4;
- add(otherVector: Vector4): Vector4;
- addToRef(otherVector: Vector4, result: Vector4): Vector4;
- subtractInPlace(otherVector: Vector4): Vector4;
- subtract(otherVector: Vector4): Vector4;
- subtractToRef(otherVector: Vector4, result: Vector4): Vector4;
- subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
- subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
- negate(): Vector4;
- scaleInPlace(scale: number): Vector4;
- scale(scale: number): Vector4;
- scaleToRef(scale: number, result: Vector4): void;
- equals(otherVector: Vector4): boolean;
- equalsWithEpsilon(otherVector: Vector4): boolean;
- equalsToFloats(x: number, y: number, z: number, w: number): boolean;
- multiplyInPlace(otherVector: Vector4): Vector4;
- multiply(otherVector: Vector4): Vector4;
- multiplyToRef(otherVector: Vector4, result: Vector4): Vector4;
- multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
- divide(otherVector: Vector4): Vector4;
- divideToRef(otherVector: Vector4, result: Vector4): Vector4;
- MinimizeInPlace(other: Vector4): Vector4;
- MaximizeInPlace(other: Vector4): Vector4;
- length(): number;
- lengthSquared(): number;
- normalize(): Vector4;
- clone(): Vector4;
- copyFrom(source: Vector4): Vector4;
- copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
- static FromArray(array: number[], offset?: number): Vector4;
- static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
- static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
- static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
- static Zero(): Vector4;
- static Normalize(vector: Vector4): Vector4;
- static NormalizeToRef(vector: Vector4, result: Vector4): void;
- static Minimize(left: Vector4, right: Vector4): Vector4;
- static Maximize(left: Vector4, right: Vector4): Vector4;
- static Distance(value1: Vector4, value2: Vector4): number;
- static DistanceSquared(value1: Vector4, value2: Vector4): number;
- static Center(value1: Vector4, value2: Vector4): Vector4;
- }
- class Quaternion {
- x: number;
- y: number;
- z: number;
- w: number;
- constructor(x?: number, y?: number, z?: number, w?: number);
- toString(): string;
- asArray(): number[];
- equals(otherQuaternion: Quaternion): boolean;
- clone(): Quaternion;
- copyFrom(other: Quaternion): Quaternion;
- copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
- add(other: Quaternion): Quaternion;
- subtract(other: Quaternion): Quaternion;
- scale(value: number): Quaternion;
- multiply(q1: Quaternion): Quaternion;
- multiplyToRef(q1: Quaternion, result: Quaternion): Quaternion;
- length(): number;
- normalize(): Quaternion;
- toEulerAngles(): Vector3;
- toEulerAnglesToRef(result: Vector3): Quaternion;
- toRotationMatrix(result: Matrix): Quaternion;
- fromRotationMatrix(matrix: Matrix): Quaternion;
- static FromRotationMatrix(matrix: Matrix): Quaternion;
- static FromRotationMatrixToRef(matrix: Matrix, result: Quaternion): void;
- static Inverse(q: Quaternion): Quaternion;
- static Identity(): Quaternion;
- static RotationAxis(axis: Vector3, angle: number): Quaternion;
- static FromArray(array: number[], offset?: number): Quaternion;
- static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
- static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
- static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
- }
- class Matrix {
- private static _tempQuaternion;
- private static _xAxis;
- private static _yAxis;
- private static _zAxis;
- m: Float32Array;
- isIdentity(): boolean;
- determinant(): number;
- toArray(): Float32Array;
- asArray(): Float32Array;
- invert(): Matrix;
- invertToRef(other: Matrix): Matrix;
- setTranslation(vector3: Vector3): Matrix;
- multiply(other: Matrix): Matrix;
- copyFrom(other: Matrix): Matrix;
- copyToArray(array: Float32Array, offset?: number): Matrix;
- multiplyToRef(other: Matrix, result: Matrix): Matrix;
- multiplyToArray(other: Matrix, result: Float32Array, offset: number): Matrix;
- equals(value: Matrix): boolean;
- clone(): Matrix;
- decompose(scale: Vector3, rotation: Quaternion, translation: Vector3): boolean;
- static FromArray(array: number[], offset?: number): Matrix;
- static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
- 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;
- 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;
- static Compose(scale: Vector3, rotation: Quaternion, translation: Vector3): Matrix;
- static Identity(): Matrix;
- static IdentityToRef(result: Matrix): void;
- static Zero(): Matrix;
- static RotationX(angle: number): Matrix;
- static Invert(source: Matrix): Matrix;
- static RotationXToRef(angle: number, result: Matrix): void;
- static RotationY(angle: number): Matrix;
- static RotationYToRef(angle: number, result: Matrix): void;
- static RotationZ(angle: number): Matrix;
- static RotationZToRef(angle: number, result: Matrix): void;
- static RotationAxis(axis: Vector3, angle: number): Matrix;
- static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
- static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
- static Scaling(x: number, y: number, z: number): Matrix;
- static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
- static Translation(x: number, y: number, z: number): Matrix;
- static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
- static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
- static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
- static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
- static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
- static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
- static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
- static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
- static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, fovMode?: number): void;
- static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
- static Transpose(matrix: Matrix): Matrix;
- static Reflection(plane: Plane): Matrix;
- static ReflectionToRef(plane: Plane, result: Matrix): void;
- }
- class Plane {
- normal: Vector3;
- d: number;
- constructor(a: number, b: number, c: number, d: number);
- asArray(): number[];
- clone(): Plane;
- normalize(): Plane;
- transform(transformation: Matrix): Plane;
- dotCoordinate(point: any): number;
- copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane;
- isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
- signedDistanceTo(point: Vector3): number;
- static FromArray(array: number[]): Plane;
- static FromPoints(point1: any, point2: any, point3: any): Plane;
- static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
- static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
- }
- class Viewport {
- x: number;
- y: number;
- width: number;
- height: number;
- constructor(x: number, y: number, width: number, height: number);
- toGlobal(engine: any): Viewport;
- }
- class Frustum {
- static GetPlanes(transform: Matrix): Plane[];
- static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
- }
- class Ray {
- origin: Vector3;
- direction: Vector3;
- length: number;
- private _edge1;
- private _edge2;
- private _pvec;
- private _tvec;
- private _qvec;
- constructor(origin: Vector3, direction: Vector3, length?: number);
- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
- intersectsBox(box: BoundingBox): boolean;
- intersectsSphere(sphere: any): boolean;
- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
- /**
- * 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
- * transformed to the given world matrix.
- * @param origin The origin point
- * @param end The end point
- * @param world a matrix to transform the ray to. Default is the identity matrix.
- */
- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
- static Transform(ray: Ray, matrix: Matrix): Ray;
- }
- enum Space {
- LOCAL = 0,
- WORLD = 1,
- }
- class Axis {
- static X: Vector3;
- static Y: Vector3;
- static Z: Vector3;
- }
- class BezierCurve {
- static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
- }
- enum Orientation {
- CW = 0,
- CCW = 1,
- }
- class Angle {
- private _radians;
- constructor(radians: number);
- degrees: () => number;
- radians: () => number;
- static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
- static FromRadians(radians: number): Angle;
- static FromDegrees(degrees: number): Angle;
- }
- class Arc2 {
- startPoint: Vector2;
- midPoint: Vector2;
- endPoint: Vector2;
- centerPoint: Vector2;
- radius: number;
- angle: Angle;
- startAngle: Angle;
- orientation: Orientation;
- constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
- }
- class PathCursor {
- private path;
- private _onchange;
- value: number;
- animations: Animation[];
- constructor(path: Path2);
- getPoint(): Vector3;
- moveAhead(step?: number): PathCursor;
- moveBack(step?: number): PathCursor;
- move(step: number): PathCursor;
- private ensureLimits();
- private markAsDirty(propertyName);
- private raiseOnChange();
- onchange(f: (cursor: PathCursor) => void): PathCursor;
- }
- class Path2 {
- private _points;
- private _length;
- closed: boolean;
- constructor(x: number, y: number);
- addLineTo(x: number, y: number): Path2;
- addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
- close(): Path2;
- length(): number;
- getPoints(): Vector2[];
- getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
- static StartingAt(x: number, y: number): Path2;
- }
- }
- declare module BABYLON {
- class AbstractMesh extends Node implements IDisposable {
- private static _BILLBOARDMODE_NONE;
- private static _BILLBOARDMODE_X;
- private static _BILLBOARDMODE_Y;
- private static _BILLBOARDMODE_Z;
- private static _BILLBOARDMODE_ALL;
- static BILLBOARDMODE_NONE: number;
- static BILLBOARDMODE_X: number;
- static BILLBOARDMODE_Y: number;
- static BILLBOARDMODE_Z: number;
- static BILLBOARDMODE_ALL: number;
- definedFacingForward: boolean;
- position: Vector3;
- rotation: Vector3;
- rotationQuaternion: Quaternion;
- scaling: Vector3;
- billboardMode: number;
- visibility: number;
- alphaIndex: number;
- infiniteDistance: boolean;
- isVisible: boolean;
- isPickable: boolean;
- showBoundingBox: boolean;
- showSubMeshesBoundingBox: boolean;
- onDispose: any;
- checkCollisions: boolean;
- isBlocker: boolean;
- skeleton: Skeleton;
- renderingGroupId: number;
- material: Material;
- receiveShadows: boolean;
- actionManager: ActionManager;
- renderOutline: boolean;
- outlineColor: Color3;
- outlineWidth: number;
- renderOverlay: boolean;
- overlayColor: Color3;
- overlayAlpha: number;
- hasVertexAlpha: boolean;
- useVertexColors: boolean;
- applyFog: boolean;
- useOctreeForRenderingSelection: boolean;
- useOctreeForPicking: boolean;
- useOctreeForCollisions: boolean;
- layerMask: number;
- _physicImpostor: number;
- _physicsMass: number;
- _physicsFriction: number;
- _physicRestitution: number;
- ellipsoid: Vector3;
- ellipsoidOffset: Vector3;
- private _collider;
- private _oldPositionForCollisions;
- private _diffPositionForCollisions;
- private _newPositionForCollisions;
- private _localScaling;
- private _localRotation;
- private _localTranslation;
- private _localBillboard;
- private _localPivotScaling;
- private _localPivotScalingRotation;
- private _localWorld;
- _worldMatrix: Matrix;
- private _rotateYByPI;
- private _absolutePosition;
- private _collisionsTransformMatrix;
- private _collisionsScalingMatrix;
- _positions: Vector3[];
- private _isDirty;
- _masterMesh: AbstractMesh;
- _boundingInfo: BoundingInfo;
- private _pivotMatrix;
- _isDisposed: boolean;
- _renderId: number;
- subMeshes: SubMesh[];
- _submeshesOctree: Octree<SubMesh>;
- _intersectionsInProgress: AbstractMesh[];
- private _onAfterWorldMatrixUpdate;
- _waitingActions: any;
- constructor(name: string, scene: Scene);
- isBlocked: boolean;
- getLOD(camera: Camera): AbstractMesh;
- getTotalVertices(): number;
- getIndices(): number[];
- getVerticesData(kind: string): number[];
- isVerticesDataPresent(kind: string): boolean;
- getBoundingInfo(): BoundingInfo;
- useBones: boolean;
- _preActivate(): void;
- _activate(renderId: number): void;
- getWorldMatrix(): Matrix;
- worldMatrixFromCache: Matrix;
- absolutePosition: Vector3;
- rotate(axis: Vector3, amount: number, space: Space): void;
- translate(axis: Vector3, distance: number, space: Space): void;
- getAbsolutePosition(): Vector3;
- setAbsolutePosition(absolutePosition: Vector3): void;
- /**
- * Perform relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward.
- * @param {number} amountRight
- * @param {number} amountUp
- * @param {number} amountForward
- */
- movePOV(amountRight: number, amountUp: number, amountForward: number): void;
- /**
- * Calculate relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward.
- * @param {number} amountRight
- * @param {number} amountUp
- * @param {number} amountForward
- */
- calcMovePOV(amountRight: number, amountUp: number, amountForward: number): BABYLON.Vector3;
- /**
- * Perform relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward.
- * @param {number} flipBack
- * @param {number} twirlClockwise
- * @param {number} tiltRight
- */
- rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): void;
- /**
- * Calculate relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward.
- * @param {number} flipBack
- * @param {number} twirlClockwise
- * @param {number} tiltRight
- */
- calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): BABYLON.Vector3;
- setPivotMatrix(matrix: Matrix): void;
- getPivotMatrix(): Matrix;
- _isSynchronized(): boolean;
- _initCache(): void;
- markAsDirty(property: string): void;
- _updateBoundingInfo(): void;
- _updateSubMeshesBoundingInfo(matrix: Matrix): void;
- computeWorldMatrix(force?: boolean): Matrix;
- /**
- * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
- * @param func: callback function to add
- */
- registerAfterWorldMatrixUpdate(func: (mesh: BABYLON.AbstractMesh) => void): void;
- unregisterAfterWorldMatrixUpdate(func: (mesh: BABYLON.AbstractMesh) => void): void;
- setPositionWithLocalVector(vector3: Vector3): void;
- getPositionExpressedInLocalSpace(): Vector3;
- locallyTranslate(vector3: Vector3): void;
- lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
- isInFrustum(frustumPlanes: Plane[]): boolean;
- isCompletelyInFrustum(camera?: Camera): boolean;
- intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
- intersectsPoint(point: Vector3): boolean;
- setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
- getPhysicsImpostor(): number;
- getPhysicsMass(): number;
- getPhysicsFriction(): number;
- getPhysicsRestitution(): number;
- getPositionInCameraSpace(camera?: Camera): Vector3;
- getDistanceToCamera(camera?: Camera): number;
- applyImpulse(force: Vector3, contactPoint: Vector3): void;
- setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
- updatePhysicsBodyPosition(): void;
- moveWithCollisions(velocity: Vector3): void;
- /**
- * This function will create an octree to help select the right submeshes for rendering, picking and collisions
- * Please note that you must have a decent number of submeshes to get performance improvements when using octree
- */
- createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
- _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
- _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
- _checkCollision(collider: Collider): void;
- _generatePointsArray(): boolean;
- intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
- releaseSubMeshes(): void;
- dispose(doNotRecurse?: boolean): void;
- }
- }
- declare module BABYLON {
- class CSG {
- private polygons;
- matrix: Matrix;
- position: Vector3;
- rotation: Vector3;
- scaling: Vector3;
- static FromMesh(mesh: Mesh): CSG;
- private static FromPolygons(polygons);
- clone(): CSG;
- private toPolygons();
- union(csg: CSG): CSG;
- unionInPlace(csg: CSG): void;
- subtract(csg: CSG): CSG;
- subtractInPlace(csg: CSG): void;
- intersect(csg: CSG): CSG;
- intersectInPlace(csg: CSG): void;
- inverse(): CSG;
- inverseInPlace(): void;
- copyTransformAttributes(csg: CSG): CSG;
- buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
- toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
- }
- }
- declare module BABYLON {
- class Geometry implements IGetSetVerticesData {
- id: string;
- delayLoadState: number;
- delayLoadingFile: string;
- private _scene;
- private _engine;
- private _meshes;
- private _totalVertices;
- private _indices;
- private _vertexBuffers;
- _delayInfo: any;
- private _indexBuffer;
- _boundingInfo: BoundingInfo;
- _delayLoadingFunction: (any, Geometry) => void;
- constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
- getScene(): Scene;
- getEngine(): Engine;
- isReady(): boolean;
- setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
- setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
- updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
- updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
- getTotalVertices(): number;
- getVerticesData(kind: string): number[];
- getVertexBuffer(kind: string): VertexBuffer;
- getVertexBuffers(): VertexBuffer[];
- isVerticesDataPresent(kind: string): boolean;
- getVerticesDataKinds(): string[];
- setIndices(indices: number[], totalVertices?: number): void;
- getTotalIndices(): number;
- getIndices(): number[];
- getIndexBuffer(): any;
- releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
- applyToMesh(mesh: Mesh): void;
- private _applyToMesh(mesh);
- load(scene: Scene, onLoaded?: () => void): void;
- dispose(): void;
- copy(id: string): Geometry;
- static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
- static RandomId(): string;
- }
- module Geometry.Primitives {
- class _Primitive extends Geometry {
- private _beingRegenerated;
- private _canBeRegenerated;
- constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
- canBeRegenerated(): boolean;
- regenerate(): void;
- asNewGeometry(id: string): Geometry;
- setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
- setVerticesData(kind: string, data: number[], updatable?: boolean): void;
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class Box extends _Primitive {
- size: number;
- constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class Sphere extends _Primitive {
- segments: number;
- diameter: number;
- constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class Cylinder extends _Primitive {
- height: number;
- diameterTop: number;
- diameterBottom: number;
- tessellation: number;
- subdivisions: number;
- constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class Torus extends _Primitive {
- diameter: number;
- thickness: number;
- tessellation: number;
- constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class Ground extends _Primitive {
- width: number;
- height: number;
- subdivisions: number;
- constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class TiledGround extends _Primitive {
- xmin: number;
- zmin: number;
- xmax: number;
- zmax: number;
- subdivisions: {
- w: number;
- h: number;
- };
- precision: {
- w: number;
- h: number;
- };
- constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
- w: number;
- h: number;
- }, precision: {
- w: number;
- h: number;
- }, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class Plane extends _Primitive {
- size: number;
- constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- class TorusKnot extends _Primitive {
- radius: number;
- tube: number;
- radialSegments: number;
- tubularSegments: number;
- p: number;
- q: number;
- constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- }
- }
- declare module BABYLON {
- class GroundMesh extends Mesh {
- generateOctree: boolean;
- private _worldInverse;
- _subdivisions: number;
- constructor(name: string, scene: Scene);
- subdivisions: number;
- optimize(chunksCount: number): void;
- getHeightAtCoordinates(x: number, z: number): number;
- }
- }
- declare module BABYLON {
- /**
- * Creates an instance based on a source mesh.
- */
- class InstancedMesh extends AbstractMesh {
- private _sourceMesh;
- private _currentLOD;
- constructor(name: string, source: Mesh);
- receiveShadows: boolean;
- material: Material;
- visibility: number;
- skeleton: Skeleton;
- getTotalVertices(): number;
- sourceMesh: Mesh;
- getVerticesData(kind: string): number[];
- isVerticesDataPresent(kind: string): boolean;
- getIndices(): number[];
- _positions: Vector3[];
- refreshBoundingInfo(): void;
- _preActivate(): void;
- _activate(renderId: number): void;
- getLOD(camera: Camera): AbstractMesh;
- _syncSubMeshes(): void;
- _generatePointsArray(): boolean;
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
- dispose(doNotRecurse?: boolean): void;
- }
- }
- declare module BABYLON {
- class LinesMesh extends Mesh {
- color: Color3;
- alpha: number;
- private _colorShader;
- private _ib;
- private _indicesLength;
- private _indices;
- constructor(name: string, scene: Scene, updatable?: boolean);
- material: Material;
- isPickable: boolean;
- checkCollisions: boolean;
- _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
- _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
- intersects(ray: Ray, fastCheck?: boolean): any;
- dispose(doNotRecurse?: boolean): void;
- }
- }
- declare module BABYLON {
- class _InstancesBatch {
- mustReturn: boolean;
- visibleInstances: InstancedMesh[][];
- renderSelf: boolean[];
- }
- class Mesh extends AbstractMesh implements IGetSetVerticesData {
- delayLoadState: number;
- instances: InstancedMesh[];
- delayLoadingFile: string;
- _binaryInfo: any;
- private _LODLevels;
- _geometry: Geometry;
- private _onBeforeRenderCallbacks;
- private _onAfterRenderCallbacks;
- _delayInfo: any;
- _delayLoadingFunction: (any, Mesh) => void;
- _visibleInstances: any;
- private _renderIdForInstances;
- private _batchCache;
- private _worldMatricesInstancesBuffer;
- private _worldMatricesInstancesArray;
- private _instancesBufferSize;
- _shouldGenerateFlatShading: boolean;
- private _preActivateId;
- /**
- * @constructor
- * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
- * @param {Scene} scene - The scene to add this mesh to.
- * @param {Node} parent - The parent of this mesh, if it has one
- * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
- * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
- * When false, achieved by calling a clone(), also passing False.
- * This will make creation of children, recursive.
- */
- constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
- hasLODLevels: boolean;
- private _sortLODLevels();
- /**
- * Add a mesh as LOD level triggered at the given distance.
- * @param {number} distance - the distance from the center of the object to show this level
- * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
- * @return {BABYLON.Mesh} this mesh (for chaining)
- */
- addLODLevel(distance: number, mesh: Mesh): Mesh;
- /**
- * Remove a mesh from the LOD array
- * @param {BABYLON.Mesh} mesh - the mesh to be removed.
- * @return {BABYLON.Mesh} this mesh (for chaining)
- */
- removeLODLevel(mesh: Mesh): Mesh;
- getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
- geometry: Geometry;
- getTotalVertices(): number;
- getVerticesData(kind: string): number[];
- getVertexBuffer(kind: any): VertexBuffer;
- isVerticesDataPresent(kind: string): boolean;
- getVerticesDataKinds(): string[];
- getTotalIndices(): number;
- getIndices(): number[];
- isBlocked: boolean;
- isReady(): boolean;
- isDisposed(): boolean;
- _preActivate(): void;
- _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
- refreshBoundingInfo(): void;
- _createGlobalSubMesh(): SubMesh;
- subdivide(count: number): void;
- setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
- updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
- updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
- makeGeometryUnique(): void;
- setIndices(indices: number[], totalVertices?: number): void;
- _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
- _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
- registerBeforeRender(func: () => void): void;
- unregisterBeforeRender(func: () => void): void;
- registerAfterRender(func: () => void): void;
- unregisterAfterRender(func: () => void): void;
- _getInstancesRenderList(subMeshId: number): _InstancesBatch;
- _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
- _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix) => void): void;
- render(subMesh: SubMesh): void;
- getEmittedParticleSystems(): ParticleSystem[];
- getHierarchyEmittedParticleSystems(): ParticleSystem[];
- getChildren(): Node[];
- _checkDelayState(): void;
- isInFrustum(frustumPlanes: Plane[]): boolean;
- setMaterialByID(id: string): void;
- getAnimatables(): IAnimatable[];
- bakeTransformIntoVertices(transform: Matrix): void;
- _resetPointsArrayCache(): void;
- _generatePointsArray(): boolean;
- clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): Mesh;
- dispose(doNotRecurse?: boolean): void;
- applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void): void;
- applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
- convertToFlatShadedMesh(): void;
- createInstance(name: string): InstancedMesh;
- synchronizeInstances(): void;
- /**
- * Simplify the mesh according to the given array of settings.
- * Function will return immediately and will simplify async.
- * @param settings a collection of simplification settings.
- * @param parallelProcessing should all levels calculate parallel or one after the other.
- * @param type the type of simplification to run.
- * successCallback optional success callback to be called after the simplification finished processing all settings.
- */
- simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, type?: SimplificationType, successCallback?: () => void): void;
- static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
- static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
- static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
- static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
- static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
- static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
- static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
- static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
- static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
- w: number;
- h: number;
- }, precision: {
- w: number;
- h: number;
- }, scene: Scene, updatable?: boolean): Mesh;
- static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void): GroundMesh;
- static MinMax(meshes: AbstractMesh[]): {
- min: Vector3;
- max: Vector3;
- };
- static Center(meshesOrMinMaxVector: any): Vector3;
- static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean): Mesh;
- }
- }
- declare module BABYLON {
- interface IGetSetVerticesData {
- isVerticesDataPresent(kind: string): boolean;
- getVerticesData(kind: string): number[];
- getIndices(): number[];
- setVerticesData(kind: string, data: number[], updatable?: boolean): void;
- updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
- setIndices(indices: number[]): void;
- }
- class VertexData {
- positions: number[];
- normals: number[];
- uvs: number[];
- uv2s: number[];
- colors: number[];
- matricesIndices: number[];
- matricesWeights: number[];
- indices: number[];
- set(data: number[], kind: string): void;
- applyToMesh(mesh: Mesh, updatable?: boolean): void;
- applyToGeometry(geometry: Geometry, updatable?: boolean): void;
- updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
- updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
- private _applyTo(meshOrGeometry, updatable?);
- private _update(meshOrGeometry, updateExtends?, makeItUnique?);
- transform(matrix: Matrix): void;
- merge(other: VertexData): void;
- static ExtractFromMesh(mesh: Mesh): VertexData;
- static ExtractFromGeometry(geometry: Geometry): VertexData;
- private static _ExtractFrom(meshOrGeometry);
- static CreateBox(size: number): VertexData;
- static CreateSphere(segments: number, diameter: number): VertexData;
- static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
- static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
- static CreateLines(points: Vector3[]): VertexData;
- static CreateGround(width: number, height: number, subdivisions: number): VertexData;
- static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
- w: number;
- h: number;
- }, precision?: {
- w: number;
- h: number;
- }): VertexData;
- static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
- static CreatePlane(size: number): VertexData;
- static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
- static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
- }
- }
- declare module BABYLON.Internals {
- class MeshLODLevel {
- distance: number;
- mesh: Mesh;
- constructor(distance: number, mesh: Mesh);
- }
- }
- declare module BABYLON {
- /**
- * A simplifier interface for future simplification implementations.
- */
- interface ISimplifier {
- /**
- * Simplification of a given mesh according to the given settings.
- * Since this requires computation, it is assumed that the function runs async.
- * @param settings The settings of the simplification, including quality and distance
- * @param successCallback A callback that will be called after the mesh was simplified.
- * @param errorCallback in case of an error, this callback will be called. optional.
- */
- simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
- }
- /**
- * Expected simplification settings.
- * Quality should be between 0 and 1 (1 being 100%, 0 being 0%);
- */
- interface ISimplificationSettings {
- quality: number;
- distance: number;
- }
- class SimplificationSettings implements ISimplificationSettings {
- quality: number;
- distance: number;
- constructor(quality: number, distance: number);
- }
- /**
- * The implemented types of simplification.
- * At the moment only Quadratic Error Decimation is implemented.
- */
- enum SimplificationType {
- QUADRATIC = 0,
- }
- class DecimationTriangle {
- vertices: Array<number>;
- normal: Vector3;
- error: Array<number>;
- deleted: boolean;
- isDirty: boolean;
- borderFactor: number;
- constructor(vertices: Array<number>);
- }
- class DecimationVertex {
- position: Vector3;
- normal: Vector3;
- uv: Vector2;
- id: any;
- q: QuadraticMatrix;
- isBorder: boolean;
- triangleStart: number;
- triangleCount: number;
- color: Color4;
- constructor(position: Vector3, normal: Vector3, uv: Vector2, id: any);
- }
- class QuadraticMatrix {
- data: Array<number>;
- constructor(data?: Array<number>);
- det(a11: any, a12: any, a13: any, a21: any, a22: any, a23: any, a31: any, a32: any, a33: any): number;
- addInPlace(matrix: QuadraticMatrix): void;
- addArrayInPlace(data: Array<number>): void;
- add(matrix: QuadraticMatrix): QuadraticMatrix;
- static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix;
- static DataFromNumbers(a: number, b: number, c: number, d: number): number[];
- }
- class Reference {
- vertexId: number;
- triangleId: number;
- constructor(vertexId: number, triangleId: number);
- }
- /**
- * An implementation of the Quadratic Error simplification algorithm.
- * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
- * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
- * @author RaananW
- */
- class QuadraticErrorSimplification implements ISimplifier {
- private _mesh;
- private triangles;
- private vertices;
- private references;
- private initialised;
- syncIterations: number;
- aggressiveness: number;
- decimationIterations: number;
- constructor(_mesh: Mesh);
- simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void): void;
- private runDecimation(settings, successCallback);
- private initWithMesh(mesh, callback);
- private init(callback);
- private reconstructMesh();
- private isFlipped(vertex1, index2, point, deletedArray, borderFactor, delTr);
- private updateTriangles(vertexId, vertex, deletedArray, deletedTriangles);
- private identifyBorder();
- private updateMesh(identifyBorders?);
- private vertexError(q, point);
- private calculateError(vertex1, vertex2, pointResult?, normalResult?, uvResult?, colorResult?);
- }
- }
- declare module BABYLON {
- class Polygon {
- static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
- static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
- static Parse(input: string): Vector2[];
- static StartingAt(x: number, y: number): Path2;
- }
- class PolygonMeshBuilder {
- private _swctx;
- private _points;
- private _name;
- private _scene;
- constructor(name: string, contours: Path2, scene: Scene);
- constructor(name: string, contours: Vector2[], scene: Scene);
- addHole(hole: Vector2[]): PolygonMeshBuilder;
- build(updatable?: boolean): Mesh;
- }
- }
- declare module BABYLON {
- class SubMesh {
- materialIndex: number;
- verticesStart: number;
- verticesCount: number;
- indexStart: any;
- indexCount: number;
- linesIndexCount: number;
- private _mesh;
- private _renderingMesh;
- private _boundingInfo;
- private _linesIndexBuffer;
- _lastColliderWorldVertices: Vector3[];
- _trianglePlanes: Plane[];
- _lastColliderTransformMatrix: Matrix;
- _renderId: number;
- _alphaIndex: number;
- _distanceToCamera: number;
- _id: number;
- constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
- getBoundingInfo(): BoundingInfo;
- getMesh(): AbstractMesh;
- getRenderingMesh(): Mesh;
- getMaterial(): Material;
- refreshBoundingInfo(): void;
- _checkCollision(collider: Collider): boolean;
- updateBoundingInfo(world: Matrix): void;
- isInFrustum(frustumPlanes: Plane[]): boolean;
- render(): void;
- getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
- canIntersects(ray: Ray): boolean;
- intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
- clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
- dispose(): void;
- static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
- }
- }
- declare module BABYLON {
- class VertexBuffer {
- private _mesh;
- private _engine;
- private _buffer;
- private _data;
- private _updatable;
- private _kind;
- private _strideSize;
- constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
- isUpdatable(): boolean;
- getData(): number[];
- getBuffer(): WebGLBuffer;
- getStrideSize(): number;
- create(data?: number[]): void;
- update(data: number[]): void;
- updateDirectly(data: Float32Array, offset: number): void;
- dispose(): void;
- private static _PositionKind;
- private static _NormalKind;
- private static _UVKind;
- private static _UV2Kind;
- private static _ColorKind;
- private static _MatricesIndicesKind;
- private static _MatricesWeightsKind;
- static PositionKind: string;
- static NormalKind: string;
- static UVKind: string;
- static UV2Kind: string;
- static ColorKind: string;
- static MatricesIndicesKind: string;
- static MatricesWeightsKind: string;
- }
- }
- declare module BABYLON {
- class Particle {
- position: Vector3;
- direction: Vector3;
- color: Color4;
- colorStep: Color4;
- lifeTime: number;
- age: number;
- size: number;
- angle: number;
- angularSpeed: number;
- copyTo(other: Particle): void;
- }
- }
- declare module BABYLON {
- class ParticleSystem implements IDisposable {
- name: string;
- static BLENDMODE_ONEONE: number;
- static BLENDMODE_STANDARD: number;
- id: string;
- renderingGroupId: number;
- emitter: any;
- emitRate: number;
- manualEmitCount: number;
- updateSpeed: number;
- targetStopDuration: number;
- disposeOnStop: boolean;
- minEmitPower: number;
- maxEmitPower: number;
- minLifeTime: number;
- maxLifeTime: number;
- minSize: number;
- maxSize: number;
- minAngularSpeed: number;
- maxAngularSpeed: number;
- particleTexture: Texture;
- onDispose: () => void;
- updateFunction: (particles: Particle[]) => void;
- blendMode: number;
- forceDepthWrite: boolean;
- gravity: Vector3;
- direction1: Vector3;
- direction2: Vector3;
- minEmitBox: Vector3;
- maxEmitBox: Vector3;
- color1: Color4;
- color2: Color4;
- colorDead: Color4;
- textureMask: Color4;
- startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
- startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
- private particles;
- private _capacity;
- private _scene;
- private _vertexDeclaration;
- private _vertexStrideSize;
- private _stockParticles;
- private _newPartsExcess;
- private _vertexBuffer;
- private _indexBuffer;
- private _vertices;
- private _effect;
- private _customEffect;
- private _cachedDefines;
- private _scaledColorStep;
- private _colorDiff;
- private _scaledDirection;
- private _scaledGravity;
- private _currentRenderId;
- private _alive;
- private _started;
- private _stopped;
- private _actualFrame;
- private _scaledUpdateSpeed;
- constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
- recycleParticle(particle: Particle): void;
- getCapacity(): number;
- isAlive(): boolean;
- isStarted(): boolean;
- start(): void;
- stop(): void;
- _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
- private _update(newParticles);
- private _getEffect();
- animate(): void;
- render(): number;
- dispose(): void;
- clone(name: string, newEmitter: any): ParticleSystem;
- }
- }
- declare module BABYLON {
- interface IPhysicsEnginePlugin {
- initialize(iterations?: number): any;
- setGravity(gravity: Vector3): void;
- runOneStep(delta: number): void;
- registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
- registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
- unregisterMesh(mesh: AbstractMesh): any;
- applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
- createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
- dispose(): void;
- isSupported(): boolean;
- updateBodyPosition(mesh: AbstractMesh): void;
- }
- interface PhysicsBodyCreationOptions {
- mass: number;
- friction: number;
- restitution: number;
- }
- interface PhysicsCompoundBodyPart {
- mesh: Mesh;
- impostor: number;
- }
- class PhysicsEngine {
- gravity: Vector3;
- private _currentPlugin;
- constructor(plugin?: IPhysicsEnginePlugin);
- _initialize(gravity?: Vector3): void;
- _runOneStep(delta: number): void;
- _setGravity(gravity: Vector3): void;
- _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
- _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
- _unregisterMesh(mesh: AbstractMesh): void;
- _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
- _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
- _updateBodyPosition(mesh: AbstractMesh): void;
- dispose(): void;
- isSupported(): boolean;
- static NoImpostor: number;
- static SphereImpostor: number;
- static BoxImpostor: number;
- static PlaneImpostor: number;
- static MeshImpostor: number;
- static CapsuleImpostor: number;
- static ConeImpostor: number;
- static CylinderImpostor: number;
- static ConvexHullImpostor: number;
- static Epsilon: number;
- }
- }
- declare module BABYLON {
- class CannonJSPlugin implements IPhysicsEnginePlugin {
- checkWithEpsilon: (value: number) => number;
- private _world;
- private _registeredMeshes;
- private _physicsMaterials;
- initialize(iterations?: number): void;
- private _checkWithEpsilon(value);
- runOneStep(delta: number): void;
- setGravity(gravity: Vector3): void;
- registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
- private _createSphere(radius, mesh, options?);
- private _createBox(x, y, z, mesh, options?);
- private _createPlane(mesh, options?);
- private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
- private _addMaterial(friction, restitution);
- private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
- registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
- private _unbindBody(body);
- unregisterMesh(mesh: AbstractMesh): void;
- applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
- updateBodyPosition: (mesh: AbstractMesh) => void;
- createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
- dispose(): void;
- isSupported(): boolean;
- }
- }
- declare module BABYLON {
- class OimoJSPlugin implements IPhysicsEnginePlugin {
- private _world;
- private _registeredMeshes;
- private _checkWithEpsilon(value);
- initialize(iterations?: number): void;
- setGravity(gravity: Vector3): void;
- registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
- registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
- private _createBodyAsCompound(part, options, initialMesh);
- unregisterMesh(mesh: AbstractMesh): void;
- private _unbindBody(body);
- /**
- * Update the body position according to the mesh position
- * @param mesh
- */
- updateBodyPosition: (mesh: AbstractMesh) => void;
- applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
- createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
- dispose(): void;
- isSupported(): boolean;
- private _getLastShape(body);
- runOneStep(time: number): void;
- }
- }
- declare module BABYLON {
- class AnaglyphPostProcess extends PostProcess {
- constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class BlackAndWhitePostProcess extends PostProcess {
- constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class BlurPostProcess extends PostProcess {
- direction: Vector2;
- blurWidth: number;
- constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class ConvolutionPostProcess extends PostProcess {
- kernel: number[];
- constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- static EdgeDetect0Kernel: number[];
- static EdgeDetect1Kernel: number[];
- static EdgeDetect2Kernel: number[];
- static SharpenKernel: number[];
- static EmbossKernel: number[];
- static GaussianKernel: number[];
- }
- }
- declare module BABYLON {
- class DisplayPassPostProcess extends PostProcess {
- constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class FilterPostProcess extends PostProcess {
- kernelMatrix: Matrix;
- constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class FxaaPostProcess extends PostProcess {
- texelWidth: number;
- texelHeight: number;
- constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class OculusDistortionCorrectionPostProcess extends PostProcess {
- aspectRatio: number;
- private _isRightEye;
- private _distortionFactors;
- private _postProcessScaleFactor;
- private _lensCenterOffset;
- private _scaleIn;
- private _scaleFactor;
- private _lensCenter;
- constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
- }
- }
- declare module BABYLON {
- class PassPostProcess extends PostProcess {
- constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- class PostProcess {
- name: string;
- onApply: (Effect) => void;
- onBeforeRender: (Effect) => void;
- onSizeChanged: () => void;
- onActivate: (Camera) => void;
- width: number;
- height: number;
- renderTargetSamplingMode: number;
- private _camera;
- private _scene;
- private _engine;
- private _renderRatio;
- private _reusable;
- _textures: SmartArray<WebGLTexture>;
- _currentRenderTextureInd: number;
- private _effect;
- constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean, defines?: string);
- isReusable(): boolean;
- activate(camera: Camera, sourceTexture?: WebGLTexture): void;
- apply(): Effect;
- dispose(camera: Camera): void;
- }
- }
- declare module BABYLON {
- class PostProcessManager {
- private _scene;
- private _indexBuffer;
- private _vertexDeclaration;
- private _vertexStrideSize;
- private _vertexBuffer;
- constructor(scene: Scene);
- _prepareFrame(sourceTexture?: WebGLTexture): boolean;
- _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class RefractionPostProcess extends PostProcess {
- color: Color3;
- depth: number;
- colorLevel: number;
- private _refRexture;
- constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- dispose(camera: Camera): void;
- }
- }
- declare module BABYLON {
- class SSAORenderingPipeline extends PostProcessRenderPipeline {
- /**
- * The PassPostProcess id in the pipeline that contains the original scene color
- * @type {string}
- */
- SSAOOriginalSceneColorEffect: string;
- /**
- * The SSAO PostProcess id in the pipeline
- * @type {string}
- */
- SSAORenderEffect: string;
- /**
- * The horizontal blur PostProcess id in the pipeline
- * @type {string}
- */
- SSAOBlurHRenderEffect: string;
- /**
- * The vertical blur PostProcess id in the pipeline
- * @type {string}
- */
- SSAOBlurVRenderEffect: string;
- /**
- * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
- * @type {string}
- */
- SSAOCombineRenderEffect: string;
- private _scene;
- private _depthTexture;
- private _randomTexture;
- private _originalColorPostProcess;
- private _ssaoPostProcess;
- private _blurHPostProcess;
- private _blurVPostProcess;
- private _ssaoCombinePostProcess;
- private _firstUpdate;
- /**
- * @constructor
- * @param {string} name - The rendering pipeline name
- * @param {BABYLON.Scene} scene - The scene linked to this pipeline
- * @param {number} 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)
- * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
- */
- constructor(name: string, scene: Scene, ratio?: number, cameras?: Camera[]);
- /**
- * Returns the horizontal blur PostProcess
- * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
- */
- getBlurHPostProcess(): BlurPostProcess;
- /**
- * Returns the vertical blur PostProcess
- * @return {BABYLON.BlurPostProcess} The vertical blur post-process
- */
- getBlurVPostProcess(): BlurPostProcess;
- /**
- * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
- */
- dispose(disableDepthRender?: boolean): void;
- private _createSSAOPostProcess(ratio);
- private _createSSAOCombinePostProcess();
- private _createRandomTexture();
- }
- }
- declare module BABYLON {
- class VolumetricLightScatteringPostProcess extends PostProcess {
- private _volumetricLightScatteringPass;
- private _volumetricLightScatteringRTT;
- private _viewPort;
- private _screenCoordinates;
- private _cachedDefines;
- private _customMeshPosition;
- /**
- * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
- * @type {boolean}
- */
- useCustomMeshPosition: boolean;
- /**
- * If the post-process should inverse the light scattering direction
- * @type {boolean}
- */
- invert: boolean;
- /**
- * The internal mesh used by the post-process
- * @type {boolean}
- */
- mesh: Mesh;
- /**
- * Array containing the excluded meshes not rendered in the internal pass
- */
- excludedMeshes: AbstractMesh[];
- exposure: number;
- decay: number;
- weight: number;
- density: number;
- /**
- * @constructor
- * @param {string} name - The post-process name
- * @param {number} 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)
- * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
- * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
- * @param {number} samplingMode - The post-process filtering mode
- * @param {BABYLON.Engine} engine - The babylon engine
- * @param {boolean} reusable - If the post-process is reusable
- */
- constructor(name: string, ratio: number, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean);
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Sets the new light position for light scattering effect
- * @param {BABYLON.Vector3} The new custom light position
- */
- setCustomMeshPosition(position: Vector3): void;
- /**
- * Returns the light position for light scattering effect
- * @return {BABYLON.Vector3} The custom light position
- */
- getCustomMeshPosition(): Vector3;
- /**
- * Disposes the internal assets and detaches the post-process from the camera
- */
- dispose(camera: Camera): void;
- /**
- * Returns the render target texture used by the post-process
- * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
- */
- getPass(): RenderTargetTexture;
- private _meshExcluded(mesh);
- private _createPass(scene, ratio);
- private _updateMeshScreenCoordinates(scene);
- /**
- * Creates a default mesh for the Volumeric Light Scattering post-process
- * @param {string} The mesh name
- * @param {BABYLON.Scene} The scene where to create the mesh
- * @return {BABYLON.Mesh} the default mesh
- */
- static CreateDefaultMesh(name: string, scene: Scene): Mesh;
- }
- }
- declare module BABYLON {
- class PostProcessRenderEffect {
- private _engine;
- private _postProcesses;
- private _getPostProcess;
- private _singleInstance;
- private _cameras;
- private _indicesForCamera;
- private _renderPasses;
- private _renderEffectAsPasses;
- _name: string;
- applyParameters: (postProcess: PostProcess) => void;
- constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
- _update(): void;
- addPass(renderPass: PostProcessRenderPass): void;
- removePass(renderPass: PostProcessRenderPass): void;
- addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
- getPass(passName: string): void;
- emptyPasses(): void;
- _attachCameras(cameras: Camera): any;
- _attachCameras(cameras: Camera[]): any;
- _detachCameras(cameras: Camera): any;
- _detachCameras(cameras: Camera[]): any;
- _enable(cameras: Camera): any;
- _enable(cameras: Camera[]): any;
- _disable(cameras: Camera): any;
- _disable(cameras: Camera[]): any;
- getPostProcess(camera?: Camera): PostProcess;
- private _linkParameters();
- private _linkTextures(effect);
- }
- }
- declare module BABYLON {
- class PostProcessRenderPass {
- private _enabled;
- private _renderList;
- private _renderTexture;
- private _scene;
- private _refCount;
- _name: string;
- constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
- _incRefCount(): number;
- _decRefCount(): number;
- _update(): void;
- setRenderList(renderList: Mesh[]): void;
- getRenderTexture(): RenderTargetTexture;
- }
- }
- declare module BABYLON {
- class PostProcessRenderPipeline {
- private _engine;
- private _renderEffects;
- private _renderEffectsForIsolatedPass;
- private _cameras;
- _name: string;
- private static PASS_EFFECT_NAME;
- private static PASS_SAMPLER_NAME;
- constructor(engine: Engine, name: string);
- addEffect(renderEffect: PostProcessRenderEffect): void;
- _enableEffect(renderEffectName: string, cameras: Camera): any;
- _enableEffect(renderEffectName: string, cameras: Camera[]): any;
- _disableEffect(renderEffectName: string, cameras: Camera): any;
- _disableEffect(renderEffectName: string, cameras: Camera[]): any;
- _attachCameras(cameras: Camera, unique: boolean): any;
- _attachCameras(cameras: Camera[], unique: boolean): any;
- _detachCameras(cameras: Camera): any;
- _detachCameras(cameras: Camera[]): any;
- _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
- _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
- _disableDisplayOnlyPass(cameras: Camera): any;
- _disableDisplayOnlyPass(cameras: Camera[]): any;
- _update(): void;
- }
- }
- declare module BABYLON {
- class PostProcessRenderPipelineManager {
- private _renderPipelines;
- constructor();
- addPipeline(renderPipeline: PostProcessRenderPipeline): void;
- attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
- attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
- detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
- detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
- enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
- enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
- disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
- disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
- enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
- enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
- disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
- disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
- update(): void;
- }
- }
- declare module BABYLON {
- class BoundingBoxRenderer {
- frontColor: Color3;
- backColor: Color3;
- showBackLines: boolean;
- renderList: SmartArray<BoundingBox>;
- private _scene;
- private _colorShader;
- private _vb;
- private _ib;
- constructor(scene: Scene);
- reset(): void;
- render(): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class DepthRenderer {
- private _scene;
- private _depthMap;
- private _effect;
- private _viewMatrix;
- private _projectionMatrix;
- private _transformMatrix;
- private _worldViewProjection;
- private _cachedDefines;
- constructor(scene: Scene, type?: number);
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- getDepthMap(): RenderTargetTexture;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class OutlineRenderer {
- private _scene;
- private _effect;
- private _cachedDefines;
- constructor(scene: Scene);
- render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- }
- }
- declare module BABYLON {
- class RenderingGroup {
- index: number;
- private _scene;
- private _opaqueSubMeshes;
- private _transparentSubMeshes;
- private _alphaTestSubMeshes;
- private _activeVertices;
- constructor(index: number, scene: Scene);
- render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
- prepare(): void;
- dispatch(subMesh: SubMesh): void;
- }
- }
- declare module BABYLON {
- class RenderingManager {
- static MAX_RENDERINGGROUPS: number;
- private _scene;
- private _renderingGroups;
- private _depthBufferAlreadyCleaned;
- constructor(scene: Scene);
- private _renderParticles(index, activeMeshes);
- private _renderSprites(index);
- private _clearDepthBuffer();
- render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
- reset(): void;
- dispatch(subMesh: SubMesh): void;
- }
- }
- declare module BABYLON {
- class Sprite {
- name: string;
- position: Vector3;
- color: Color4;
- size: number;
- angle: number;
- cellIndex: number;
- invertU: number;
- invertV: number;
- disposeWhenFinishedAnimating: boolean;
- animations: Animation[];
- private _animationStarted;
- private _loopAnimation;
- private _fromIndex;
- private _toIndex;
- private _delay;
- private _direction;
- private _frameCount;
- private _manager;
- private _time;
- constructor(name: string, manager: SpriteManager);
- playAnimation(from: number, to: number, loop: boolean, delay: number): void;
- stopAnimation(): void;
- _animate(deltaTime: number): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- class SpriteManager {
- name: string;
- cellSize: number;
- sprites: Sprite[];
- renderingGroupId: number;
- onDispose: () => void;
- fogEnabled: boolean;
- private _capacity;
- private _spriteTexture;
- private _epsilon;
- private _scene;
- private _vertexDeclaration;
- private _vertexStrideSize;
- private _vertexBuffer;
- private _indexBuffer;
- private _vertices;
- private _effectBase;
- private _effectFog;
- constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
- private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
- render(): void;
- dispose(): void;
- }
- }
- declare module BABYLON.Internals {
- class AndOrNotEvaluator {
- static Eval(query: string, evaluateCallback: (val) => boolean): boolean;
- private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
- private static _SimplifyNegation(booleanString);
- }
- }
- declare module BABYLON {
- interface IAssetTask {
- onSuccess: (task: IAssetTask) => void;
- onError: (task: IAssetTask) => void;
- isCompleted: boolean;
- run(scene: Scene, onSuccess: () => void, onError: () => void): any;
- }
- class MeshAssetTask implements IAssetTask {
- name: string;
- meshesNames: any;
- rootUrl: string;
- sceneFilename: string;
- loadedMeshes: Array<AbstractMesh>;
- loadedParticleSystems: Array<ParticleSystem>;
- loadedSkeletons: Array<Skeleton>;
- onSuccess: (task: IAssetTask) => void;
- onError: (task: IAssetTask) => void;
- isCompleted: boolean;
- constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
- run(scene: Scene, onSuccess: () => void, onError: () => void): void;
- }
- class TextFileAssetTask implements IAssetTask {
- name: string;
- url: string;
- onSuccess: (task: IAssetTask) => void;
- onError: (task: IAssetTask) => void;
- isCompleted: boolean;
- text: string;
- constructor(name: string, url: string);
- run(scene: Scene, onSuccess: () => void, onError: () => void): void;
- }
- class BinaryFileAssetTask implements IAssetTask {
- name: string;
- url: string;
- onSuccess: (task: IAssetTask) => void;
- onError: (task: IAssetTask) => void;
- isCompleted: boolean;
- data: ArrayBuffer;
- constructor(name: string, url: string);
- run(scene: Scene, onSuccess: () => void, onError: () => void): void;
- }
- class ImageAssetTask implements IAssetTask {
- name: string;
- url: string;
- onSuccess: (task: IAssetTask) => void;
- onError: (task: IAssetTask) => void;
- isCompleted: boolean;
- image: HTMLImageElement;
- constructor(name: string, url: string);
- run(scene: Scene, onSuccess: () => void, onError: () => void): void;
- }
- class TextureAssetTask implements IAssetTask {
- name: string;
- url: string;
- noMipmap: boolean;
- invertY: boolean;
- samplingMode: number;
- onSuccess: (task: IAssetTask) => void;
- onError: (task: IAssetTask) => void;
- isCompleted: boolean;
- texture: Texture;
- constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
- run(scene: Scene, onSuccess: () => void, onError: () => void): void;
- }
- class AssetsManager {
- private _tasks;
- private _scene;
- private _waitingTasksCount;
- onFinish: (tasks: IAssetTask[]) => void;
- onTaskSuccess: (task: IAssetTask) => void;
- onTaskError: (task: IAssetTask) => void;
- useDefaultLoadingScreen: boolean;
- constructor(scene: Scene);
- addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
- addTextFileTask(taskName: string, url: string): IAssetTask;
- addBinaryFileTask(taskName: string, url: string): IAssetTask;
- addImageTask(taskName: string, url: string): IAssetTask;
- addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
- private _decreaseWaitingTasksCount();
- private _runTask(task);
- reset(): AssetsManager;
- load(): AssetsManager;
- }
- }
- declare module BABYLON {
- class Database {
- private callbackManifestChecked;
- private currentSceneUrl;
- private db;
- private enableSceneOffline;
- private enableTexturesOffline;
- private manifestVersionFound;
- private mustUpdateRessources;
- private hasReachedQuota;
- private isSupported;
- private idbFactory;
- static isUASupportingBlobStorage: boolean;
- constructor(urlToScene: string, callbackManifestChecked: (boolean) => any);
- static parseURL: (url: string) => string;
- static ReturnFullUrlLocation: (url: string) => string;
- checkManifestFile(): void;
- openAsync(successCallback: any, errorCallback: any): void;
- loadImageFromDB(url: string, image: HTMLImageElement): void;
- private _loadImageFromDBAsync(url, image, notInDBCallback);
- private _saveImageIntoDBAsync(url, image);
- private _checkVersionFromDB(url, versionLoaded);
- private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
- private _saveVersionIntoDBAsync(url, callback);
- private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
- private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
- private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
- }
- }
- declare module BABYLON {
- class FilesInput {
- private engine;
- private currentScene;
- private canvas;
- private sceneLoadedCallback;
- private progressCallback;
- private additionnalRenderLoopLogicCallback;
- private textureLoadingCallback;
- private startingProcessingFilesCallback;
- private elementToMonitor;
- static FilesTextures: any[];
- static FilesToLoad: any[];
- constructor(p_engine: BABYLON.Engine, p_scene: BABYLON.Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
- monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
- private renderFunction();
- private drag(e);
- private drop(eventDrop);
- private loadFiles(event);
- }
- }
- declare module BABYLON {
- class Gamepads {
- private babylonGamepads;
- private oneGamepadConnected;
- private isMonitoring;
- private gamepadEventSupported;
- private gamepadSupportAvailable;
- private _callbackGamepadConnected;
- private buttonADataURL;
- private static gamepadDOMInfo;
- constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
- private _insertGamepadDOMInstructions();
- private _insertGamepadDOMNotSupported();
- dispose(): void;
- private _onGamepadConnected(evt);
- private _addNewGamepad(gamepad);
- private _onGamepadDisconnected(evt);
- private _startMonitoringGamepads();
- private _stopMonitoringGamepads();
- private _checkGamepadsStatus();
- private _updateGamepadObjects();
- }
- class StickValues {
- x: any;
- y: any;
- constructor(x: any, y: any);
- }
- class Gamepad {
- id: string;
- index: number;
- browserGamepad: any;
- private _leftStick;
- private _rightStick;
- private _onleftstickchanged;
- private _onrightstickchanged;
- constructor(id: string, index: number, browserGamepad: any);
- onleftstickchanged(callback: (values: StickValues) => void): void;
- onrightstickchanged(callback: (values: StickValues) => void): void;
- leftStick: StickValues;
- rightStick: StickValues;
- update(): void;
- }
- class GenericPad extends Gamepad {
- id: string;
- index: number;
- gamepad: any;
- private _buttons;
- private _onbuttondown;
- private _onbuttonup;
- onbuttondown(callback: (buttonPressed: number) => void): void;
- onbuttonup(callback: (buttonReleased: number) => void): void;
- constructor(id: string, index: number, gamepad: any);
- private _setButtonValue(newValue, currentValue, buttonIndex);
- update(): void;
- }
- enum Xbox360Button {
- A = 0,
- B = 1,
- X = 2,
- Y = 3,
- Start = 4,
- Back = 5,
- LB = 6,
- RB = 7,
- LeftStick = 8,
- RightStick = 9,
- }
- enum Xbox360Dpad {
- Up = 0,
- Down = 1,
- Left = 2,
- Right = 3,
- }
- class Xbox360Pad extends Gamepad {
- private _leftTrigger;
- private _rightTrigger;
- private _onlefttriggerchanged;
- private _onrighttriggerchanged;
- private _onbuttondown;
- private _onbuttonup;
- private _ondpaddown;
- private _ondpadup;
- private _buttonA;
- private _buttonB;
- private _buttonX;
- private _buttonY;
- private _buttonBack;
- private _buttonStart;
- private _buttonLB;
- private _buttonRB;
- private _buttonLeftStick;
- private _buttonRightStick;
- private _dPadUp;
- private _dPadDown;
- private _dPadLeft;
- private _dPadRight;
- onlefttriggerchanged(callback: (value: number) => void): void;
- onrighttriggerchanged(callback: (value: number) => void): void;
- leftTrigger: number;
- rightTrigger: number;
- onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
- onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
- ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
- ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
- private _setButtonValue(newValue, currentValue, buttonType);
- private _setDPadValue(newValue, currentValue, buttonType);
- buttonA: number;
- buttonB: number;
- buttonX: number;
- buttonY: number;
- buttonStart: number;
- buttonBack: number;
- buttonLB: number;
- buttonRB: number;
- buttonLeftStick: number;
- buttonRightStick: number;
- dPadUp: number;
- dPadDown: number;
- dPadLeft: number;
- dPadRight: number;
- update(): void;
- }
- }
- interface Navigator {
- getGamepads(func?: any): any;
- webkitGetGamepads(func?: any): any;
- msGetGamepads(func?: any): any;
- webkitGamepads(func?: any): any;
- }
- declare module BABYLON {
- class SceneOptimization {
- priority: number;
- apply: (scene: Scene) => boolean;
- constructor(priority?: number);
- }
- class TextureOptimization extends SceneOptimization {
- priority: number;
- maximumSize: number;
- constructor(priority?: number, maximumSize?: number);
- apply: (scene: Scene) => boolean;
- }
- class HardwareScalingOptimization extends SceneOptimization {
- priority: number;
- maximumScale: number;
- private _currentScale;
- constructor(priority?: number, maximumScale?: number);
- apply: (scene: Scene) => boolean;
- }
- class ShadowsOptimization extends SceneOptimization {
- apply: (scene: Scene) => boolean;
- }
- class PostProcessesOptimization extends SceneOptimization {
- apply: (scene: Scene) => boolean;
- }
- class LensFlaresOptimization extends SceneOptimization {
- apply: (scene: Scene) => boolean;
- }
- class ParticlesOptimization extends SceneOptimization {
- apply: (scene: Scene) => boolean;
- }
- class RenderTargetsOptimization extends SceneOptimization {
- apply: (scene: Scene) => boolean;
- }
- class MergeMeshesOptimization extends SceneOptimization {
- private _canBeMerged;
- apply: (scene: Scene) => boolean;
- }
- class SceneOptimizerOptions {
- targetFrameRate: number;
- trackerDuration: number;
- optimizations: SceneOptimization[];
- constructor(targetFrameRate?: number, trackerDuration?: number);
- static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
- static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
- static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
- }
- class SceneOptimizer {
- static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
- static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
- }
- }
- declare module BABYLON {
- class SceneSerializer {
- static Serialize(scene: Scene): any;
- }
- }
- declare module BABYLON {
- class SmartArray<T> {
- data: Array<T>;
- length: number;
- private _id;
- private _duplicateId;
- constructor(capacity: number);
- push(value: any): void;
- pushNoDuplicate(value: any): void;
- sort(compareFn: any): void;
- reset(): void;
- concat(array: any): void;
- concatWithNoDuplicate(array: any): void;
- indexOf(value: any): number;
- private static _GlobalId;
- }
- }
- declare module BABYLON {
- class Tags {
- static EnableFor(obj: any): void;
- static DisableFor(obj: any): void;
- static HasTags(obj: any): boolean;
- static GetTags(obj: any): any;
- static AddTagsTo(obj: any, tagsString: string): void;
- static _AddTagTo(obj: any, tag: string): void;
- static RemoveTagsFrom(obj: any, tagsString: string): void;
- static _RemoveTagFrom(obj: any, tag: string): void;
- static MatchesQuery(obj: any, tagsQuery: string): boolean;
- }
- }
- declare module BABYLON {
- interface IAnimatable {
- animations: Array<Animation>;
- }
- interface ISize {
- width: number;
- height: number;
- }
- class Tools {
- static BaseUrl: string;
- static GetExponantOfTwo: (value: number, max: number) => number;
- static GetFilename(path: string): string;
- static GetDOMTextContent(element: HTMLElement): string;
- static ToDegrees(angle: number): number;
- static ToRadians(angle: number): number;
- static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
- minimum: Vector3;
- maximum: Vector3;
- };
- static ExtractMinAndMax(positions: number[], start: number, count: number): {
- minimum: Vector3;
- maximum: Vector3;
- };
- static MakeArray(obj: any, allowsNullUndefined?: boolean): Array<any>;
- static GetPointerPrefix(): string;
- static QueueNewFrame(func: any): void;
- static RequestFullscreen(element: any): void;
- static ExitFullscreen(): void;
- static CleanUrl(url: string): string;
- static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
- static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
- static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
- static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
- static Clamp(value: number, min?: number, max?: number): number;
- static Sign(value: number): number;
- static Format(value: number, decimals?: number): string;
- static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
- static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
- static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
- static IsEmpty(obj: any): boolean;
- static RegisterTopRootEvents(events: {
- name: string;
- handler: EventListener;
- }[]): void;
- static UnregisterTopRootEvents(events: {
- name: string;
- handler: EventListener;
- }[]): void;
- static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
- static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
- private static _NoneLogLevel;
- private static _MessageLogLevel;
- private static _WarningLogLevel;
- private static _ErrorLogLevel;
- private static _LogCache;
- static OnNewCacheEntry: (entry: string) => void;
- static NoneLogLevel: number;
- static MessageLogLevel: number;
- static WarningLogLevel: number;
- static ErrorLogLevel: number;
- static AllLogLevel: number;
- private static _AddLogEntry(entry);
- private static _FormatMessage(message);
- static Log: (message: string) => void;
- private static _LogDisabled(message);
- private static _LogEnabled(message);
- static Warn: (message: string) => void;
- private static _WarnDisabled(message);
- private static _WarnEnabled(message);
- static Error: (message: string) => void;
- private static _ErrorDisabled(message);
- private static _ErrorEnabled(message);
- static LogCache: string;
- static LogLevels: number;
- private static _PerformanceNoneLogLevel;
- private static _PerformanceUserMarkLogLevel;
- private static _PerformanceConsoleLogLevel;
- private static _performance;
- static PerformanceNoneLogLevel: number;
- static PerformanceUserMarkLogLevel: number;
- static PerformanceConsoleLogLevel: number;
- static PerformanceLogLevel: number;
- static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
- static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
- static _StartUserMark(counterName: string, condition?: boolean): void;
- static _EndUserMark(counterName: string, condition?: boolean): void;
- static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
- static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
- static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
- static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
- static Now: number;
- static GetFps(): number;
- }
- /**
- * An implementation of a loop for asynchronous functions.
- */
- class AsyncLoop {
- iterations: number;
- private _fn;
- private _successCallback;
- index: number;
- private _done;
- /**
- * Constroctor.
- * @param iterations the number of iterations.
- * @param _fn the function to run each iteration
- * @param _successCallback the callback that will be called upon succesful execution
- * @param offset starting offset.
- */
- constructor(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number);
- /**
- * Execute the next iteration. Must be called after the last iteration was finished.
- */
- executeNext(): void;
- /**
- * Break the loop and run the success callback.
- */
- breakLoop(): void;
- /**
- * Helper function
- */
- static Run(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number): AsyncLoop;
- /**
- * A for-loop that will run a given number of iterations synchronous and the rest async.
- * @param iterations total number of iterations
- * @param syncedIterations number of synchronous iterations in each async iteration.
- * @param fn the function to call each iteration.
- * @param callback a success call back that will be called when iterating stops.
- * @param breakFunction a break condition (optional)
- * @param timeout timeout settings for the setTimeout function. default - 0.
- * @constructor
- */
- static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): void;
- }
- }
- declare module BABYLON.Internals {
- interface DDSInfo {
- width: number;
- height: number;
- mipmapCount: number;
- isFourCC: boolean;
- isRGB: boolean;
- isLuminance: boolean;
- isCube: boolean;
- }
- class DDSTools {
- static GetDDSInfo(arrayBuffer: any): DDSInfo;
- private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
- private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
- private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
- static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
- }
- }
- declare module BABYLON.Internals {
- class TGATools {
- private static _TYPE_NO_DATA;
- private static _TYPE_INDEXED;
- private static _TYPE_RGB;
- private static _TYPE_GREY;
- private static _TYPE_RLE_INDEXED;
- private static _TYPE_RLE_RGB;
- private static _TYPE_RLE_GREY;
- private static _ORIGIN_MASK;
- private static _ORIGIN_SHIFT;
- private static _ORIGIN_BL;
- private static _ORIGIN_BR;
- private static _ORIGIN_UL;
- private static _ORIGIN_UR;
- static GetTGAHeader(data: Uint8Array): any;
- static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
- 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;
- 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;
- 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;
- 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;
- 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;
- 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;
- }
- }
- declare module BABYLON {
- enum JoystickAxis {
- X = 0,
- Y = 1,
- Z = 2,
- }
- class VirtualJoystick {
- reverseLeftRight: boolean;
- reverseUpDown: boolean;
- deltaPosition: Vector3;
- pressed: boolean;
- private static _globalJoystickIndex;
- private static vjCanvas;
- private static vjCanvasContext;
- private static vjCanvasWidth;
- private static vjCanvasHeight;
- private static halfWidth;
- private static halfHeight;
- private _action;
- private _axisTargetedByLeftAndRight;
- private _axisTargetedByUpAndDown;
- private _joystickSensibility;
- private _inversedSensibility;
- private _rotationSpeed;
- private _inverseRotationSpeed;
- private _rotateOnAxisRelativeToMesh;
- private _joystickPointerID;
- private _joystickColor;
- private _joystickPointerPos;
- private _joystickPointerStartPos;
- private _deltaJoystickVector;
- private _leftJoystick;
- private _joystickIndex;
- private _touches;
- constructor(leftJoystick?: boolean);
- setJoystickSensibility(newJoystickSensibility: number): void;
- private _onPointerDown(e);
- private _onPointerMove(e);
- private _onPointerUp(e);
- /**
- * Change the color of the virtual joystick
- * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
- */
- setJoystickColor(newColor: string): void;
- setActionOnTouch(action: () => any): void;
- setAxisForLeftRight(axis: JoystickAxis): void;
- setAxisForUpDown(axis: JoystickAxis): void;
- private _clearCanvas();
- private _drawVirtualJoystick();
- releaseCanvas(): void;
- }
- }
- declare module BABYLON.VirtualJoystick {
- class Collection<T> {
- private _count;
- private _collection;
- constructor();
- Count(): number;
- add<T>(key: string, item: T): number;
- remove(key: string): number;
- item(key: string): any;
- forEach<T>(block: (item: T) => void): void;
- }
- }
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