babylon.2.0.d.ts 187 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. public uintIndices: boolean;
  45. }
  46. class Engine {
  47. private static _ALPHA_DISABLE;
  48. private static _ALPHA_ADD;
  49. private static _ALPHA_COMBINE;
  50. private static _DELAYLOADSTATE_NONE;
  51. private static _DELAYLOADSTATE_LOADED;
  52. private static _DELAYLOADSTATE_LOADING;
  53. private static _DELAYLOADSTATE_NOTLOADED;
  54. static ALPHA_DISABLE : number;
  55. static ALPHA_ADD : number;
  56. static ALPHA_COMBINE : number;
  57. static DELAYLOADSTATE_NONE : number;
  58. static DELAYLOADSTATE_LOADED : number;
  59. static DELAYLOADSTATE_LOADING : number;
  60. static DELAYLOADSTATE_NOTLOADED : number;
  61. static Version : string;
  62. static Epsilon: number;
  63. static CollisionsEpsilon: number;
  64. static ShadersRepository: string;
  65. public isFullscreen: boolean;
  66. public isPointerLock: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _audioEngine;
  74. private _onBlur;
  75. private _onFocus;
  76. private _onFullscreenChange;
  77. private _onPointerLockChange;
  78. private _hardwareScalingLevel;
  79. private _caps;
  80. private _pointerLockRequested;
  81. private _alphaTest;
  82. private _runningLoop;
  83. private _renderFunction;
  84. private _resizeLoadingUI;
  85. private _loadingDiv;
  86. private _loadingTextDiv;
  87. private _loadingDivBackgroundColor;
  88. private _drawCalls;
  89. private _depthCullingState;
  90. private _alphaState;
  91. private _alphaMode;
  92. private _loadedTexturesCache;
  93. public _activeTexturesCache: BaseTexture[];
  94. private _currentEffect;
  95. private _compiledEffects;
  96. private _vertexAttribArrays;
  97. private _cachedViewport;
  98. private _cachedVertexBuffers;
  99. private _cachedIndexBuffer;
  100. private _cachedEffectForVertexBuffers;
  101. private _currentRenderTarget;
  102. private _canvasClientRect;
  103. private _uintIndicesCurrentlySet;
  104. private _workingCanvas;
  105. private _workingContext;
  106. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  107. public getAudioEngine(): AudioEngine;
  108. public getAspectRatio(camera: Camera): number;
  109. public getRenderWidth(): number;
  110. public getRenderHeight(): number;
  111. public getRenderingCanvas(): HTMLCanvasElement;
  112. public getRenderingCanvasClientRect(): ClientRect;
  113. public setHardwareScalingLevel(level: number): void;
  114. public getHardwareScalingLevel(): number;
  115. public getLoadedTexturesCache(): WebGLTexture[];
  116. public getCaps(): EngineCapabilities;
  117. public drawCalls : number;
  118. public resetDrawCalls(): void;
  119. public setDepthFunctionToGreater(): void;
  120. public setDepthFunctionToGreaterOrEqual(): void;
  121. public setDepthFunctionToLess(): void;
  122. public setDepthFunctionToLessOrEqual(): void;
  123. public stopRenderLoop(): void;
  124. public _renderLoop(): void;
  125. public runRenderLoop(renderFunction: () => void): void;
  126. public switchFullscreen(requestPointerLock: boolean): void;
  127. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  128. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  129. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  130. public beginFrame(): void;
  131. public endFrame(): void;
  132. public resize(): void;
  133. public setSize(width: number, height: number): void;
  134. public bindFramebuffer(texture: WebGLTexture): void;
  135. public unBindFramebuffer(texture: WebGLTexture): void;
  136. public flushFramebuffer(): void;
  137. public restoreDefaultFramebuffer(): void;
  138. private _resetVertexBufferBinding();
  139. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  140. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  141. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void;
  142. private _resetIndexBufferBinding();
  143. public createIndexBuffer(indices: number[]): WebGLBuffer;
  144. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  145. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  146. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  147. public createInstancesBuffer(capacity: number): WebGLBuffer;
  148. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  149. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  150. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  151. public applyStates(): void;
  152. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  153. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  154. public _releaseEffect(effect: Effect): void;
  155. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  156. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  157. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  158. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  159. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  160. public enableEffect(effect: Effect): void;
  161. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  162. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  163. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  164. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  165. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  166. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  167. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  168. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  169. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  170. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  171. public setState(culling: boolean, force?: boolean): void;
  172. public setDepthBuffer(enable: boolean): void;
  173. public getDepthWrite(): boolean;
  174. public setDepthWrite(enable: boolean): void;
  175. public setColorWrite(enable: boolean): void;
  176. public setAlphaMode(mode: number): void;
  177. public getAlphaMode(): number;
  178. public setAlphaTesting(enable: boolean): void;
  179. public getAlphaTesting(): boolean;
  180. public wipeCaches(): void;
  181. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  182. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  183. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  184. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  185. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  186. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  187. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  188. public _releaseTexture(texture: WebGLTexture): void;
  189. public bindSamplers(effect: Effect): void;
  190. public _bindTexture(channel: number, texture: WebGLTexture): void;
  191. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  192. public setTexture(channel: number, texture: BaseTexture): void;
  193. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  194. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  195. public dispose(): void;
  196. public displayLoadingUI(): void;
  197. public loadingUIText : string;
  198. public loadingUIBackgroundColor : string;
  199. public hideLoadingUI(): void;
  200. static isSupported(): boolean;
  201. }
  202. }
  203. interface Window {
  204. mozIndexedDB(func: any): any;
  205. webkitIndexedDB(func: any): any;
  206. IDBTransaction(func: any): any;
  207. webkitIDBTransaction(func: any): any;
  208. msIDBTransaction(func: any): any;
  209. IDBKeyRange(func: any): any;
  210. webkitIDBKeyRange(func: any): any;
  211. msIDBKeyRange(func: any): any;
  212. URL: HTMLURL;
  213. webkitURL: HTMLURL;
  214. webkitRequestAnimationFrame(func: any): any;
  215. mozRequestAnimationFrame(func: any): any;
  216. oRequestAnimationFrame(func: any): any;
  217. WebGLRenderingContext: WebGLRenderingContext;
  218. MSGesture: MSGesture;
  219. }
  220. interface HTMLURL {
  221. createObjectURL(param1: any, param2?: any): any;
  222. }
  223. interface Document {
  224. exitFullscreen(): void;
  225. webkitCancelFullScreen(): void;
  226. mozCancelFullScreen(): void;
  227. msCancelFullScreen(): void;
  228. webkitIsFullScreen: boolean;
  229. mozFullScreen: boolean;
  230. msIsFullScreen: boolean;
  231. fullscreen: boolean;
  232. mozPointerLockElement: HTMLElement;
  233. msPointerLockElement: HTMLElement;
  234. webkitPointerLockElement: HTMLElement;
  235. pointerLockElement: HTMLElement;
  236. }
  237. interface HTMLCanvasElement {
  238. requestPointerLock(): void;
  239. msRequestPointerLock(): void;
  240. mozRequestPointerLock(): void;
  241. webkitRequestPointerLock(): void;
  242. }
  243. interface WebGLTexture {
  244. isReady: boolean;
  245. isCube: boolean;
  246. url: string;
  247. noMipmap: boolean;
  248. references: number;
  249. generateMipMaps: boolean;
  250. _size: number;
  251. _baseWidth: number;
  252. _baseHeight: number;
  253. _width: number;
  254. _height: number;
  255. _workingCanvas: HTMLCanvasElement;
  256. _workingContext: CanvasRenderingContext2D;
  257. _framebuffer: WebGLFramebuffer;
  258. _depthBuffer: WebGLRenderbuffer;
  259. _cachedCoordinatesMode: number;
  260. _cachedWrapU: number;
  261. _cachedWrapV: number;
  262. }
  263. interface WebGLBuffer {
  264. references: number;
  265. capacity: number;
  266. is32Bits: boolean;
  267. }
  268. interface MouseEvent {
  269. movementX: number;
  270. movementY: number;
  271. mozMovementX: number;
  272. mozMovementY: number;
  273. webkitMovementX: number;
  274. webkitMovementY: number;
  275. msMovementX: number;
  276. msMovementY: number;
  277. }
  278. interface MSStyleCSSProperties {
  279. webkitTransform: string;
  280. webkitTransition: string;
  281. }
  282. interface Navigator {
  283. getVRDevices: () => any;
  284. mozGetVRDevices: (any: any) => any;
  285. isCocoonJS: boolean;
  286. }
  287. declare module BABYLON {
  288. class Node {
  289. public parent: Node;
  290. public name: string;
  291. public id: string;
  292. public state: string;
  293. public animations: Animation[];
  294. public onReady: (node: Node) => void;
  295. private _childrenFlag;
  296. private _isEnabled;
  297. private _isReady;
  298. public _currentRenderId: number;
  299. public _waitingParentId: string;
  300. private _scene;
  301. public _cache: any;
  302. constructor(name: string, scene: any);
  303. public getScene(): Scene;
  304. public getEngine(): Engine;
  305. public getWorldMatrix(): Matrix;
  306. public _initCache(): void;
  307. public updateCache(force?: boolean): void;
  308. public _updateCache(ignoreParentClass?: boolean): void;
  309. public _isSynchronized(): boolean;
  310. public isSynchronizedWithParent(): boolean;
  311. public isSynchronized(updateCache?: boolean): boolean;
  312. public hasNewParent(update?: boolean): boolean;
  313. public isReady(): boolean;
  314. public isEnabled(): boolean;
  315. public setEnabled(value: boolean): void;
  316. public isDescendantOf(ancestor: Node): boolean;
  317. public _getDescendants(list: Node[], results: Node[]): void;
  318. public getDescendants(): Node[];
  319. public _setReady(state: boolean): void;
  320. }
  321. }
  322. declare module BABYLON {
  323. interface IDisposable {
  324. dispose(): void;
  325. }
  326. class Scene {
  327. static FOGMODE_NONE: number;
  328. static FOGMODE_EXP: number;
  329. static FOGMODE_EXP2: number;
  330. static FOGMODE_LINEAR: number;
  331. static MinDeltaTime: number;
  332. static MaxDeltaTime: number;
  333. public autoClear: boolean;
  334. public clearColor: any;
  335. public ambientColor: Color3;
  336. public beforeRender: () => void;
  337. public afterRender: () => void;
  338. public onDispose: () => void;
  339. public beforeCameraRender: (camera: Camera) => void;
  340. public afterCameraRender: (camera: Camera) => void;
  341. public forceWireframe: boolean;
  342. public forcePointsCloud: boolean;
  343. public forceShowBoundingBoxes: boolean;
  344. public clipPlane: Plane;
  345. private _onPointerMove;
  346. private _onPointerDown;
  347. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  348. public cameraToUseForPointers: Camera;
  349. private _pointerX;
  350. private _pointerY;
  351. private _meshUnderPointer;
  352. private _onKeyDown;
  353. private _onKeyUp;
  354. public fogMode: number;
  355. public fogColor: Color3;
  356. public fogDensity: number;
  357. public fogStart: number;
  358. public fogEnd: number;
  359. public shadowsEnabled: boolean;
  360. public lightsEnabled: boolean;
  361. public lights: Light[];
  362. public cameras: Camera[];
  363. public activeCameras: Camera[];
  364. public activeCamera: Camera;
  365. public meshes: AbstractMesh[];
  366. private _geometries;
  367. public materials: Material[];
  368. public multiMaterials: MultiMaterial[];
  369. public defaultMaterial: StandardMaterial;
  370. public texturesEnabled: boolean;
  371. public textures: BaseTexture[];
  372. public particlesEnabled: boolean;
  373. public particleSystems: ParticleSystem[];
  374. public spriteManagers: SpriteManager[];
  375. public layers: Layer[];
  376. public skeletonsEnabled: boolean;
  377. public skeletons: Skeleton[];
  378. public lensFlaresEnabled: boolean;
  379. public lensFlareSystems: LensFlareSystem[];
  380. public collisionsEnabled: boolean;
  381. public gravity: Vector3;
  382. public postProcessesEnabled: boolean;
  383. public postProcessManager: PostProcessManager;
  384. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  385. public renderTargetsEnabled: boolean;
  386. public customRenderTargets: RenderTargetTexture[];
  387. public useDelayedTextureLoading: boolean;
  388. public importedMeshesFiles: String[];
  389. public database: any;
  390. public actionManager: ActionManager;
  391. public _actionManagers: ActionManager[];
  392. private _meshesForIntersections;
  393. public proceduralTexturesEnabled: boolean;
  394. public _proceduralTextures: ProceduralTexture[];
  395. public _soundTracks: SoundTrack[];
  396. private _engine;
  397. private _totalVertices;
  398. public _activeVertices: number;
  399. public _activeParticles: number;
  400. private _lastFrameDuration;
  401. private _evaluateActiveMeshesDuration;
  402. private _renderTargetsDuration;
  403. public _particlesDuration: number;
  404. private _renderDuration;
  405. public _spritesDuration: number;
  406. private _animationRatio;
  407. private _animationStartDate;
  408. public _cachedMaterial: Material;
  409. private _renderId;
  410. private _executeWhenReadyTimeoutId;
  411. public _toBeDisposed: SmartArray<IDisposable>;
  412. private _onReadyCallbacks;
  413. private _pendingData;
  414. private _onBeforeRenderCallbacks;
  415. private _onAfterRenderCallbacks;
  416. private _activeMeshes;
  417. private _processedMaterials;
  418. private _renderTargets;
  419. public _activeParticleSystems: SmartArray<ParticleSystem>;
  420. private _activeSkeletons;
  421. private _activeBones;
  422. private _renderingManager;
  423. private _physicsEngine;
  424. public _activeAnimatables: Animatable[];
  425. private _transformMatrix;
  426. private _pickWithRayInverseMatrix;
  427. private _scaledPosition;
  428. private _scaledVelocity;
  429. private _boundingBoxRenderer;
  430. private _outlineRenderer;
  431. private _viewMatrix;
  432. private _projectionMatrix;
  433. private _frustumPlanes;
  434. private _selectionOctree;
  435. private _pointerOverMesh;
  436. private _debugLayer;
  437. constructor(engine: Engine);
  438. public debugLayer : DebugLayer;
  439. public meshUnderPointer : AbstractMesh;
  440. public pointerX : number;
  441. public pointerY : number;
  442. public getCachedMaterial(): Material;
  443. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  444. public getOutlineRenderer(): OutlineRenderer;
  445. public getEngine(): Engine;
  446. public getTotalVertices(): number;
  447. public getActiveVertices(): number;
  448. public getActiveParticles(): number;
  449. public getActiveBones(): number;
  450. public getLastFrameDuration(): number;
  451. public getEvaluateActiveMeshesDuration(): number;
  452. public getActiveMeshes(): SmartArray<Mesh>;
  453. public getRenderTargetsDuration(): number;
  454. public getRenderDuration(): number;
  455. public getParticlesDuration(): number;
  456. public getSpritesDuration(): number;
  457. public getAnimationRatio(): number;
  458. public getRenderId(): number;
  459. private _updatePointerPosition(evt);
  460. public attachControl(): void;
  461. public detachControl(): void;
  462. public isReady(): boolean;
  463. public resetCachedMaterial(): void;
  464. public registerBeforeRender(func: () => void): void;
  465. public unregisterBeforeRender(func: () => void): void;
  466. public registerAfterRender(func: () => void): void;
  467. public unregisterAfterRender(func: () => void): void;
  468. public _addPendingData(data: any): void;
  469. public _removePendingData(data: any): void;
  470. public getWaitingItemsCount(): number;
  471. public executeWhenReady(func: () => void): void;
  472. public _checkIsReady(): void;
  473. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  474. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  475. public getAnimatableByTarget(target: any): Animatable;
  476. public stopAnimation(target: any): void;
  477. private _animate();
  478. public getViewMatrix(): Matrix;
  479. public getProjectionMatrix(): Matrix;
  480. public getTransformMatrix(): Matrix;
  481. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  482. public setActiveCameraByID(id: string): Camera;
  483. public setActiveCameraByName(name: string): Camera;
  484. public getMaterialByID(id: string): Material;
  485. public getMaterialByName(name: string): Material;
  486. public getCameraByID(id: string): Camera;
  487. public getCameraByName(name: string): Camera;
  488. public getLightByName(name: string): Light;
  489. public getLightByID(id: string): Light;
  490. public getGeometryByID(id: string): Geometry;
  491. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  492. public getGeometries(): Geometry[];
  493. public getMeshByID(id: string): AbstractMesh;
  494. public getLastMeshByID(id: string): AbstractMesh;
  495. public getLastEntryByID(id: string): Node;
  496. public getMeshByName(name: string): AbstractMesh;
  497. public getLastSkeletonByID(id: string): Skeleton;
  498. public getSkeletonById(id: string): Skeleton;
  499. public getSkeletonByName(name: string): Skeleton;
  500. public isActiveMesh(mesh: Mesh): boolean;
  501. private _evaluateSubMesh(subMesh, mesh);
  502. private _evaluateActiveMeshes();
  503. private _activeMesh(mesh);
  504. public updateTransformMatrix(force?: boolean): void;
  505. private _renderForCamera(camera);
  506. private _processSubCameras(camera);
  507. private _checkIntersections();
  508. public render(): void;
  509. private _updateAudioParameters();
  510. public dispose(): void;
  511. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  512. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  513. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  514. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  515. private _internalPick(rayFunction, predicate, fastCheck?);
  516. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  517. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  518. public setPointerOverMesh(mesh: AbstractMesh): void;
  519. public getPointerOverMesh(): AbstractMesh;
  520. public getPhysicsEngine(): PhysicsEngine;
  521. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  522. public disablePhysicsEngine(): void;
  523. public isPhysicsEnabled(): boolean;
  524. public setGravity(gravity: Vector3): void;
  525. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  526. public deleteCompoundImpostor(compound: any): void;
  527. private _getByTags(list, tagsQuery);
  528. public getMeshesByTags(tagsQuery: string): Mesh[];
  529. public getCamerasByTags(tagsQuery: string): Camera[];
  530. public getLightsByTags(tagsQuery: string): Light[];
  531. public getMaterialByTags(tagsQuery: string): Material[];
  532. }
  533. }
  534. declare module BABYLON {
  535. class Action {
  536. public triggerOptions: any;
  537. public trigger: number;
  538. public _actionManager: ActionManager;
  539. private _nextActiveAction;
  540. private _child;
  541. private _condition;
  542. private _triggerParameter;
  543. constructor(triggerOptions: any, condition?: Condition);
  544. public _prepare(): void;
  545. public getTriggerParameter(): any;
  546. public _executeCurrent(evt: ActionEvent): void;
  547. public execute(evt: ActionEvent): void;
  548. public then(action: Action): Action;
  549. public _getProperty(propertyPath: string): string;
  550. public _getEffectiveTarget(target: any, propertyPath: string): any;
  551. }
  552. }
  553. declare module BABYLON {
  554. class ActionEvent {
  555. public source: AbstractMesh;
  556. public pointerX: number;
  557. public pointerY: number;
  558. public meshUnderPointer: AbstractMesh;
  559. public sourceEvent: any;
  560. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  561. static CreateNew(source: AbstractMesh): ActionEvent;
  562. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  563. }
  564. class ActionManager {
  565. private static _NothingTrigger;
  566. private static _OnPickTrigger;
  567. private static _OnLeftPickTrigger;
  568. private static _OnRightPickTrigger;
  569. private static _OnCenterPickTrigger;
  570. private static _OnPointerOverTrigger;
  571. private static _OnPointerOutTrigger;
  572. private static _OnEveryFrameTrigger;
  573. private static _OnIntersectionEnterTrigger;
  574. private static _OnIntersectionExitTrigger;
  575. private static _OnKeyDownTrigger;
  576. private static _OnKeyUpTrigger;
  577. static NothingTrigger : number;
  578. static OnPickTrigger : number;
  579. static OnLeftPickTrigger : number;
  580. static OnRightPickTrigger : number;
  581. static OnCenterPickTrigger : number;
  582. static OnPointerOverTrigger : number;
  583. static OnPointerOutTrigger : number;
  584. static OnEveryFrameTrigger : number;
  585. static OnIntersectionEnterTrigger : number;
  586. static OnIntersectionExitTrigger : number;
  587. static OnKeyDownTrigger : number;
  588. static OnKeyUpTrigger : number;
  589. public actions: Action[];
  590. private _scene;
  591. constructor(scene: Scene);
  592. public dispose(): void;
  593. public getScene(): Scene;
  594. public hasSpecificTriggers(triggers: number[]): boolean;
  595. public hasPointerTriggers : boolean;
  596. public hasPickTriggers : boolean;
  597. public registerAction(action: Action): Action;
  598. public processTrigger(trigger: number, evt: ActionEvent): void;
  599. public _getEffectiveTarget(target: any, propertyPath: string): any;
  600. public _getProperty(propertyPath: string): string;
  601. }
  602. }
  603. declare module BABYLON {
  604. class Condition {
  605. public _actionManager: ActionManager;
  606. public _evaluationId: number;
  607. public _currentResult: boolean;
  608. constructor(actionManager: ActionManager);
  609. public isValid(): boolean;
  610. public _getProperty(propertyPath: string): string;
  611. public _getEffectiveTarget(target: any, propertyPath: string): any;
  612. }
  613. class ValueCondition extends Condition {
  614. public propertyPath: string;
  615. public value: any;
  616. public operator: number;
  617. private static _IsEqual;
  618. private static _IsDifferent;
  619. private static _IsGreater;
  620. private static _IsLesser;
  621. static IsEqual : number;
  622. static IsDifferent : number;
  623. static IsGreater : number;
  624. static IsLesser : number;
  625. public _actionManager: ActionManager;
  626. private _target;
  627. private _property;
  628. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  629. public isValid(): boolean;
  630. }
  631. class PredicateCondition extends Condition {
  632. public predicate: () => boolean;
  633. public _actionManager: ActionManager;
  634. constructor(actionManager: ActionManager, predicate: () => boolean);
  635. public isValid(): boolean;
  636. }
  637. class StateCondition extends Condition {
  638. public value: string;
  639. public _actionManager: ActionManager;
  640. private _target;
  641. constructor(actionManager: ActionManager, target: any, value: string);
  642. public isValid(): boolean;
  643. }
  644. }
  645. declare module BABYLON {
  646. class SwitchBooleanAction extends Action {
  647. public propertyPath: string;
  648. private _target;
  649. private _property;
  650. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  651. public _prepare(): void;
  652. public execute(): void;
  653. }
  654. class SetStateAction extends Action {
  655. public value: string;
  656. private _target;
  657. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  658. public execute(): void;
  659. }
  660. class SetValueAction extends Action {
  661. public propertyPath: string;
  662. public value: any;
  663. private _target;
  664. private _property;
  665. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  666. public _prepare(): void;
  667. public execute(): void;
  668. }
  669. class IncrementValueAction extends Action {
  670. public propertyPath: string;
  671. public value: any;
  672. private _target;
  673. private _property;
  674. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  675. public _prepare(): void;
  676. public execute(): void;
  677. }
  678. class PlayAnimationAction extends Action {
  679. public from: number;
  680. public to: number;
  681. public loop: boolean;
  682. private _target;
  683. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  684. public _prepare(): void;
  685. public execute(): void;
  686. }
  687. class StopAnimationAction extends Action {
  688. private _target;
  689. constructor(triggerOptions: any, target: any, condition?: Condition);
  690. public _prepare(): void;
  691. public execute(): void;
  692. }
  693. class DoNothingAction extends Action {
  694. constructor(triggerOptions?: any, condition?: Condition);
  695. public execute(): void;
  696. }
  697. class CombineAction extends Action {
  698. public children: Action[];
  699. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  700. public _prepare(): void;
  701. public execute(evt: ActionEvent): void;
  702. }
  703. class ExecuteCodeAction extends Action {
  704. public func: (evt: ActionEvent) => void;
  705. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  706. public execute(evt: ActionEvent): void;
  707. }
  708. class SetParentAction extends Action {
  709. private _parent;
  710. private _target;
  711. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  712. public _prepare(): void;
  713. public execute(): void;
  714. }
  715. }
  716. declare module BABYLON {
  717. class InterpolateValueAction extends Action {
  718. public propertyPath: string;
  719. public value: any;
  720. public duration: number;
  721. public stopOtherAnimations: boolean;
  722. private _target;
  723. private _property;
  724. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  725. public _prepare(): void;
  726. public execute(): void;
  727. }
  728. }
  729. declare module BABYLON {
  730. class Animatable {
  731. public target: any;
  732. public fromFrame: number;
  733. public toFrame: number;
  734. public loopAnimation: boolean;
  735. public speedRatio: number;
  736. public onAnimationEnd: any;
  737. private _localDelayOffset;
  738. private _pausedDelay;
  739. private _animations;
  740. private _paused;
  741. private _scene;
  742. public animationStarted: boolean;
  743. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  744. public appendAnimations(target: any, animations: Animation[]): void;
  745. public getAnimationByTargetProperty(property: string): Animation;
  746. public pause(): void;
  747. public restart(): void;
  748. public stop(): void;
  749. public _animate(delay: number): boolean;
  750. }
  751. }
  752. declare module BABYLON {
  753. class Animation {
  754. public name: string;
  755. public targetProperty: string;
  756. public framePerSecond: number;
  757. public dataType: number;
  758. public loopMode: number;
  759. private _keys;
  760. private _offsetsCache;
  761. private _highLimitsCache;
  762. private _stopped;
  763. public _target: any;
  764. private _easingFunction;
  765. public targetPropertyPath: string[];
  766. public currentFrame: number;
  767. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  768. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  769. public isStopped(): boolean;
  770. public getKeys(): any[];
  771. public getEasingFunction(): IEasingFunction;
  772. public setEasingFunction(easingFunction: EasingFunction): void;
  773. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  774. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  775. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  776. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  777. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  778. public clone(): Animation;
  779. public setKeys(values: any[]): void;
  780. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  781. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  782. private static _ANIMATIONTYPE_FLOAT;
  783. private static _ANIMATIONTYPE_VECTOR3;
  784. private static _ANIMATIONTYPE_QUATERNION;
  785. private static _ANIMATIONTYPE_MATRIX;
  786. private static _ANIMATIONTYPE_COLOR3;
  787. private static _ANIMATIONTYPE_VECTOR2;
  788. private static _ANIMATIONLOOPMODE_RELATIVE;
  789. private static _ANIMATIONLOOPMODE_CYCLE;
  790. private static _ANIMATIONLOOPMODE_CONSTANT;
  791. static ANIMATIONTYPE_FLOAT : number;
  792. static ANIMATIONTYPE_VECTOR3 : number;
  793. static ANIMATIONTYPE_VECTOR2 : number;
  794. static ANIMATIONTYPE_QUATERNION : number;
  795. static ANIMATIONTYPE_MATRIX : number;
  796. static ANIMATIONTYPE_COLOR3 : number;
  797. static ANIMATIONLOOPMODE_RELATIVE : number;
  798. static ANIMATIONLOOPMODE_CYCLE : number;
  799. static ANIMATIONLOOPMODE_CONSTANT : number;
  800. }
  801. }
  802. declare module BABYLON {
  803. interface IEasingFunction {
  804. ease(gradient: number): number;
  805. }
  806. class EasingFunction implements IEasingFunction {
  807. private static _EASINGMODE_EASEIN;
  808. private static _EASINGMODE_EASEOUT;
  809. private static _EASINGMODE_EASEINOUT;
  810. static EASINGMODE_EASEIN : number;
  811. static EASINGMODE_EASEOUT : number;
  812. static EASINGMODE_EASEINOUT : number;
  813. private _easingMode;
  814. public setEasingMode(easingMode: number): void;
  815. public getEasingMode(): number;
  816. public easeInCore(gradient: number): number;
  817. public ease(gradient: number): number;
  818. }
  819. class CircleEase extends EasingFunction implements IEasingFunction {
  820. public easeInCore(gradient: number): number;
  821. }
  822. class BackEase extends EasingFunction implements IEasingFunction {
  823. public amplitude: number;
  824. constructor(amplitude?: number);
  825. public easeInCore(gradient: number): number;
  826. }
  827. class BounceEase extends EasingFunction implements IEasingFunction {
  828. public bounces: number;
  829. public bounciness: number;
  830. constructor(bounces?: number, bounciness?: number);
  831. public easeInCore(gradient: number): number;
  832. }
  833. class CubicEase extends EasingFunction implements IEasingFunction {
  834. public easeInCore(gradient: number): number;
  835. }
  836. class ElasticEase extends EasingFunction implements IEasingFunction {
  837. public oscillations: number;
  838. public springiness: number;
  839. constructor(oscillations?: number, springiness?: number);
  840. public easeInCore(gradient: number): number;
  841. }
  842. class ExponentialEase extends EasingFunction implements IEasingFunction {
  843. public exponent: number;
  844. constructor(exponent?: number);
  845. public easeInCore(gradient: number): number;
  846. }
  847. class PowerEase extends EasingFunction implements IEasingFunction {
  848. public power: number;
  849. constructor(power?: number);
  850. public easeInCore(gradient: number): number;
  851. }
  852. class QuadraticEase extends EasingFunction implements IEasingFunction {
  853. public easeInCore(gradient: number): number;
  854. }
  855. class QuarticEase extends EasingFunction implements IEasingFunction {
  856. public easeInCore(gradient: number): number;
  857. }
  858. class QuinticEase extends EasingFunction implements IEasingFunction {
  859. public easeInCore(gradient: number): number;
  860. }
  861. class SineEase extends EasingFunction implements IEasingFunction {
  862. public easeInCore(gradient: number): number;
  863. }
  864. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  865. public x1: number;
  866. public y1: number;
  867. public x2: number;
  868. public y2: number;
  869. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  870. public easeInCore(gradient: number): number;
  871. }
  872. }
  873. declare module BABYLON {
  874. class AudioEngine {
  875. public audioContext: AudioContext;
  876. public canUseWebAudio: boolean;
  877. public masterGain: GainNode;
  878. constructor();
  879. public getGlobalVolume(): number;
  880. public setGlobalVolume(newVolume: number): void;
  881. }
  882. }
  883. declare module BABYLON {
  884. class Sound {
  885. public maxDistance: number;
  886. public autoplay: boolean;
  887. public loop: boolean;
  888. private _position;
  889. private _localDirection;
  890. private _volume;
  891. private _currentVolume;
  892. private _isLoaded;
  893. private _isReadyToPlay;
  894. private _isPlaying;
  895. private _isDirectional;
  896. private _audioEngine;
  897. private _readyToPlayCallback;
  898. private _audioBuffer;
  899. private _soundSource;
  900. private _soundPanner;
  901. private _soundGain;
  902. private _coneInnerAngle;
  903. private _coneOuterAngle;
  904. private _coneOuterGain;
  905. private _scene;
  906. private _name;
  907. private _connectedMesh;
  908. /**
  909. * Create a sound and attach it to a scene
  910. * @param name Name of your sound
  911. * @param url Url to the sound to load async
  912. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  913. * @param options Objects to provide with the current available options: autoplay, loop, distanceMax
  914. */
  915. constructor(name: string, url: string, scene: Scene, readyToPlayCallback?: () => void, options?: any);
  916. public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  917. /**
  918. * Transform this sound into a directional source
  919. * @param coneInnerAngle Size of the inner cone in degree
  920. * @param coneOuterAngle Size of the outer cone in degree
  921. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  922. */
  923. public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  924. public setPosition(newPosition: Vector3): void;
  925. public setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  926. private _updateDirection();
  927. /**
  928. * Play the sound
  929. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  930. */
  931. public play(time?: number): void;
  932. /**
  933. * Stop the sound
  934. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  935. */
  936. public stop(time?: number): void;
  937. public pause(): void;
  938. public attachToMesh(meshToConnectTo: AbstractMesh): void;
  939. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  940. private _soundLoaded(audioData);
  941. }
  942. }
  943. declare module BABYLON {
  944. class SoundTrack {
  945. private _audioEngine;
  946. private _trackGain;
  947. private _trackConvolver;
  948. private _scene;
  949. private _id;
  950. private _soundCollection;
  951. constructor(scene: Scene, options?: any);
  952. public AddSound(newSound: Sound): void;
  953. public RemoveSound(sound: Sound): void;
  954. public setVolume(newVolume: number): void;
  955. }
  956. }
  957. declare module BABYLON {
  958. class Bone {
  959. public name: string;
  960. public children: Bone[];
  961. public animations: Animation[];
  962. private _skeleton;
  963. private _matrix;
  964. private _baseMatrix;
  965. private _worldTransform;
  966. private _absoluteTransform;
  967. private _invertedAbsoluteTransform;
  968. private _parent;
  969. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  970. public getParent(): Bone;
  971. public getLocalMatrix(): Matrix;
  972. public getBaseMatrix(): Matrix;
  973. public getWorldMatrix(): Matrix;
  974. public getInvertedAbsoluteTransform(): Matrix;
  975. public getAbsoluteMatrix(): Matrix;
  976. public updateMatrix(matrix: Matrix): void;
  977. private _updateDifferenceMatrix();
  978. public markAsDirty(): void;
  979. }
  980. }
  981. declare module BABYLON {
  982. class Skeleton {
  983. public name: string;
  984. public id: string;
  985. public bones: Bone[];
  986. private _scene;
  987. private _isDirty;
  988. private _transformMatrices;
  989. private _animatables;
  990. private _identity;
  991. constructor(name: string, id: string, scene: Scene);
  992. public getTransformMatrices(): Float32Array;
  993. public _markAsDirty(): void;
  994. public prepare(): void;
  995. public getAnimatables(): IAnimatable[];
  996. public clone(name: string, id: string): Skeleton;
  997. }
  998. }
  999. declare module BABYLON {
  1000. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1001. private _eyeSpace;
  1002. private _leftCamera;
  1003. private _rightCamera;
  1004. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1005. public _update(): void;
  1006. public _updateCamera(camera: ArcRotateCamera): void;
  1007. }
  1008. class AnaglyphFreeCamera extends FreeCamera {
  1009. private _eyeSpace;
  1010. private _leftCamera;
  1011. private _rightCamera;
  1012. private _transformMatrix;
  1013. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1014. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  1015. public _update(): void;
  1016. public _updateCamera(camera: FreeCamera): void;
  1017. }
  1018. }
  1019. declare module BABYLON {
  1020. class ArcRotateCamera extends Camera {
  1021. public alpha: number;
  1022. public beta: number;
  1023. public radius: number;
  1024. public target: any;
  1025. public inertialAlphaOffset: number;
  1026. public inertialBetaOffset: number;
  1027. public inertialRadiusOffset: number;
  1028. public lowerAlphaLimit: any;
  1029. public upperAlphaLimit: any;
  1030. public lowerBetaLimit: number;
  1031. public upperBetaLimit: number;
  1032. public lowerRadiusLimit: any;
  1033. public upperRadiusLimit: any;
  1034. public angularSensibility: number;
  1035. public wheelPrecision: number;
  1036. public keysUp: number[];
  1037. public keysDown: number[];
  1038. public keysLeft: number[];
  1039. public keysRight: number[];
  1040. public zoomOnFactor: number;
  1041. public targetScreenOffset: Vector2;
  1042. private _keys;
  1043. private _viewMatrix;
  1044. private _attachedElement;
  1045. private _onPointerDown;
  1046. private _onPointerUp;
  1047. private _onPointerMove;
  1048. private _wheel;
  1049. private _onMouseMove;
  1050. private _onKeyDown;
  1051. private _onKeyUp;
  1052. private _onLostFocus;
  1053. private _reset;
  1054. private _onGestureStart;
  1055. private _onGesture;
  1056. private _MSGestureHandler;
  1057. public onCollide: (collidedMesh: AbstractMesh) => void;
  1058. public checkCollisions: boolean;
  1059. public collisionRadius: Vector3;
  1060. private _collider;
  1061. private _previousPosition;
  1062. private _collisionVelocity;
  1063. private _newPosition;
  1064. private _previousAlpha;
  1065. private _previousBeta;
  1066. private _previousRadius;
  1067. public pinchPrecision: number;
  1068. private _touchStart;
  1069. private _touchMove;
  1070. private _touchEnd;
  1071. private _pinchStart;
  1072. private _pinchMove;
  1073. private _pinchEnd;
  1074. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1075. public _getTargetPosition(): Vector3;
  1076. public _initCache(): void;
  1077. public _updateCache(ignoreParentClass?: boolean): void;
  1078. public _isSynchronizedViewMatrix(): boolean;
  1079. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1080. public detachControl(element: HTMLElement): void;
  1081. public _update(): void;
  1082. public setPosition(position: Vector3): void;
  1083. public _getViewMatrix(): Matrix;
  1084. public zoomOn(meshes?: AbstractMesh[]): void;
  1085. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1086. }
  1087. }
  1088. declare module BABYLON {
  1089. class Camera extends Node {
  1090. public position: Vector3;
  1091. static PERSPECTIVE_CAMERA: number;
  1092. static ORTHOGRAPHIC_CAMERA: number;
  1093. public upVector: Vector3;
  1094. public orthoLeft: any;
  1095. public orthoRight: any;
  1096. public orthoBottom: any;
  1097. public orthoTop: any;
  1098. public fov: number;
  1099. public minZ: number;
  1100. public maxZ: number;
  1101. public inertia: number;
  1102. public mode: number;
  1103. public isIntermediate: boolean;
  1104. public viewport: Viewport;
  1105. public subCameras: any[];
  1106. public layerMask: number;
  1107. private _computedViewMatrix;
  1108. public _projectionMatrix: Matrix;
  1109. private _worldMatrix;
  1110. public _postProcesses: PostProcess[];
  1111. public _postProcessesTakenIndices: any[];
  1112. constructor(name: string, position: Vector3, scene: Scene);
  1113. public _initCache(): void;
  1114. public _updateCache(ignoreParentClass?: boolean): void;
  1115. public _updateFromScene(): void;
  1116. public _isSynchronized(): boolean;
  1117. public _isSynchronizedViewMatrix(): boolean;
  1118. public _isSynchronizedProjectionMatrix(): boolean;
  1119. public attachControl(element: HTMLElement): void;
  1120. public detachControl(element: HTMLElement): void;
  1121. public _update(): void;
  1122. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1123. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1124. public getWorldMatrix(): Matrix;
  1125. public _getViewMatrix(): Matrix;
  1126. public getViewMatrix(): Matrix;
  1127. public _computeViewMatrix(force?: boolean): Matrix;
  1128. public getProjectionMatrix(force?: boolean): Matrix;
  1129. public dispose(): void;
  1130. }
  1131. }
  1132. declare module BABYLON {
  1133. class DeviceOrientationCamera extends FreeCamera {
  1134. private _offsetX;
  1135. private _offsetY;
  1136. private _orientationGamma;
  1137. private _orientationBeta;
  1138. private _initialOrientationGamma;
  1139. private _initialOrientationBeta;
  1140. private _attachedCanvas;
  1141. private _orientationChanged;
  1142. public angularSensibility: number;
  1143. public moveSensibility: number;
  1144. constructor(name: string, position: Vector3, scene: Scene);
  1145. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1146. public detachControl(canvas: HTMLCanvasElement): void;
  1147. public _checkInputs(): void;
  1148. }
  1149. }
  1150. declare module BABYLON {
  1151. class FollowCamera extends TargetCamera {
  1152. public radius: number;
  1153. public rotationOffset: number;
  1154. public heightOffset: number;
  1155. public cameraAcceleration: number;
  1156. public maxCameraSpeed: number;
  1157. public target: AbstractMesh;
  1158. constructor(name: string, position: Vector3, scene: Scene);
  1159. private getRadians(degrees);
  1160. private follow(cameraTarget);
  1161. public _update(): void;
  1162. }
  1163. }
  1164. declare module BABYLON {
  1165. class FreeCamera extends TargetCamera {
  1166. public ellipsoid: Vector3;
  1167. public keysUp: number[];
  1168. public keysDown: number[];
  1169. public keysLeft: number[];
  1170. public keysRight: number[];
  1171. public checkCollisions: boolean;
  1172. public applyGravity: boolean;
  1173. public angularSensibility: number;
  1174. public onCollide: (collidedMesh: AbstractMesh) => void;
  1175. private _keys;
  1176. private _collider;
  1177. private _needMoveForGravity;
  1178. private _oldPosition;
  1179. private _diffPosition;
  1180. private _newPosition;
  1181. private _attachedElement;
  1182. private _localDirection;
  1183. private _transformedDirection;
  1184. private _onMouseDown;
  1185. private _onMouseUp;
  1186. private _onMouseOut;
  1187. private _onMouseMove;
  1188. private _onKeyDown;
  1189. private _onKeyUp;
  1190. public _onLostFocus: (e: FocusEvent) => any;
  1191. public _waitingLockedTargetId: string;
  1192. constructor(name: string, position: Vector3, scene: Scene);
  1193. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1194. public detachControl(element: HTMLElement): void;
  1195. public _collideWithWorld(velocity: Vector3): void;
  1196. public _checkInputs(): void;
  1197. public _decideIfNeedsToMove(): boolean;
  1198. public _updatePosition(): void;
  1199. public _update(): void;
  1200. }
  1201. }
  1202. declare module BABYLON {
  1203. class GamepadCamera extends FreeCamera {
  1204. private _gamepad;
  1205. private _gamepads;
  1206. public angularSensibility: number;
  1207. public moveSensibility: number;
  1208. constructor(name: string, position: Vector3, scene: Scene);
  1209. private _onNewGameConnected(gamepad);
  1210. public _checkInputs(): void;
  1211. public dispose(): void;
  1212. }
  1213. }
  1214. declare module BABYLON {
  1215. class OculusCamera extends FreeCamera {
  1216. private _leftCamera;
  1217. private _rightCamera;
  1218. private _offsetOrientation;
  1219. private _deviceOrientationHandler;
  1220. constructor(name: string, position: Vector3, scene: Scene);
  1221. public _update(): void;
  1222. public _updateCamera(camera: FreeCamera): void;
  1223. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1224. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1225. public detachControl(element: HTMLElement): void;
  1226. }
  1227. }
  1228. declare module BABYLON {
  1229. class OculusGamepadCamera extends FreeCamera {
  1230. private _leftCamera;
  1231. private _rightCamera;
  1232. private _offsetOrientation;
  1233. private _deviceOrientationHandler;
  1234. private _gamepad;
  1235. private _gamepads;
  1236. public angularSensibility: number;
  1237. public moveSensibility: number;
  1238. constructor(name: string, position: Vector3, scene: Scene);
  1239. private _onNewGameConnected(gamepad);
  1240. public _update(): void;
  1241. public _checkInputs(): void;
  1242. public _updateCamera(camera: FreeCamera): void;
  1243. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1244. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1245. public detachControl(element: HTMLElement): void;
  1246. public dispose(): void;
  1247. }
  1248. }
  1249. declare module BABYLON {
  1250. class TargetCamera extends Camera {
  1251. public cameraDirection: Vector3;
  1252. public cameraRotation: Vector2;
  1253. public rotation: Vector3;
  1254. public speed: number;
  1255. public noRotationConstraint: boolean;
  1256. public lockedTarget: any;
  1257. public _currentTarget: Vector3;
  1258. public _viewMatrix: Matrix;
  1259. public _camMatrix: Matrix;
  1260. public _cameraTransformMatrix: Matrix;
  1261. public _cameraRotationMatrix: Matrix;
  1262. public _referencePoint: Vector3;
  1263. public _transformedReferencePoint: Vector3;
  1264. public _lookAtTemp: Matrix;
  1265. public _tempMatrix: Matrix;
  1266. public _reset: () => void;
  1267. public _waitingLockedTargetId: string;
  1268. constructor(name: string, position: Vector3, scene: Scene);
  1269. public _getLockedTargetPosition(): Vector3;
  1270. public _initCache(): void;
  1271. public _updateCache(ignoreParentClass?: boolean): void;
  1272. public _isSynchronizedViewMatrix(): boolean;
  1273. public _computeLocalCameraSpeed(): number;
  1274. public setTarget(target: Vector3): void;
  1275. public getTarget(): Vector3;
  1276. public _decideIfNeedsToMove(): boolean;
  1277. public _updatePosition(): void;
  1278. public _update(): void;
  1279. public _getViewMatrix(): Matrix;
  1280. }
  1281. }
  1282. declare module BABYLON {
  1283. class TouchCamera extends FreeCamera {
  1284. private _offsetX;
  1285. private _offsetY;
  1286. private _pointerCount;
  1287. private _pointerPressed;
  1288. private _attachedCanvas;
  1289. private _onPointerDown;
  1290. private _onPointerUp;
  1291. private _onPointerMove;
  1292. public angularSensibility: number;
  1293. public moveSensibility: number;
  1294. constructor(name: string, position: Vector3, scene: Scene);
  1295. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1296. public detachControl(canvas: HTMLCanvasElement): void;
  1297. public _checkInputs(): void;
  1298. }
  1299. }
  1300. declare module BABYLON {
  1301. class VirtualJoysticksCamera extends FreeCamera {
  1302. private _leftjoystick;
  1303. private _rightjoystick;
  1304. constructor(name: string, position: Vector3, scene: Scene);
  1305. public _checkInputs(): void;
  1306. public dispose(): void;
  1307. }
  1308. }
  1309. declare module BABYLON {
  1310. class VRDeviceOrientationCamera extends OculusCamera {
  1311. public _alpha: number;
  1312. public _beta: number;
  1313. public _gamma: number;
  1314. constructor(name: string, position: Vector3, scene: Scene);
  1315. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1316. }
  1317. }
  1318. declare var HMDVRDevice: any;
  1319. declare var PositionSensorVRDevice: any;
  1320. declare module BABYLON {
  1321. class WebVRCamera extends OculusCamera {
  1322. public _hmdDevice: any;
  1323. public _sensorDevice: any;
  1324. public _cacheState: any;
  1325. public _cacheQuaternion: Quaternion;
  1326. public _cacheRotation: Vector3;
  1327. public _vrEnabled: boolean;
  1328. constructor(name: string, position: Vector3, scene: Scene);
  1329. private _getWebVRDevices(devices);
  1330. public _update(): void;
  1331. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1332. public detachControl(element: HTMLElement): void;
  1333. }
  1334. }
  1335. declare module BABYLON {
  1336. class Collider {
  1337. public radius: Vector3;
  1338. public retry: number;
  1339. public velocity: Vector3;
  1340. public basePoint: Vector3;
  1341. public epsilon: number;
  1342. public collisionFound: boolean;
  1343. public velocityWorldLength: number;
  1344. public basePointWorld: Vector3;
  1345. public velocityWorld: Vector3;
  1346. public normalizedVelocity: Vector3;
  1347. public initialVelocity: Vector3;
  1348. public initialPosition: Vector3;
  1349. public nearestDistance: number;
  1350. public intersectionPoint: Vector3;
  1351. public collidedMesh: AbstractMesh;
  1352. private _collisionPoint;
  1353. private _planeIntersectionPoint;
  1354. private _tempVector;
  1355. private _tempVector2;
  1356. private _tempVector3;
  1357. private _tempVector4;
  1358. private _edge;
  1359. private _baseToVertex;
  1360. private _destinationPoint;
  1361. private _slidePlaneNormal;
  1362. private _displacementVector;
  1363. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1364. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1365. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1366. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1367. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1368. public _getResponse(pos: Vector3, vel: Vector3): void;
  1369. }
  1370. }
  1371. declare module BABYLON {
  1372. class IntersectionInfo {
  1373. public bu: number;
  1374. public bv: number;
  1375. public distance: number;
  1376. public faceId: number;
  1377. constructor(bu: number, bv: number, distance: number);
  1378. }
  1379. class PickingInfo {
  1380. public hit: boolean;
  1381. public distance: number;
  1382. public pickedPoint: Vector3;
  1383. public pickedMesh: AbstractMesh;
  1384. public bu: number;
  1385. public bv: number;
  1386. public faceId: number;
  1387. public getNormal(): Vector3;
  1388. public getTextureCoordinates(): Vector2;
  1389. }
  1390. }
  1391. declare module BABYLON {
  1392. class BoundingBox {
  1393. public minimum: Vector3;
  1394. public maximum: Vector3;
  1395. public vectors: Vector3[];
  1396. public center: Vector3;
  1397. public extendSize: Vector3;
  1398. public directions: Vector3[];
  1399. public vectorsWorld: Vector3[];
  1400. public minimumWorld: Vector3;
  1401. public maximumWorld: Vector3;
  1402. private _worldMatrix;
  1403. constructor(minimum: Vector3, maximum: Vector3);
  1404. public getWorldMatrix(): Matrix;
  1405. public _update(world: Matrix): void;
  1406. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1407. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1408. public intersectsPoint(point: Vector3): boolean;
  1409. public intersectsSphere(sphere: BoundingSphere): boolean;
  1410. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1411. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1412. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1413. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1414. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1415. }
  1416. }
  1417. declare module BABYLON {
  1418. class BoundingInfo {
  1419. public minimum: Vector3;
  1420. public maximum: Vector3;
  1421. public boundingBox: BoundingBox;
  1422. public boundingSphere: BoundingSphere;
  1423. constructor(minimum: Vector3, maximum: Vector3);
  1424. public _update(world: Matrix): void;
  1425. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1426. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1427. public _checkCollision(collider: Collider): boolean;
  1428. public intersectsPoint(point: Vector3): boolean;
  1429. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1430. }
  1431. }
  1432. declare module BABYLON {
  1433. class BoundingSphere {
  1434. public minimum: Vector3;
  1435. public maximum: Vector3;
  1436. public center: Vector3;
  1437. public radius: number;
  1438. public centerWorld: Vector3;
  1439. public radiusWorld: number;
  1440. private _tempRadiusVector;
  1441. constructor(minimum: Vector3, maximum: Vector3);
  1442. public _update(world: Matrix): void;
  1443. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1444. public intersectsPoint(point: Vector3): boolean;
  1445. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1446. }
  1447. }
  1448. declare module BABYLON {
  1449. interface IOctreeContainer<T> {
  1450. blocks: OctreeBlock<T>[];
  1451. }
  1452. class Octree<T> {
  1453. public maxDepth: number;
  1454. public blocks: OctreeBlock<T>[];
  1455. public dynamicContent: T[];
  1456. private _maxBlockCapacity;
  1457. private _selectionContent;
  1458. private _creationFunc;
  1459. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1460. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1461. public addMesh(entry: T): void;
  1462. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1463. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1464. public intersectsRay(ray: Ray): SmartArray<T>;
  1465. 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;
  1466. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1467. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1468. }
  1469. }
  1470. declare module BABYLON {
  1471. class OctreeBlock<T> {
  1472. public entries: T[];
  1473. public blocks: OctreeBlock<T>[];
  1474. private _depth;
  1475. private _maxDepth;
  1476. private _capacity;
  1477. private _minPoint;
  1478. private _maxPoint;
  1479. private _boundingVectors;
  1480. private _creationFunc;
  1481. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1482. public capacity : number;
  1483. public minPoint : Vector3;
  1484. public maxPoint : Vector3;
  1485. public addEntry(entry: T): void;
  1486. public addEntries(entries: T[]): void;
  1487. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1488. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1489. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1490. public createInnerBlocks(): void;
  1491. }
  1492. }
  1493. declare module BABYLON {
  1494. class DebugLayer {
  1495. private _scene;
  1496. private _enabled;
  1497. private _labelsEnabled;
  1498. private _displayStatistics;
  1499. private _displayTree;
  1500. private _displayLogs;
  1501. private _globalDiv;
  1502. private _statsDiv;
  1503. private _statsSubsetDiv;
  1504. private _optionsDiv;
  1505. private _optionsSubsetDiv;
  1506. private _logDiv;
  1507. private _logSubsetDiv;
  1508. private _treeDiv;
  1509. private _treeSubsetDiv;
  1510. private _drawingCanvas;
  1511. private _drawingContext;
  1512. private _syncPositions;
  1513. private _syncData;
  1514. private _onCanvasClick;
  1515. private _clickPosition;
  1516. private _ratio;
  1517. private _identityMatrix;
  1518. private _showUI;
  1519. public shouldDisplayLabel: (node: Node) => boolean;
  1520. public shouldDisplayAxis: (mesh: Mesh) => boolean;
  1521. public axisRatio: number;
  1522. constructor(scene: Scene);
  1523. private _renderSingleAxis(zero, unit, unitText, label, color);
  1524. private _renderAxis(projectedPosition, mesh, globalViewport);
  1525. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1526. private _isClickInsideRect(x, y, width, height);
  1527. public isVisible(): boolean;
  1528. public hide(): void;
  1529. public show(showUI?: boolean): void;
  1530. private _clearLabels();
  1531. private _generateheader(root, text);
  1532. private _generateTexBox(root, title);
  1533. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1534. private _generateCheckBox(root, title, initialState, task, tag?);
  1535. private _generateRadio(root, title, name, initialState, task, tag?);
  1536. private _generateDOMelements();
  1537. private _displayStats();
  1538. }
  1539. }
  1540. declare module BABYLON {
  1541. class Layer {
  1542. public name: string;
  1543. public texture: Texture;
  1544. public isBackground: boolean;
  1545. public color: Color4;
  1546. public onDispose: () => void;
  1547. private _scene;
  1548. private _vertexDeclaration;
  1549. private _vertexStrideSize;
  1550. private _vertexBuffer;
  1551. private _indexBuffer;
  1552. private _effect;
  1553. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1554. public render(): void;
  1555. public dispose(): void;
  1556. }
  1557. }
  1558. declare module BABYLON {
  1559. class LensFlare {
  1560. public size: number;
  1561. public position: number;
  1562. public color: Color3;
  1563. public texture: Texture;
  1564. private _system;
  1565. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1566. public dispose: () => void;
  1567. }
  1568. }
  1569. declare module BABYLON {
  1570. class LensFlareSystem {
  1571. public name: string;
  1572. public lensFlares: LensFlare[];
  1573. public borderLimit: number;
  1574. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1575. private _scene;
  1576. private _emitter;
  1577. private _vertexDeclaration;
  1578. private _vertexStrideSize;
  1579. private _vertexBuffer;
  1580. private _indexBuffer;
  1581. private _effect;
  1582. private _positionX;
  1583. private _positionY;
  1584. private _isEnabled;
  1585. constructor(name: string, emitter: any, scene: Scene);
  1586. public isEnabled : boolean;
  1587. public getScene(): Scene;
  1588. public getEmitter(): any;
  1589. public getEmitterPosition(): Vector3;
  1590. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1591. public _isVisible(): boolean;
  1592. public render(): boolean;
  1593. public dispose(): void;
  1594. }
  1595. }
  1596. declare module BABYLON {
  1597. class DirectionalLight extends Light {
  1598. public direction: Vector3;
  1599. public position: Vector3;
  1600. private _transformedDirection;
  1601. public _transformedPosition: Vector3;
  1602. private _worldMatrix;
  1603. constructor(name: string, direction: Vector3, scene: Scene);
  1604. public setDirectionToTarget(target: Vector3): Vector3;
  1605. public _computeTransformedPosition(): boolean;
  1606. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1607. public _getWorldMatrix(): Matrix;
  1608. }
  1609. }
  1610. declare module BABYLON {
  1611. class HemisphericLight extends Light {
  1612. public direction: Vector3;
  1613. public groundColor: Color3;
  1614. private _worldMatrix;
  1615. constructor(name: string, direction: Vector3, scene: Scene);
  1616. public setDirectionToTarget(target: Vector3): Vector3;
  1617. public getShadowGenerator(): ShadowGenerator;
  1618. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1619. public _getWorldMatrix(): Matrix;
  1620. }
  1621. }
  1622. declare module BABYLON {
  1623. class Light extends Node {
  1624. public diffuse: Color3;
  1625. public specular: Color3;
  1626. public intensity: number;
  1627. public range: number;
  1628. public includedOnlyMeshes: AbstractMesh[];
  1629. public excludedMeshes: AbstractMesh[];
  1630. public _shadowGenerator: ShadowGenerator;
  1631. private _parentedWorldMatrix;
  1632. public _excludedMeshesIds: string[];
  1633. public _includedOnlyMeshesIds: string[];
  1634. constructor(name: string, scene: Scene);
  1635. public getShadowGenerator(): ShadowGenerator;
  1636. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1637. public _getWorldMatrix(): Matrix;
  1638. public canAffectMesh(mesh: AbstractMesh): boolean;
  1639. public getWorldMatrix(): Matrix;
  1640. public dispose(): void;
  1641. }
  1642. }
  1643. declare module BABYLON {
  1644. class PointLight extends Light {
  1645. public position: Vector3;
  1646. private _worldMatrix;
  1647. private _transformedPosition;
  1648. constructor(name: string, position: Vector3, scene: Scene);
  1649. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1650. public getShadowGenerator(): ShadowGenerator;
  1651. public _getWorldMatrix(): Matrix;
  1652. }
  1653. }
  1654. declare module BABYLON {
  1655. class SpotLight extends Light {
  1656. public position: Vector3;
  1657. public direction: Vector3;
  1658. public angle: number;
  1659. public exponent: number;
  1660. private _transformedDirection;
  1661. private _transformedPosition;
  1662. private _worldMatrix;
  1663. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1664. public setDirectionToTarget(target: Vector3): Vector3;
  1665. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1666. public _getWorldMatrix(): Matrix;
  1667. }
  1668. }
  1669. declare module BABYLON {
  1670. class ShadowGenerator {
  1671. private static _FILTER_NONE;
  1672. private static _FILTER_VARIANCESHADOWMAP;
  1673. private static _FILTER_POISSONSAMPLING;
  1674. static FILTER_NONE : number;
  1675. static FILTER_VARIANCESHADOWMAP : number;
  1676. static FILTER_POISSONSAMPLING : number;
  1677. public filter: number;
  1678. public useVarianceShadowMap : boolean;
  1679. public usePoissonSampling : boolean;
  1680. private _light;
  1681. private _scene;
  1682. private _shadowMap;
  1683. private _darkness;
  1684. private _transparencyShadow;
  1685. private _effect;
  1686. private _viewMatrix;
  1687. private _projectionMatrix;
  1688. private _transformMatrix;
  1689. private _worldViewProjection;
  1690. private _cachedPosition;
  1691. private _cachedDirection;
  1692. private _cachedDefines;
  1693. constructor(mapSize: number, light: DirectionalLight);
  1694. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1695. public getShadowMap(): RenderTargetTexture;
  1696. public getLight(): DirectionalLight;
  1697. public getTransformMatrix(): Matrix;
  1698. public getDarkness(): number;
  1699. public setDarkness(darkness: number): void;
  1700. public setTransparencyShadow(hasShadow: boolean): void;
  1701. public dispose(): void;
  1702. }
  1703. }
  1704. declare module BABYLON {
  1705. interface ISceneLoaderPlugin {
  1706. extensions: string;
  1707. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1708. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1709. }
  1710. class SceneLoader {
  1711. private static _ForceFullSceneLoadingForIncremental;
  1712. private static _ShowLoadingScreen;
  1713. static ForceFullSceneLoadingForIncremental : boolean;
  1714. static ShowLoadingScreen : boolean;
  1715. private static _registeredPlugins;
  1716. private static _getPluginForFilename(sceneFilename);
  1717. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1718. 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;
  1719. /**
  1720. * Load a scene
  1721. * @param rootUrl a string that defines the root url for scene and resources
  1722. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1723. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1724. */
  1725. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1726. /**
  1727. * Append a scene
  1728. * @param rootUrl a string that defines the root url for scene and resources
  1729. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1730. * @param scene is the instance of BABYLON.Scene to append to
  1731. */
  1732. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1733. }
  1734. }
  1735. declare module BABYLON.Internals {
  1736. }
  1737. declare module BABYLON {
  1738. class EffectFallbacks {
  1739. private _defines;
  1740. private _currentRank;
  1741. private _maxRank;
  1742. public addFallback(rank: number, define: string): void;
  1743. public isMoreFallbacks : boolean;
  1744. public reduce(currentDefines: string): string;
  1745. }
  1746. class Effect {
  1747. public name: any;
  1748. public defines: string;
  1749. public onCompiled: (effect: Effect) => void;
  1750. public onError: (effect: Effect, errors: string) => void;
  1751. public onBind: (effect: Effect) => void;
  1752. private _engine;
  1753. private _uniformsNames;
  1754. private _samplers;
  1755. private _isReady;
  1756. private _compilationError;
  1757. private _attributesNames;
  1758. private _attributes;
  1759. private _uniforms;
  1760. public _key: string;
  1761. private _program;
  1762. private _valueCache;
  1763. 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);
  1764. public isReady(): boolean;
  1765. public getProgram(): WebGLProgram;
  1766. public getAttributesNames(): string[];
  1767. public getAttributeLocation(index: number): number;
  1768. public getAttributeLocationByName(name: string): number;
  1769. public getAttributesCount(): number;
  1770. public getUniformIndex(uniformName: string): number;
  1771. public getUniform(uniformName: string): WebGLUniformLocation;
  1772. public getSamplers(): string[];
  1773. public getCompilationError(): string;
  1774. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1775. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1776. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1777. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1778. public setTexture(channel: string, texture: BaseTexture): void;
  1779. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1780. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1781. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1782. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1783. public setArray(uniformName: string, array: number[]): Effect;
  1784. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1785. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1786. public setFloat(uniformName: string, value: number): Effect;
  1787. public setBool(uniformName: string, bool: boolean): Effect;
  1788. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1789. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1790. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1791. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1792. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1793. public setColor3(uniformName: string, color3: Color3): Effect;
  1794. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1795. static ShadersStore: {};
  1796. }
  1797. }
  1798. declare module BABYLON {
  1799. class Material {
  1800. public name: string;
  1801. private static _TriangleFillMode;
  1802. private static _WireFrameFillMode;
  1803. private static _PointFillMode;
  1804. static TriangleFillMode : number;
  1805. static WireFrameFillMode : number;
  1806. static PointFillMode : number;
  1807. public id: string;
  1808. public checkReadyOnEveryCall: boolean;
  1809. public checkReadyOnlyOnce: boolean;
  1810. public state: string;
  1811. public alpha: number;
  1812. public backFaceCulling: boolean;
  1813. public onCompiled: (effect: Effect) => void;
  1814. public onError: (effect: Effect, errors: string) => void;
  1815. public onDispose: () => void;
  1816. public onBind: (material: Material) => void;
  1817. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1818. public _effect: Effect;
  1819. public _wasPreviouslyReady: boolean;
  1820. private _scene;
  1821. private _fillMode;
  1822. public pointSize: number;
  1823. public wireframe : boolean;
  1824. public pointsCloud : boolean;
  1825. public fillMode : number;
  1826. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1827. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1828. public getEffect(): Effect;
  1829. public getScene(): Scene;
  1830. public needAlphaBlending(): boolean;
  1831. public needAlphaTesting(): boolean;
  1832. public getAlphaTestTexture(): BaseTexture;
  1833. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1834. public _preBind(): void;
  1835. public bind(world: Matrix, mesh: Mesh): void;
  1836. public bindOnlyWorldMatrix(world: Matrix): void;
  1837. public unbind(): void;
  1838. public dispose(forceDisposeEffect?: boolean): void;
  1839. }
  1840. }
  1841. declare module BABYLON {
  1842. class MultiMaterial extends Material {
  1843. public subMaterials: Material[];
  1844. constructor(name: string, scene: Scene);
  1845. public getSubMaterial(index: any): Material;
  1846. public isReady(mesh?: AbstractMesh): boolean;
  1847. }
  1848. }
  1849. declare module BABYLON {
  1850. class ShaderMaterial extends Material {
  1851. private _shaderPath;
  1852. private _options;
  1853. private _textures;
  1854. private _floats;
  1855. private _floatsArrays;
  1856. private _colors3;
  1857. private _colors4;
  1858. private _vectors2;
  1859. private _vectors3;
  1860. private _matrices;
  1861. private _cachedWorldViewMatrix;
  1862. private _renderId;
  1863. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1864. public needAlphaBlending(): boolean;
  1865. public needAlphaTesting(): boolean;
  1866. private _checkUniform(uniformName);
  1867. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1868. public setFloat(name: string, value: number): ShaderMaterial;
  1869. public setFloats(name: string, value: number[]): ShaderMaterial;
  1870. public setColor3(name: string, value: Color3): ShaderMaterial;
  1871. public setColor4(name: string, value: Color4): ShaderMaterial;
  1872. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1873. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1874. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1875. public isReady(): boolean;
  1876. public bindOnlyWorldMatrix(world: Matrix): void;
  1877. public bind(world: Matrix): void;
  1878. public dispose(forceDisposeEffect?: boolean): void;
  1879. }
  1880. }
  1881. declare module BABYLON {
  1882. class FresnelParameters {
  1883. public isEnabled: boolean;
  1884. public leftColor: Color3;
  1885. public rightColor: Color3;
  1886. public bias: number;
  1887. public power: number;
  1888. }
  1889. class StandardMaterial extends Material {
  1890. public diffuseTexture: BaseTexture;
  1891. public ambientTexture: BaseTexture;
  1892. public opacityTexture: BaseTexture;
  1893. public reflectionTexture: BaseTexture;
  1894. public emissiveTexture: BaseTexture;
  1895. public specularTexture: BaseTexture;
  1896. public bumpTexture: BaseTexture;
  1897. public ambientColor: Color3;
  1898. public diffuseColor: Color3;
  1899. public specularColor: Color3;
  1900. public specularPower: number;
  1901. public emissiveColor: Color3;
  1902. public useAlphaFromDiffuseTexture: boolean;
  1903. public useSpecularOverAlpha: boolean;
  1904. public fogEnabled: boolean;
  1905. public diffuseFresnelParameters: FresnelParameters;
  1906. public opacityFresnelParameters: FresnelParameters;
  1907. public reflectionFresnelParameters: FresnelParameters;
  1908. public emissiveFresnelParameters: FresnelParameters;
  1909. private _cachedDefines;
  1910. private _renderTargets;
  1911. private _worldViewProjectionMatrix;
  1912. private _globalAmbientColor;
  1913. private _scaledDiffuse;
  1914. private _scaledSpecular;
  1915. private _renderId;
  1916. constructor(name: string, scene: Scene);
  1917. public needAlphaBlending(): boolean;
  1918. public needAlphaTesting(): boolean;
  1919. private _shouldUseAlphaFromDiffuseTexture();
  1920. public getAlphaTestTexture(): BaseTexture;
  1921. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1922. public unbind(): void;
  1923. public bindOnlyWorldMatrix(world: Matrix): void;
  1924. public bind(world: Matrix, mesh: Mesh): void;
  1925. public getAnimatables(): IAnimatable[];
  1926. public dispose(forceDisposeEffect?: boolean): void;
  1927. public clone(name: string): StandardMaterial;
  1928. static DiffuseTextureEnabled: boolean;
  1929. static AmbientTextureEnabled: boolean;
  1930. static OpacityTextureEnabled: boolean;
  1931. static ReflectionTextureEnabled: boolean;
  1932. static EmissiveTextureEnabled: boolean;
  1933. static SpecularTextureEnabled: boolean;
  1934. static BumpTextureEnabled: boolean;
  1935. }
  1936. }
  1937. declare module BABYLON {
  1938. class BaseTexture {
  1939. public name: string;
  1940. public delayLoadState: number;
  1941. public hasAlpha: boolean;
  1942. public getAlphaFromRGB: boolean;
  1943. public level: number;
  1944. public isCube: boolean;
  1945. public isRenderTarget: boolean;
  1946. public animations: Animation[];
  1947. public onDispose: () => void;
  1948. public coordinatesIndex: number;
  1949. public coordinatesMode: number;
  1950. public wrapU: number;
  1951. public wrapV: number;
  1952. public anisotropicFilteringLevel: number;
  1953. public _cachedAnisotropicFilteringLevel: number;
  1954. private _scene;
  1955. public _texture: WebGLTexture;
  1956. constructor(scene: Scene);
  1957. public getScene(): Scene;
  1958. public getTextureMatrix(): Matrix;
  1959. public getReflectionTextureMatrix(): Matrix;
  1960. public getInternalTexture(): WebGLTexture;
  1961. public isReady(): boolean;
  1962. public getSize(): ISize;
  1963. public getBaseSize(): ISize;
  1964. public scale(ratio: number): void;
  1965. public canRescale : boolean;
  1966. public _removeFromCache(url: string, noMipmap: boolean): void;
  1967. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1968. public delayLoad(): void;
  1969. public releaseInternalTexture(): void;
  1970. public clone(): BaseTexture;
  1971. public dispose(): void;
  1972. }
  1973. }
  1974. declare module BABYLON {
  1975. class CubeTexture extends BaseTexture {
  1976. public url: string;
  1977. public coordinatesMode: number;
  1978. private _noMipmap;
  1979. private _extensions;
  1980. private _textureMatrix;
  1981. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  1982. public clone(): CubeTexture;
  1983. public delayLoad(): void;
  1984. public getReflectionTextureMatrix(): Matrix;
  1985. }
  1986. }
  1987. declare module BABYLON {
  1988. class DynamicTexture extends Texture {
  1989. private _generateMipMaps;
  1990. private _canvas;
  1991. private _context;
  1992. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  1993. public canRescale : boolean;
  1994. public scale(ratio: number): void;
  1995. public getContext(): CanvasRenderingContext2D;
  1996. public update(invertY?: boolean): void;
  1997. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  1998. public clone(): DynamicTexture;
  1999. }
  2000. }
  2001. declare module BABYLON {
  2002. class MirrorTexture extends RenderTargetTexture {
  2003. public mirrorPlane: Plane;
  2004. private _transformMatrix;
  2005. private _mirrorMatrix;
  2006. private _savedViewMatrix;
  2007. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2008. public clone(): MirrorTexture;
  2009. }
  2010. }
  2011. declare module BABYLON {
  2012. class ProceduralTexture extends Texture {
  2013. private _size;
  2014. public _generateMipMaps: boolean;
  2015. private _doNotChangeAspectRatio;
  2016. private _currentRefreshId;
  2017. private _refreshRate;
  2018. private _vertexBuffer;
  2019. private _indexBuffer;
  2020. private _effect;
  2021. private _vertexDeclaration;
  2022. private _vertexStrideSize;
  2023. private _uniforms;
  2024. private _samplers;
  2025. private _fragment;
  2026. private _textures;
  2027. private _floats;
  2028. private _floatsArrays;
  2029. private _colors3;
  2030. private _colors4;
  2031. private _vectors2;
  2032. private _vectors3;
  2033. private _matrices;
  2034. constructor(name: string, size: any, fragment: any, scene: Scene, generateMipMaps?: boolean);
  2035. public isReady(): boolean;
  2036. public resetRefreshCounter(): void;
  2037. public refreshRate : number;
  2038. public _shouldRender(): boolean;
  2039. public getRenderSize(): number;
  2040. public resize(size: any, generateMipMaps: any): void;
  2041. private _checkUniform(uniformName);
  2042. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2043. public setFloat(name: string, value: number): ProceduralTexture;
  2044. public setFloats(name: string, value: number[]): ProceduralTexture;
  2045. public setColor3(name: string, value: Color3): ProceduralTexture;
  2046. public setColor4(name: string, value: Color4): ProceduralTexture;
  2047. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2048. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2049. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2050. public render(useCameraPostProcess?: boolean): void;
  2051. public clone(): ProceduralTexture;
  2052. public dispose(): void;
  2053. }
  2054. }
  2055. declare module BABYLON {
  2056. class RenderTargetTexture extends Texture {
  2057. public renderList: AbstractMesh[];
  2058. public renderParticles: boolean;
  2059. public renderSprites: boolean;
  2060. public coordinatesMode: number;
  2061. public onBeforeRender: () => void;
  2062. public onAfterRender: () => void;
  2063. public activeCamera: Camera;
  2064. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2065. private _size;
  2066. public _generateMipMaps: boolean;
  2067. private _renderingManager;
  2068. public _waitingRenderList: string[];
  2069. private _doNotChangeAspectRatio;
  2070. private _currentRefreshId;
  2071. private _refreshRate;
  2072. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2073. public resetRefreshCounter(): void;
  2074. public refreshRate : number;
  2075. public _shouldRender(): boolean;
  2076. public isReady(): boolean;
  2077. public getRenderSize(): number;
  2078. public canRescale : boolean;
  2079. public scale(ratio: number): void;
  2080. public resize(size: any, generateMipMaps?: boolean): void;
  2081. public render(useCameraPostProcess?: boolean): void;
  2082. public clone(): RenderTargetTexture;
  2083. }
  2084. }
  2085. declare module BABYLON {
  2086. class Texture extends BaseTexture {
  2087. static NEAREST_SAMPLINGMODE: number;
  2088. static BILINEAR_SAMPLINGMODE: number;
  2089. static TRILINEAR_SAMPLINGMODE: number;
  2090. static EXPLICIT_MODE: number;
  2091. static SPHERICAL_MODE: number;
  2092. static PLANAR_MODE: number;
  2093. static CUBIC_MODE: number;
  2094. static PROJECTION_MODE: number;
  2095. static SKYBOX_MODE: number;
  2096. static CLAMP_ADDRESSMODE: number;
  2097. static WRAP_ADDRESSMODE: number;
  2098. static MIRROR_ADDRESSMODE: number;
  2099. public url: string;
  2100. public uOffset: number;
  2101. public vOffset: number;
  2102. public uScale: number;
  2103. public vScale: number;
  2104. public uAng: number;
  2105. public vAng: number;
  2106. public wAng: number;
  2107. private _noMipmap;
  2108. public _invertY: boolean;
  2109. private _rowGenerationMatrix;
  2110. private _cachedTextureMatrix;
  2111. private _projectionModeMatrix;
  2112. private _t0;
  2113. private _t1;
  2114. private _t2;
  2115. private _cachedUOffset;
  2116. private _cachedVOffset;
  2117. private _cachedUScale;
  2118. private _cachedVScale;
  2119. private _cachedUAng;
  2120. private _cachedVAng;
  2121. private _cachedWAng;
  2122. private _cachedCoordinatesMode;
  2123. public _samplingMode: number;
  2124. private _buffer;
  2125. private _deleteBuffer;
  2126. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2127. public delayLoad(): void;
  2128. private _prepareRowForTextureGeneration(x, y, z, t);
  2129. public getTextureMatrix(): Matrix;
  2130. public getReflectionTextureMatrix(): Matrix;
  2131. public clone(): Texture;
  2132. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2133. }
  2134. }
  2135. declare module BABYLON {
  2136. class VideoTexture extends Texture {
  2137. public video: HTMLVideoElement;
  2138. private _autoLaunch;
  2139. private _lastUpdate;
  2140. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2141. public update(): boolean;
  2142. }
  2143. }
  2144. declare module BABYLON {
  2145. class CustomProceduralTexture extends ProceduralTexture {
  2146. private _animate;
  2147. private _time;
  2148. private _config;
  2149. private _texturePath;
  2150. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2151. private loadJson(jsonUrl);
  2152. public isReady(): boolean;
  2153. public render(useCameraPostProcess?: boolean): void;
  2154. public updateTextures(): void;
  2155. public updateShaderUniforms(): void;
  2156. public animate : boolean;
  2157. }
  2158. }
  2159. declare module BABYLON {
  2160. class ProceduralTexture extends Texture {
  2161. private _size;
  2162. public _generateMipMaps: boolean;
  2163. private _doNotChangeAspectRatio;
  2164. private _currentRefreshId;
  2165. private _refreshRate;
  2166. private _vertexBuffer;
  2167. private _indexBuffer;
  2168. private _effect;
  2169. private _vertexDeclaration;
  2170. private _vertexStrideSize;
  2171. private _uniforms;
  2172. private _samplers;
  2173. private _fragment;
  2174. public _textures: Texture[];
  2175. private _floats;
  2176. private _floatsArrays;
  2177. private _colors3;
  2178. private _colors4;
  2179. private _vectors2;
  2180. private _vectors3;
  2181. private _matrices;
  2182. private _fallbackTexture;
  2183. private _fallbackTextureUsed;
  2184. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2185. public reset(): void;
  2186. public isReady(): boolean;
  2187. public resetRefreshCounter(): void;
  2188. public setFragment(fragment: any): void;
  2189. public refreshRate : number;
  2190. public _shouldRender(): boolean;
  2191. public getRenderSize(): number;
  2192. public resize(size: any, generateMipMaps: any): void;
  2193. private _checkUniform(uniformName);
  2194. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2195. public setFloat(name: string, value: number): ProceduralTexture;
  2196. public setFloats(name: string, value: number[]): ProceduralTexture;
  2197. public setColor3(name: string, value: Color3): ProceduralTexture;
  2198. public setColor4(name: string, value: Color4): ProceduralTexture;
  2199. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2200. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2201. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2202. public render(useCameraPostProcess?: boolean): void;
  2203. public clone(): ProceduralTexture;
  2204. public dispose(): void;
  2205. }
  2206. }
  2207. declare module BABYLON {
  2208. class WoodProceduralTexture extends ProceduralTexture {
  2209. private _ampScale;
  2210. private _woodColor;
  2211. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2212. public updateShaderUniforms(): void;
  2213. public ampScale : number;
  2214. public woodColor : Color3;
  2215. }
  2216. class FireProceduralTexture extends ProceduralTexture {
  2217. private _time;
  2218. private _speed;
  2219. private _shift;
  2220. private _autoGenerateTime;
  2221. private _fireColors;
  2222. private _alphaThreshold;
  2223. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2224. public updateShaderUniforms(): void;
  2225. public render(useCameraPostProcess?: boolean): void;
  2226. static PurpleFireColors : Color3[];
  2227. static GreenFireColors : Color3[];
  2228. static RedFireColors : Color3[];
  2229. static BlueFireColors : Color3[];
  2230. public fireColors : Color3[];
  2231. public time : number;
  2232. public speed : Vector2;
  2233. public shift : number;
  2234. public alphaThreshold : number;
  2235. }
  2236. class CloudProceduralTexture extends ProceduralTexture {
  2237. private _skyColor;
  2238. private _cloudColor;
  2239. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2240. public updateShaderUniforms(): void;
  2241. public skyColor : Color3;
  2242. public cloudColor : Color3;
  2243. }
  2244. class GrassProceduralTexture extends ProceduralTexture {
  2245. private _grassColors;
  2246. private _herb1;
  2247. private _herb2;
  2248. private _herb3;
  2249. private _groundColor;
  2250. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2251. public updateShaderUniforms(): void;
  2252. public grassColors : Color3[];
  2253. public groundColor : Color3;
  2254. }
  2255. class RoadProceduralTexture extends ProceduralTexture {
  2256. private _roadColor;
  2257. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2258. public updateShaderUniforms(): void;
  2259. public roadColor : Color3;
  2260. }
  2261. class BrickProceduralTexture extends ProceduralTexture {
  2262. private _numberOfBricksHeight;
  2263. private _numberOfBricksWidth;
  2264. private _jointColor;
  2265. private _brickColor;
  2266. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2267. public updateShaderUniforms(): void;
  2268. public numberOfBricksHeight : number;
  2269. public cloudColor : number;
  2270. public numberOfBricksWidth : number;
  2271. public jointColor : Color3;
  2272. public brickColor : Color3;
  2273. }
  2274. class MarbleProceduralTexture extends ProceduralTexture {
  2275. private _numberOfTilesHeight;
  2276. private _numberOfTilesWidth;
  2277. private _amplitude;
  2278. private _marbleColor;
  2279. private _jointColor;
  2280. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2281. public updateShaderUniforms(): void;
  2282. public numberOfTilesHeight : number;
  2283. public numberOfTilesWidth : number;
  2284. public jointColor : Color3;
  2285. public marbleColor : Color3;
  2286. }
  2287. }
  2288. declare module BABYLON {
  2289. class Color3 {
  2290. public r: number;
  2291. public g: number;
  2292. public b: number;
  2293. constructor(r?: number, g?: number, b?: number);
  2294. public toString(): string;
  2295. public toArray(array: number[], index?: number): void;
  2296. public toColor4(alpha?: number): Color4;
  2297. public asArray(): number[];
  2298. public toLuminance(): number;
  2299. public multiply(otherColor: Color3): Color3;
  2300. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2301. public equals(otherColor: Color3): boolean;
  2302. public scale(scale: number): Color3;
  2303. public scaleToRef(scale: number, result: Color3): void;
  2304. public add(otherColor: Color3): Color3;
  2305. public addToRef(otherColor: Color3, result: Color3): void;
  2306. public subtract(otherColor: Color3): Color3;
  2307. public subtractToRef(otherColor: Color3, result: Color3): void;
  2308. public clone(): Color3;
  2309. public copyFrom(source: Color3): void;
  2310. public copyFromFloats(r: number, g: number, b: number): void;
  2311. static FromArray(array: number[]): Color3;
  2312. static FromInts(r: number, g: number, b: number): Color3;
  2313. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2314. static Red(): Color3;
  2315. static Green(): Color3;
  2316. static Blue(): Color3;
  2317. static Black(): Color3;
  2318. static White(): Color3;
  2319. static Purple(): Color3;
  2320. static Magenta(): Color3;
  2321. static Yellow(): Color3;
  2322. static Gray(): Color3;
  2323. }
  2324. class Color4 {
  2325. public r: number;
  2326. public g: number;
  2327. public b: number;
  2328. public a: number;
  2329. constructor(r: number, g: number, b: number, a: number);
  2330. public addInPlace(right: any): void;
  2331. public asArray(): number[];
  2332. public toArray(array: number[], index?: number): void;
  2333. public add(right: Color4): Color4;
  2334. public subtract(right: Color4): Color4;
  2335. public subtractToRef(right: Color4, result: Color4): void;
  2336. public scale(scale: number): Color4;
  2337. public scaleToRef(scale: number, result: Color4): void;
  2338. public toString(): string;
  2339. public clone(): Color4;
  2340. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2341. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2342. static FromArray(array: number[], offset?: number): Color4;
  2343. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2344. }
  2345. class Vector2 {
  2346. public x: number;
  2347. public y: number;
  2348. constructor(x: number, y: number);
  2349. public toString(): string;
  2350. public toArray(array: number[], index?: number): void;
  2351. public asArray(): number[];
  2352. public copyFrom(source: Vector2): void;
  2353. public copyFromFloats(x: number, y: number): void;
  2354. public add(otherVector: Vector2): Vector2;
  2355. public addVector3(otherVector: Vector3): Vector2;
  2356. public subtract(otherVector: Vector2): Vector2;
  2357. public subtractInPlace(otherVector: Vector2): void;
  2358. public multiplyInPlace(otherVector: Vector2): void;
  2359. public multiply(otherVector: Vector2): Vector2;
  2360. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2361. public multiplyByFloats(x: number, y: number): Vector2;
  2362. public divide(otherVector: Vector2): Vector2;
  2363. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2364. public negate(): Vector2;
  2365. public scaleInPlace(scale: number): Vector2;
  2366. public scale(scale: number): Vector2;
  2367. public equals(otherVector: Vector2): boolean;
  2368. public length(): number;
  2369. public lengthSquared(): number;
  2370. public normalize(): Vector2;
  2371. public clone(): Vector2;
  2372. static Zero(): Vector2;
  2373. static FromArray(array: number[], offset?: number): Vector2;
  2374. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2375. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2376. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2377. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2378. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2379. static Dot(left: Vector2, right: Vector2): number;
  2380. static Normalize(vector: Vector2): Vector2;
  2381. static Minimize(left: Vector2, right: Vector2): Vector2;
  2382. static Maximize(left: Vector2, right: Vector2): Vector2;
  2383. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2384. static Distance(value1: Vector2, value2: Vector2): number;
  2385. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2386. }
  2387. class Vector3 {
  2388. public x: number;
  2389. public y: number;
  2390. public z: number;
  2391. constructor(x: number, y: number, z: number);
  2392. public toString(): string;
  2393. public asArray(): number[];
  2394. public toArray(array: number[], index?: number): void;
  2395. public addInPlace(otherVector: Vector3): void;
  2396. public add(otherVector: Vector3): Vector3;
  2397. public addToRef(otherVector: Vector3, result: Vector3): void;
  2398. public subtractInPlace(otherVector: Vector3): void;
  2399. public subtract(otherVector: Vector3): Vector3;
  2400. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2401. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2402. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2403. public negate(): Vector3;
  2404. public scaleInPlace(scale: number): Vector3;
  2405. public scale(scale: number): Vector3;
  2406. public scaleToRef(scale: number, result: Vector3): void;
  2407. public equals(otherVector: Vector3): boolean;
  2408. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2409. public equalsToFloats(x: number, y: number, z: number): boolean;
  2410. public multiplyInPlace(otherVector: Vector3): void;
  2411. public multiply(otherVector: Vector3): Vector3;
  2412. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2413. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2414. public divide(otherVector: Vector3): Vector3;
  2415. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2416. public MinimizeInPlace(other: Vector3): void;
  2417. public MaximizeInPlace(other: Vector3): void;
  2418. public length(): number;
  2419. public lengthSquared(): number;
  2420. public normalize(): Vector3;
  2421. public clone(): Vector3;
  2422. public copyFrom(source: Vector3): void;
  2423. public copyFromFloats(x: number, y: number, z: number): void;
  2424. static FromArray(array: number[], offset?: number): Vector3;
  2425. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2426. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2427. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2428. static Zero(): Vector3;
  2429. static Up(): Vector3;
  2430. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2431. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2432. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2433. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2434. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2435. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2436. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2437. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2438. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2439. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2440. static Dot(left: Vector3, right: Vector3): number;
  2441. static Cross(left: Vector3, right: Vector3): Vector3;
  2442. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2443. static Normalize(vector: Vector3): Vector3;
  2444. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2445. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2446. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2447. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2448. static Minimize(left: Vector3, right: Vector3): Vector3;
  2449. static Maximize(left: Vector3, right: Vector3): Vector3;
  2450. static Distance(value1: Vector3, value2: Vector3): number;
  2451. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2452. static Center(value1: Vector3, value2: Vector3): Vector3;
  2453. }
  2454. class Vector4 {
  2455. public x: number;
  2456. public y: number;
  2457. public z: number;
  2458. public w: number;
  2459. constructor(x: number, y: number, z: number, w: number);
  2460. public toString(): string;
  2461. public asArray(): number[];
  2462. public toArray(array: number[], index?: number): void;
  2463. public addInPlace(otherVector: Vector4): void;
  2464. public add(otherVector: Vector4): Vector4;
  2465. public addToRef(otherVector: Vector4, result: Vector4): void;
  2466. public subtractInPlace(otherVector: Vector4): void;
  2467. public subtract(otherVector: Vector4): Vector4;
  2468. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2469. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2470. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2471. public negate(): Vector4;
  2472. public scaleInPlace(scale: number): Vector4;
  2473. public scale(scale: number): Vector4;
  2474. public scaleToRef(scale: number, result: Vector4): void;
  2475. public equals(otherVector: Vector4): boolean;
  2476. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2477. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2478. public multiplyInPlace(otherVector: Vector4): void;
  2479. public multiply(otherVector: Vector4): Vector4;
  2480. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2481. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2482. public divide(otherVector: Vector4): Vector4;
  2483. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2484. public MinimizeInPlace(other: Vector4): void;
  2485. public MaximizeInPlace(other: Vector4): void;
  2486. public length(): number;
  2487. public lengthSquared(): number;
  2488. public normalize(): Vector4;
  2489. public clone(): Vector4;
  2490. public copyFrom(source: Vector4): void;
  2491. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2492. static FromArray(array: number[], offset?: number): Vector4;
  2493. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2494. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2495. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2496. static Zero(): Vector4;
  2497. static Normalize(vector: Vector4): Vector4;
  2498. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2499. static Minimize(left: Vector4, right: Vector4): Vector4;
  2500. static Maximize(left: Vector4, right: Vector4): Vector4;
  2501. static Distance(value1: Vector4, value2: Vector4): number;
  2502. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2503. static Center(value1: Vector4, value2: Vector4): Vector4;
  2504. }
  2505. class Quaternion {
  2506. public x: number;
  2507. public y: number;
  2508. public z: number;
  2509. public w: number;
  2510. constructor(x?: number, y?: number, z?: number, w?: number);
  2511. public toString(): string;
  2512. public asArray(): number[];
  2513. public equals(otherQuaternion: Quaternion): boolean;
  2514. public clone(): Quaternion;
  2515. public copyFrom(other: Quaternion): void;
  2516. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2517. public add(other: Quaternion): Quaternion;
  2518. public subtract(other: Quaternion): Quaternion;
  2519. public scale(value: number): Quaternion;
  2520. public multiply(q1: Quaternion): Quaternion;
  2521. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2522. public length(): number;
  2523. public normalize(): void;
  2524. public toEulerAngles(): Vector3;
  2525. public toEulerAnglesToRef(result: Vector3): void;
  2526. public toRotationMatrix(result: Matrix): void;
  2527. public fromRotationMatrix(matrix: Matrix): void;
  2528. static Inverse(q: Quaternion): Quaternion;
  2529. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2530. static FromArray(array: number[], offset?: number): Quaternion;
  2531. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2532. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2533. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2534. }
  2535. class Matrix {
  2536. private static _tempQuaternion;
  2537. private static _xAxis;
  2538. private static _yAxis;
  2539. private static _zAxis;
  2540. public m: Float32Array;
  2541. public isIdentity(): boolean;
  2542. public determinant(): number;
  2543. public toArray(): Float32Array;
  2544. public asArray(): Float32Array;
  2545. public invert(): void;
  2546. public invertToRef(other: Matrix): void;
  2547. public setTranslation(vector3: Vector3): void;
  2548. public multiply(other: Matrix): Matrix;
  2549. public copyFrom(other: Matrix): void;
  2550. public copyToArray(array: Float32Array, offset?: number): void;
  2551. public multiplyToRef(other: Matrix, result: Matrix): void;
  2552. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2553. public equals(value: Matrix): boolean;
  2554. public clone(): Matrix;
  2555. static FromArray(array: number[], offset?: number): Matrix;
  2556. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2557. 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;
  2558. 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;
  2559. static Identity(): Matrix;
  2560. static IdentityToRef(result: Matrix): void;
  2561. static Zero(): Matrix;
  2562. static RotationX(angle: number): Matrix;
  2563. static Invert(source: Matrix): Matrix;
  2564. static RotationXToRef(angle: number, result: Matrix): void;
  2565. static RotationY(angle: number): Matrix;
  2566. static RotationYToRef(angle: number, result: Matrix): void;
  2567. static RotationZ(angle: number): Matrix;
  2568. static RotationZToRef(angle: number, result: Matrix): void;
  2569. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2570. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2571. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2572. static Scaling(x: number, y: number, z: number): Matrix;
  2573. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2574. static Translation(x: number, y: number, z: number): Matrix;
  2575. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2576. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2577. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2578. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2579. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2580. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2581. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2582. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2583. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2584. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2585. static Transpose(matrix: Matrix): Matrix;
  2586. static Reflection(plane: Plane): Matrix;
  2587. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2588. }
  2589. class Plane {
  2590. public normal: Vector3;
  2591. public d: number;
  2592. constructor(a: number, b: number, c: number, d: number);
  2593. public asArray(): number[];
  2594. public clone(): Plane;
  2595. public normalize(): void;
  2596. public transform(transformation: Matrix): Plane;
  2597. public dotCoordinate(point: any): number;
  2598. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2599. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2600. public signedDistanceTo(point: Vector3): number;
  2601. static FromArray(array: number[]): Plane;
  2602. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2603. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2604. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2605. }
  2606. class Viewport {
  2607. public x: number;
  2608. public y: number;
  2609. public width: number;
  2610. public height: number;
  2611. constructor(x: number, y: number, width: number, height: number);
  2612. public toGlobal(engine: any): Viewport;
  2613. }
  2614. class Frustum {
  2615. static GetPlanes(transform: Matrix): Plane[];
  2616. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2617. }
  2618. class Ray {
  2619. public origin: Vector3;
  2620. public direction: Vector3;
  2621. public length: number;
  2622. private _edge1;
  2623. private _edge2;
  2624. private _pvec;
  2625. private _tvec;
  2626. private _qvec;
  2627. constructor(origin: Vector3, direction: Vector3, length?: number);
  2628. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2629. public intersectsBox(box: BoundingBox): boolean;
  2630. public intersectsSphere(sphere: any): boolean;
  2631. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2632. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2633. /**
  2634. * 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
  2635. * transformed to the given world matrix.
  2636. * @param origin The origin point
  2637. * @param end The end point
  2638. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2639. */
  2640. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2641. static Transform(ray: Ray, matrix: Matrix): Ray;
  2642. }
  2643. enum Space {
  2644. LOCAL = 0,
  2645. WORLD = 1,
  2646. }
  2647. class Axis {
  2648. static X: Vector3;
  2649. static Y: Vector3;
  2650. static Z: Vector3;
  2651. }
  2652. class BezierCurve {
  2653. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2654. }
  2655. }
  2656. declare module BABYLON {
  2657. class AbstractMesh extends Node implements IDisposable {
  2658. private static _BILLBOARDMODE_NONE;
  2659. private static _BILLBOARDMODE_X;
  2660. private static _BILLBOARDMODE_Y;
  2661. private static _BILLBOARDMODE_Z;
  2662. private static _BILLBOARDMODE_ALL;
  2663. static BILLBOARDMODE_NONE : number;
  2664. static BILLBOARDMODE_X : number;
  2665. static BILLBOARDMODE_Y : number;
  2666. static BILLBOARDMODE_Z : number;
  2667. static BILLBOARDMODE_ALL : number;
  2668. public position: Vector3;
  2669. public rotation: Vector3;
  2670. public rotationQuaternion: Quaternion;
  2671. public scaling: Vector3;
  2672. public billboardMode: number;
  2673. public visibility: number;
  2674. public alphaIndex: number;
  2675. public infiniteDistance: boolean;
  2676. public isVisible: boolean;
  2677. public isPickable: boolean;
  2678. public showBoundingBox: boolean;
  2679. public showSubMeshesBoundingBox: boolean;
  2680. public onDispose: any;
  2681. public checkCollisions: boolean;
  2682. public isBlocker: boolean;
  2683. public skeleton: Skeleton;
  2684. public renderingGroupId: number;
  2685. public material: Material;
  2686. public receiveShadows: boolean;
  2687. public actionManager: ActionManager;
  2688. public renderOutline: boolean;
  2689. public outlineColor: Color3;
  2690. public outlineWidth: number;
  2691. public renderOverlay: boolean;
  2692. public overlayColor: Color3;
  2693. public overlayAlpha: number;
  2694. public hasVertexAlpha: boolean;
  2695. public useVertexColors: boolean;
  2696. public applyFog: boolean;
  2697. public useOctreeForRenderingSelection: boolean;
  2698. public useOctreeForPicking: boolean;
  2699. public useOctreeForCollisions: boolean;
  2700. public layerMask: number;
  2701. public _physicImpostor: number;
  2702. public _physicsMass: number;
  2703. public _physicsFriction: number;
  2704. public _physicRestitution: number;
  2705. public ellipsoid: Vector3;
  2706. public ellipsoidOffset: Vector3;
  2707. private _collider;
  2708. private _oldPositionForCollisions;
  2709. private _diffPositionForCollisions;
  2710. private _newPositionForCollisions;
  2711. private _localScaling;
  2712. private _localRotation;
  2713. private _localTranslation;
  2714. private _localBillboard;
  2715. private _localPivotScaling;
  2716. private _localPivotScalingRotation;
  2717. private _localWorld;
  2718. public _worldMatrix: Matrix;
  2719. private _rotateYByPI;
  2720. private _absolutePosition;
  2721. private _collisionsTransformMatrix;
  2722. private _collisionsScalingMatrix;
  2723. public _positions: Vector3[];
  2724. private _isDirty;
  2725. public _masterMesh: AbstractMesh;
  2726. public _boundingInfo: BoundingInfo;
  2727. private _pivotMatrix;
  2728. public _isDisposed: boolean;
  2729. public _renderId: number;
  2730. public subMeshes: SubMesh[];
  2731. public _submeshesOctree: Octree<SubMesh>;
  2732. public _intersectionsInProgress: AbstractMesh[];
  2733. private _onAfterWorldMatrixUpdate;
  2734. constructor(name: string, scene: Scene);
  2735. public isBlocked : boolean;
  2736. public getLOD(camera: Camera): AbstractMesh;
  2737. public getTotalVertices(): number;
  2738. public getIndices(): number[];
  2739. public getVerticesData(kind: string): number[];
  2740. public isVerticesDataPresent(kind: string): boolean;
  2741. public getBoundingInfo(): BoundingInfo;
  2742. public _preActivate(): void;
  2743. public _activate(renderId: number): void;
  2744. public getWorldMatrix(): Matrix;
  2745. public worldMatrixFromCache : Matrix;
  2746. public absolutePosition : Vector3;
  2747. public rotate(axis: Vector3, amount: number, space: Space): void;
  2748. public translate(axis: Vector3, distance: number, space: Space): void;
  2749. public getAbsolutePosition(): Vector3;
  2750. public setAbsolutePosition(absolutePosition: Vector3): void;
  2751. public setPivotMatrix(matrix: Matrix): void;
  2752. public getPivotMatrix(): Matrix;
  2753. public _isSynchronized(): boolean;
  2754. public _initCache(): void;
  2755. public markAsDirty(property: string): void;
  2756. public _updateBoundingInfo(): void;
  2757. public _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2758. public computeWorldMatrix(force?: boolean): Matrix;
  2759. /**
  2760. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2761. * @param func: callback function to add
  2762. */
  2763. public registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2764. public unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2765. public setPositionWithLocalVector(vector3: Vector3): void;
  2766. public getPositionExpressedInLocalSpace(): Vector3;
  2767. public locallyTranslate(vector3: Vector3): void;
  2768. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2769. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2770. public isCompletelyInFrustum(camera?: Camera): boolean;
  2771. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2772. public intersectsPoint(point: Vector3): boolean;
  2773. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): void;
  2774. public getPhysicsImpostor(): number;
  2775. public getPhysicsMass(): number;
  2776. public getPhysicsFriction(): number;
  2777. public getPhysicsRestitution(): number;
  2778. public getPositionInCameraSpace(camera?: Camera): Vector3;
  2779. public getDistanceToCamera(camera?: Camera): Vector3;
  2780. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2781. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2782. public updatePhysicsBodyPosition(): void;
  2783. public moveWithCollisions(velocity: Vector3): void;
  2784. /**
  2785. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2786. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2787. */
  2788. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2789. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2790. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2791. public _checkCollision(collider: Collider): void;
  2792. public _generatePointsArray(): boolean;
  2793. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2794. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2795. public releaseSubMeshes(): void;
  2796. public dispose(doNotRecurse?: boolean): void;
  2797. }
  2798. }
  2799. declare module BABYLON {
  2800. class CSG {
  2801. private polygons;
  2802. public matrix: Matrix;
  2803. public position: Vector3;
  2804. public rotation: Vector3;
  2805. public scaling: Vector3;
  2806. static FromMesh(mesh: Mesh): CSG;
  2807. private static FromPolygons(polygons);
  2808. public clone(): CSG;
  2809. private toPolygons();
  2810. public union(csg: CSG): CSG;
  2811. public unionInPlace(csg: CSG): void;
  2812. public subtract(csg: CSG): CSG;
  2813. public subtractInPlace(csg: CSG): void;
  2814. public intersect(csg: CSG): CSG;
  2815. public intersectInPlace(csg: CSG): void;
  2816. public inverse(): CSG;
  2817. public inverseInPlace(): void;
  2818. public copyTransformAttributes(csg: CSG): CSG;
  2819. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2820. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2821. }
  2822. }
  2823. declare module BABYLON {
  2824. class Geometry implements IGetSetVerticesData {
  2825. public id: string;
  2826. public delayLoadState: number;
  2827. public delayLoadingFile: string;
  2828. private _scene;
  2829. private _engine;
  2830. private _meshes;
  2831. private _totalVertices;
  2832. private _indices;
  2833. private _vertexBuffers;
  2834. public _delayInfo: any;
  2835. private _indexBuffer;
  2836. public _boundingInfo: BoundingInfo;
  2837. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2838. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2839. public getScene(): Scene;
  2840. public getEngine(): Engine;
  2841. public isReady(): boolean;
  2842. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2843. public setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2844. public updateVerticesDataDirectly(kind: string, data: Float32Array): void;
  2845. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2846. public getTotalVertices(): number;
  2847. public getVerticesData(kind: string): number[];
  2848. public getVertexBuffer(kind: string): VertexBuffer;
  2849. public getVertexBuffers(): VertexBuffer[];
  2850. public isVerticesDataPresent(kind: string): boolean;
  2851. public getVerticesDataKinds(): string[];
  2852. public setIndices(indices: number[]): void;
  2853. public getTotalIndices(): number;
  2854. public getIndices(): number[];
  2855. public getIndexBuffer(): any;
  2856. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2857. public applyToMesh(mesh: Mesh): void;
  2858. private _applyToMesh(mesh);
  2859. public load(scene: Scene, onLoaded?: () => void): void;
  2860. public dispose(): void;
  2861. public copy(id: string): Geometry;
  2862. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2863. static RandomId(): string;
  2864. }
  2865. module Geometry.Primitives {
  2866. class _Primitive extends Geometry {
  2867. private _beingRegenerated;
  2868. private _canBeRegenerated;
  2869. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2870. public canBeRegenerated(): boolean;
  2871. public regenerate(): void;
  2872. public asNewGeometry(id: string): Geometry;
  2873. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2874. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2875. public _regenerateVertexData(): VertexData;
  2876. public copy(id: string): Geometry;
  2877. }
  2878. class Box extends _Primitive {
  2879. public size: number;
  2880. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2881. public _regenerateVertexData(): VertexData;
  2882. public copy(id: string): Geometry;
  2883. }
  2884. class Sphere extends _Primitive {
  2885. public segments: number;
  2886. public diameter: number;
  2887. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2888. public _regenerateVertexData(): VertexData;
  2889. public copy(id: string): Geometry;
  2890. }
  2891. class Cylinder extends _Primitive {
  2892. public height: number;
  2893. public diameterTop: number;
  2894. public diameterBottom: number;
  2895. public tessellation: number;
  2896. public subdivisions: number;
  2897. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2898. public _regenerateVertexData(): VertexData;
  2899. public copy(id: string): Geometry;
  2900. }
  2901. class Torus extends _Primitive {
  2902. public diameter: number;
  2903. public thickness: number;
  2904. public tessellation: number;
  2905. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2906. public _regenerateVertexData(): VertexData;
  2907. public copy(id: string): Geometry;
  2908. }
  2909. class Ground extends _Primitive {
  2910. public width: number;
  2911. public height: number;
  2912. public subdivisions: number;
  2913. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2914. public _regenerateVertexData(): VertexData;
  2915. public copy(id: string): Geometry;
  2916. }
  2917. class TiledGround extends _Primitive {
  2918. public xmin: number;
  2919. public zmin: number;
  2920. public xmax: number;
  2921. public zmax: number;
  2922. public subdivisions: {
  2923. w: number;
  2924. h: number;
  2925. };
  2926. public precision: {
  2927. w: number;
  2928. h: number;
  2929. };
  2930. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2931. w: number;
  2932. h: number;
  2933. }, precision: {
  2934. w: number;
  2935. h: number;
  2936. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2937. public _regenerateVertexData(): VertexData;
  2938. public copy(id: string): Geometry;
  2939. }
  2940. class Plane extends _Primitive {
  2941. public size: number;
  2942. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2943. public _regenerateVertexData(): VertexData;
  2944. public copy(id: string): Geometry;
  2945. }
  2946. class TorusKnot extends _Primitive {
  2947. public radius: number;
  2948. public tube: number;
  2949. public radialSegments: number;
  2950. public tubularSegments: number;
  2951. public p: number;
  2952. public q: number;
  2953. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2954. public _regenerateVertexData(): VertexData;
  2955. public copy(id: string): Geometry;
  2956. }
  2957. }
  2958. }
  2959. declare module BABYLON {
  2960. class GroundMesh extends Mesh {
  2961. public generateOctree: boolean;
  2962. private _worldInverse;
  2963. public _subdivisions: number;
  2964. constructor(name: string, scene: Scene);
  2965. public subdivisions : number;
  2966. public optimize(chunksCount: number): void;
  2967. public getHeightAtCoordinates(x: number, z: number): number;
  2968. }
  2969. }
  2970. declare module BABYLON {
  2971. class InstancedMesh extends AbstractMesh {
  2972. private _sourceMesh;
  2973. private _currentLOD;
  2974. constructor(name: string, source: Mesh);
  2975. public receiveShadows : boolean;
  2976. public material : Material;
  2977. public visibility : number;
  2978. public skeleton : Skeleton;
  2979. public getTotalVertices(): number;
  2980. public sourceMesh : Mesh;
  2981. public getVerticesData(kind: string): number[];
  2982. public isVerticesDataPresent(kind: string): boolean;
  2983. public getIndices(): number[];
  2984. public _positions : Vector3[];
  2985. public refreshBoundingInfo(): void;
  2986. public _preActivate(): void;
  2987. public _activate(renderId: number): void;
  2988. public getLOD(camera: Camera): AbstractMesh;
  2989. public _syncSubMeshes(): void;
  2990. public _generatePointsArray(): boolean;
  2991. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2992. public dispose(doNotRecurse?: boolean): void;
  2993. }
  2994. }
  2995. declare module BABYLON {
  2996. class LinesMesh extends Mesh {
  2997. public color: Color3;
  2998. public alpha: number;
  2999. private _colorShader;
  3000. private _ib;
  3001. private _indicesLength;
  3002. private _indices;
  3003. constructor(name: string, scene: Scene, updatable?: boolean);
  3004. public material : Material;
  3005. public isPickable : boolean;
  3006. public checkCollisions : boolean;
  3007. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3008. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3009. public intersects(ray: Ray, fastCheck?: boolean): any;
  3010. public dispose(doNotRecurse?: boolean): void;
  3011. }
  3012. }
  3013. declare module BABYLON {
  3014. class _InstancesBatch {
  3015. public mustReturn: boolean;
  3016. public visibleInstances: InstancedMesh[][];
  3017. public renderSelf: boolean[];
  3018. }
  3019. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  3020. public delayLoadState: number;
  3021. public instances: InstancedMesh[];
  3022. public delayLoadingFile: string;
  3023. public _binaryInfo: any;
  3024. private _LODLevels;
  3025. public _geometry: Geometry;
  3026. private _onBeforeRenderCallbacks;
  3027. private _onAfterRenderCallbacks;
  3028. public _delayInfo: any;
  3029. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  3030. public _visibleInstances: any;
  3031. private _renderIdForInstances;
  3032. private _batchCache;
  3033. private _worldMatricesInstancesBuffer;
  3034. private _worldMatricesInstancesArray;
  3035. private _instancesBufferSize;
  3036. public _shouldGenerateFlatShading: boolean;
  3037. private _preActivateId;
  3038. constructor(name: string, scene: Scene);
  3039. public hasLODLevels : boolean;
  3040. private _sortLODLevels();
  3041. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  3042. public removeLODLevel(mesh: Mesh): Mesh;
  3043. public getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3044. public geometry : Geometry;
  3045. public getTotalVertices(): number;
  3046. public getVerticesData(kind: string): number[];
  3047. public getVertexBuffer(kind: any): VertexBuffer;
  3048. public isVerticesDataPresent(kind: string): boolean;
  3049. public getVerticesDataKinds(): string[];
  3050. public getTotalIndices(): number;
  3051. public getIndices(): number[];
  3052. public isBlocked : boolean;
  3053. public isReady(): boolean;
  3054. public isDisposed(): boolean;
  3055. public _preActivate(): void;
  3056. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3057. public refreshBoundingInfo(): void;
  3058. public _createGlobalSubMesh(): SubMesh;
  3059. public subdivide(count: number): void;
  3060. public setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3061. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3062. public updateVerticesDataDirectly(kind: string, data: Float32Array, makeItUnique?: boolean): void;
  3063. public makeGeometryUnique(): void;
  3064. public setIndices(indices: number[]): void;
  3065. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3066. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3067. public registerBeforeRender(func: () => void): void;
  3068. public unregisterBeforeRender(func: () => void): void;
  3069. public registerAfterRender(func: () => void): void;
  3070. public unregisterAfterRender(func: () => void): void;
  3071. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3072. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3073. public render(subMesh: SubMesh): void;
  3074. public getEmittedParticleSystems(): ParticleSystem[];
  3075. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3076. public getChildren(): Node[];
  3077. public _checkDelayState(): void;
  3078. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3079. public setMaterialByID(id: string): void;
  3080. public getAnimatables(): IAnimatable[];
  3081. public bakeTransformIntoVertices(transform: Matrix): void;
  3082. public _resetPointsArrayCache(): void;
  3083. public _generatePointsArray(): boolean;
  3084. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3085. public dispose(doNotRecurse?: boolean): void;
  3086. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3087. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3088. public convertToFlatShadedMesh(): void;
  3089. public createInstance(name: string): InstancedMesh;
  3090. public synchronizeInstances(): void;
  3091. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3092. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3093. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3094. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3095. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3096. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3097. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3098. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3099. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3100. w: number;
  3101. h: number;
  3102. }, precision: {
  3103. w: number;
  3104. h: number;
  3105. }, scene: Scene, updatable?: boolean): Mesh;
  3106. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3107. static MinMax(meshes: AbstractMesh[]): {
  3108. min: Vector3;
  3109. max: Vector3;
  3110. };
  3111. static Center(meshesOrMinMaxVector: any): Vector3;
  3112. }
  3113. }
  3114. declare module BABYLON {
  3115. interface IGetSetVerticesData {
  3116. isVerticesDataPresent(kind: string): boolean;
  3117. getVerticesData(kind: string): number[];
  3118. getIndices(): number[];
  3119. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3120. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3121. setIndices(indices: number[]): void;
  3122. }
  3123. class VertexData {
  3124. public positions: number[];
  3125. public normals: number[];
  3126. public uvs: number[];
  3127. public uv2s: number[];
  3128. public colors: number[];
  3129. public matricesIndices: number[];
  3130. public matricesWeights: number[];
  3131. public indices: number[];
  3132. public set(data: number[], kind: string): void;
  3133. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3134. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3135. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3136. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3137. private _applyTo(meshOrGeometry, updatable?);
  3138. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3139. public transform(matrix: Matrix): void;
  3140. public merge(other: VertexData): void;
  3141. static ExtractFromMesh(mesh: Mesh): VertexData;
  3142. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3143. private static _ExtractFrom(meshOrGeometry);
  3144. static CreateBox(size: number): VertexData;
  3145. static CreateSphere(segments: number, diameter: number): VertexData;
  3146. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3147. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3148. static CreateLines(points: Vector3[]): VertexData;
  3149. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3150. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3151. w: number;
  3152. h: number;
  3153. }, precision?: {
  3154. w: number;
  3155. h: number;
  3156. }): VertexData;
  3157. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3158. static CreatePlane(size: number): VertexData;
  3159. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3160. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3161. }
  3162. }
  3163. declare module BABYLON.Internals {
  3164. class MeshLODLevel {
  3165. public distance: number;
  3166. public mesh: Mesh;
  3167. constructor(distance: number, mesh: Mesh);
  3168. }
  3169. }
  3170. declare module BABYLON {
  3171. class SubMesh {
  3172. public materialIndex: number;
  3173. public verticesStart: number;
  3174. public verticesCount: number;
  3175. public indexStart: any;
  3176. public indexCount: number;
  3177. public linesIndexCount: number;
  3178. private _mesh;
  3179. private _renderingMesh;
  3180. private _boundingInfo;
  3181. private _linesIndexBuffer;
  3182. public _lastColliderWorldVertices: Vector3[];
  3183. public _trianglePlanes: Plane[];
  3184. public _lastColliderTransformMatrix: Matrix;
  3185. public _renderId: number;
  3186. public _alphaIndex: number;
  3187. public _distanceToCamera: number;
  3188. public _id: number;
  3189. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3190. public getBoundingInfo(): BoundingInfo;
  3191. public getMesh(): AbstractMesh;
  3192. public getRenderingMesh(): Mesh;
  3193. public getMaterial(): Material;
  3194. public refreshBoundingInfo(): void;
  3195. public _checkCollision(collider: Collider): boolean;
  3196. public updateBoundingInfo(world: Matrix): void;
  3197. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3198. public render(): void;
  3199. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3200. public canIntersects(ray: Ray): boolean;
  3201. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3202. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3203. public dispose(): void;
  3204. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3205. }
  3206. }
  3207. declare module BABYLON {
  3208. class VertexBuffer {
  3209. private _mesh;
  3210. private _engine;
  3211. private _buffer;
  3212. private _data;
  3213. private _updatable;
  3214. private _kind;
  3215. private _strideSize;
  3216. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3217. public isUpdatable(): boolean;
  3218. public getData(): number[];
  3219. public getBuffer(): WebGLBuffer;
  3220. public getStrideSize(): number;
  3221. public create(data?: number[]): void;
  3222. public update(data: number[]): void;
  3223. public updateDirectly(data: Float32Array): void;
  3224. public dispose(): void;
  3225. private static _PositionKind;
  3226. private static _NormalKind;
  3227. private static _UVKind;
  3228. private static _UV2Kind;
  3229. private static _ColorKind;
  3230. private static _MatricesIndicesKind;
  3231. private static _MatricesWeightsKind;
  3232. static PositionKind : string;
  3233. static NormalKind : string;
  3234. static UVKind : string;
  3235. static UV2Kind : string;
  3236. static ColorKind : string;
  3237. static MatricesIndicesKind : string;
  3238. static MatricesWeightsKind : string;
  3239. }
  3240. }
  3241. declare module BABYLON {
  3242. class Particle {
  3243. public position: Vector3;
  3244. public direction: Vector3;
  3245. public color: Color4;
  3246. public colorStep: Color4;
  3247. public lifeTime: number;
  3248. public age: number;
  3249. public size: number;
  3250. public angle: number;
  3251. public angularSpeed: number;
  3252. }
  3253. }
  3254. declare module BABYLON {
  3255. class ParticleSystem implements IDisposable {
  3256. public name: string;
  3257. static BLENDMODE_ONEONE: number;
  3258. static BLENDMODE_STANDARD: number;
  3259. public id: string;
  3260. public renderingGroupId: number;
  3261. public emitter: any;
  3262. public emitRate: number;
  3263. public manualEmitCount: number;
  3264. public updateSpeed: number;
  3265. public targetStopDuration: number;
  3266. public disposeOnStop: boolean;
  3267. public minEmitPower: number;
  3268. public maxEmitPower: number;
  3269. public minLifeTime: number;
  3270. public maxLifeTime: number;
  3271. public minSize: number;
  3272. public maxSize: number;
  3273. public minAngularSpeed: number;
  3274. public maxAngularSpeed: number;
  3275. public particleTexture: Texture;
  3276. public onDispose: () => void;
  3277. public blendMode: number;
  3278. public forceDepthWrite: boolean;
  3279. public gravity: Vector3;
  3280. public direction1: Vector3;
  3281. public direction2: Vector3;
  3282. public minEmitBox: Vector3;
  3283. public maxEmitBox: Vector3;
  3284. public color1: Color4;
  3285. public color2: Color4;
  3286. public colorDead: Color4;
  3287. public textureMask: Color4;
  3288. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3289. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3290. private particles;
  3291. private _capacity;
  3292. private _scene;
  3293. private _vertexDeclaration;
  3294. private _vertexStrideSize;
  3295. private _stockParticles;
  3296. private _newPartsExcess;
  3297. private _vertexBuffer;
  3298. private _indexBuffer;
  3299. private _vertices;
  3300. private _effect;
  3301. private _customEffect;
  3302. private _cachedDefines;
  3303. private _scaledColorStep;
  3304. private _colorDiff;
  3305. private _scaledDirection;
  3306. private _scaledGravity;
  3307. private _currentRenderId;
  3308. private _alive;
  3309. private _started;
  3310. private _stopped;
  3311. private _actualFrame;
  3312. private _scaledUpdateSpeed;
  3313. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3314. public getCapacity(): number;
  3315. public isAlive(): boolean;
  3316. public isStarted(): boolean;
  3317. public start(): void;
  3318. public stop(): void;
  3319. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3320. private _update(newParticles);
  3321. private _getEffect();
  3322. public animate(): void;
  3323. public render(): number;
  3324. public dispose(): void;
  3325. public clone(name: string, newEmitter: any): ParticleSystem;
  3326. }
  3327. }
  3328. declare module BABYLON {
  3329. interface IPhysicsEnginePlugin {
  3330. initialize(iterations?: number): any;
  3331. setGravity(gravity: Vector3): void;
  3332. runOneStep(delta: number): void;
  3333. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3334. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3335. unregisterMesh(mesh: AbstractMesh): any;
  3336. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3337. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3338. dispose(): void;
  3339. isSupported(): boolean;
  3340. updateBodyPosition(mesh: AbstractMesh): void;
  3341. }
  3342. interface PhysicsBodyCreationOptions {
  3343. mass: number;
  3344. friction: number;
  3345. restitution: number;
  3346. }
  3347. interface PhysicsCompoundBodyPart {
  3348. mesh: Mesh;
  3349. impostor: number;
  3350. }
  3351. class PhysicsEngine {
  3352. public gravity: Vector3;
  3353. private _currentPlugin;
  3354. constructor(plugin?: IPhysicsEnginePlugin);
  3355. public _initialize(gravity?: Vector3): void;
  3356. public _runOneStep(delta: number): void;
  3357. public _setGravity(gravity: Vector3): void;
  3358. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3359. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3360. public _unregisterMesh(mesh: AbstractMesh): void;
  3361. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3362. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3363. public _updateBodyPosition(mesh: AbstractMesh): void;
  3364. public dispose(): void;
  3365. public isSupported(): boolean;
  3366. static NoImpostor: number;
  3367. static SphereImpostor: number;
  3368. static BoxImpostor: number;
  3369. static PlaneImpostor: number;
  3370. static MeshImpostor: number;
  3371. static CapsuleImpostor: number;
  3372. static ConeImpostor: number;
  3373. static CylinderImpostor: number;
  3374. static ConvexHullImpostor: number;
  3375. static Epsilon: number;
  3376. }
  3377. }
  3378. declare module BABYLON {
  3379. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3380. public checkWithEpsilon: (value: number) => number;
  3381. private _world;
  3382. private _registeredMeshes;
  3383. private _physicsMaterials;
  3384. public initialize(iterations?: number): void;
  3385. private _checkWithEpsilon(value);
  3386. public runOneStep(delta: number): void;
  3387. public setGravity(gravity: Vector3): void;
  3388. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3389. private _createSphere(radius, mesh, options?);
  3390. private _createBox(x, y, z, mesh, options?);
  3391. private _createPlane(mesh, options?);
  3392. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3393. private _addMaterial(friction, restitution);
  3394. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3395. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3396. private _unbindBody(body);
  3397. public unregisterMesh(mesh: AbstractMesh): void;
  3398. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3399. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3400. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3401. public dispose(): void;
  3402. public isSupported(): boolean;
  3403. }
  3404. }
  3405. declare module BABYLON {
  3406. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3407. private _world;
  3408. private _registeredMeshes;
  3409. private _checkWithEpsilon(value);
  3410. public initialize(iterations?: number): void;
  3411. public setGravity(gravity: Vector3): void;
  3412. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3413. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3414. private _createBodyAsCompound(part, options, initialMesh);
  3415. public unregisterMesh(mesh: AbstractMesh): void;
  3416. private _unbindBody(body);
  3417. /**
  3418. * Update the body position according to the mesh position
  3419. * @param mesh
  3420. */
  3421. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3422. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3423. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3424. public dispose(): void;
  3425. public isSupported(): boolean;
  3426. private _getLastShape(body);
  3427. public runOneStep(time: number): void;
  3428. }
  3429. }
  3430. declare module BABYLON {
  3431. class AnaglyphPostProcess extends PostProcess {
  3432. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3433. }
  3434. }
  3435. declare module BABYLON {
  3436. class BlackAndWhitePostProcess extends PostProcess {
  3437. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3438. }
  3439. }
  3440. declare module BABYLON {
  3441. class BlurPostProcess extends PostProcess {
  3442. public direction: Vector2;
  3443. public blurWidth: number;
  3444. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3445. }
  3446. }
  3447. declare module BABYLON {
  3448. class ConvolutionPostProcess extends PostProcess {
  3449. public kernel: number[];
  3450. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3451. static EdgeDetect0Kernel: number[];
  3452. static EdgeDetect1Kernel: number[];
  3453. static EdgeDetect2Kernel: number[];
  3454. static SharpenKernel: number[];
  3455. static EmbossKernel: number[];
  3456. static GaussianKernel: number[];
  3457. }
  3458. }
  3459. declare module BABYLON {
  3460. class DisplayPassPostProcess extends PostProcess {
  3461. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3462. }
  3463. }
  3464. declare module BABYLON {
  3465. class FilterPostProcess extends PostProcess {
  3466. public kernelMatrix: Matrix;
  3467. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3468. }
  3469. }
  3470. declare module BABYLON {
  3471. class FxaaPostProcess extends PostProcess {
  3472. public texelWidth: number;
  3473. public texelHeight: number;
  3474. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3475. }
  3476. }
  3477. declare module BABYLON {
  3478. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3479. public aspectRatio: number;
  3480. private _isRightEye;
  3481. private _distortionFactors;
  3482. private _postProcessScaleFactor;
  3483. private _lensCenterOffset;
  3484. private _scaleIn;
  3485. private _scaleFactor;
  3486. private _lensCenter;
  3487. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3488. }
  3489. }
  3490. declare module BABYLON {
  3491. class PassPostProcess extends PostProcess {
  3492. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3493. }
  3494. }
  3495. declare module BABYLON {
  3496. class PostProcess {
  3497. public name: string;
  3498. public onApply: (Effect: any) => void;
  3499. public onBeforeRender: (Effect: any) => void;
  3500. public onSizeChanged: () => void;
  3501. public onActivate: (Camera: any) => void;
  3502. public width: number;
  3503. public height: number;
  3504. public renderTargetSamplingMode: number;
  3505. private _camera;
  3506. private _scene;
  3507. private _engine;
  3508. private _renderRatio;
  3509. private _reusable;
  3510. public _textures: SmartArray<WebGLTexture>;
  3511. public _currentRenderTextureInd: number;
  3512. private _effect;
  3513. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3514. public isReusable(): boolean;
  3515. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3516. public apply(): Effect;
  3517. public dispose(camera: Camera): void;
  3518. }
  3519. }
  3520. declare module BABYLON {
  3521. class PostProcessManager {
  3522. private _scene;
  3523. private _indexBuffer;
  3524. private _vertexDeclaration;
  3525. private _vertexStrideSize;
  3526. private _vertexBuffer;
  3527. constructor(scene: Scene);
  3528. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3529. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3530. public dispose(): void;
  3531. }
  3532. }
  3533. declare module BABYLON {
  3534. class RefractionPostProcess extends PostProcess {
  3535. public color: Color3;
  3536. public depth: number;
  3537. public colorLevel: number;
  3538. private _refRexture;
  3539. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3540. public dispose(camera: Camera): void;
  3541. }
  3542. }
  3543. declare module BABYLON {
  3544. class PostProcessRenderEffect {
  3545. private _engine;
  3546. private _postProcesses;
  3547. private _getPostProcess;
  3548. private _singleInstance;
  3549. private _cameras;
  3550. private _indicesForCamera;
  3551. private _renderPasses;
  3552. private _renderEffectAsPasses;
  3553. public _name: string;
  3554. public applyParameters: (postProcess: PostProcess) => void;
  3555. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3556. public _update(): void;
  3557. public addPass(renderPass: PostProcessRenderPass): void;
  3558. public removePass(renderPass: PostProcessRenderPass): void;
  3559. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3560. public getPass(passName: string): void;
  3561. public emptyPasses(): void;
  3562. public _attachCameras(cameras: Camera): any;
  3563. public _attachCameras(cameras: Camera[]): any;
  3564. public _detachCameras(cameras: Camera): any;
  3565. public _detachCameras(cameras: Camera[]): any;
  3566. public _enable(cameras: Camera): any;
  3567. public _enable(cameras: Camera[]): any;
  3568. public _disable(cameras: Camera): any;
  3569. public _disable(cameras: Camera[]): any;
  3570. public getPostProcess(camera?: Camera): PostProcess;
  3571. private _linkParameters();
  3572. private _linkTextures(effect);
  3573. }
  3574. }
  3575. declare module BABYLON {
  3576. class PostProcessRenderPass {
  3577. private _enabled;
  3578. private _renderList;
  3579. private _renderTexture;
  3580. private _scene;
  3581. private _refCount;
  3582. public _name: string;
  3583. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3584. public _incRefCount(): number;
  3585. public _decRefCount(): number;
  3586. public _update(): void;
  3587. public setRenderList(renderList: Mesh[]): void;
  3588. public getRenderTexture(): RenderTargetTexture;
  3589. }
  3590. }
  3591. declare module BABYLON {
  3592. class PostProcessRenderPipeline {
  3593. private _engine;
  3594. private _renderEffects;
  3595. private _renderEffectsForIsolatedPass;
  3596. private _cameras;
  3597. public _name: string;
  3598. private static PASS_EFFECT_NAME;
  3599. private static PASS_SAMPLER_NAME;
  3600. constructor(engine: Engine, name: string);
  3601. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3602. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3603. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3604. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3605. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3606. public _attachCameras(cameras: Camera, unique: boolean): any;
  3607. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3608. public _detachCameras(cameras: Camera): any;
  3609. public _detachCameras(cameras: Camera[]): any;
  3610. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3611. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3612. public _disableDisplayOnlyPass(cameras: Camera): any;
  3613. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3614. public _update(): void;
  3615. }
  3616. }
  3617. declare module BABYLON {
  3618. class PostProcessRenderPipelineManager {
  3619. private _renderPipelines;
  3620. constructor();
  3621. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3622. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3623. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3624. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3625. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3626. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3627. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3628. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3629. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3630. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3631. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3632. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3633. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3634. public update(): void;
  3635. }
  3636. }
  3637. declare module BABYLON {
  3638. class BoundingBoxRenderer {
  3639. public frontColor: Color3;
  3640. public backColor: Color3;
  3641. public showBackLines: boolean;
  3642. public renderList: SmartArray<BoundingBox>;
  3643. private _scene;
  3644. private _colorShader;
  3645. private _vb;
  3646. private _ib;
  3647. constructor(scene: Scene);
  3648. public reset(): void;
  3649. public render(): void;
  3650. public dispose(): void;
  3651. }
  3652. }
  3653. declare module BABYLON {
  3654. class OutlineRenderer {
  3655. private _scene;
  3656. private _effect;
  3657. private _cachedDefines;
  3658. constructor(scene: Scene);
  3659. public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3660. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3661. }
  3662. }
  3663. declare module BABYLON {
  3664. class RenderingGroup {
  3665. public index: number;
  3666. private _scene;
  3667. private _opaqueSubMeshes;
  3668. private _transparentSubMeshes;
  3669. private _alphaTestSubMeshes;
  3670. private _activeVertices;
  3671. constructor(index: number, scene: Scene);
  3672. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, beforeTransparents: any): boolean;
  3673. public prepare(): void;
  3674. public dispatch(subMesh: SubMesh): void;
  3675. }
  3676. }
  3677. declare module BABYLON {
  3678. class RenderingManager {
  3679. static MAX_RENDERINGGROUPS: number;
  3680. private _scene;
  3681. private _renderingGroups;
  3682. private _depthBufferAlreadyCleaned;
  3683. constructor(scene: Scene);
  3684. private _renderParticles(index, activeMeshes);
  3685. private _renderSprites(index);
  3686. private _clearDepthBuffer();
  3687. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3688. public reset(): void;
  3689. public dispatch(subMesh: SubMesh): void;
  3690. }
  3691. }
  3692. declare module BABYLON {
  3693. class Sprite {
  3694. public name: string;
  3695. public position: Vector3;
  3696. public color: Color4;
  3697. public size: number;
  3698. public angle: number;
  3699. public cellIndex: number;
  3700. public invertU: number;
  3701. public invertV: number;
  3702. public disposeWhenFinishedAnimating: boolean;
  3703. public animations: Animation[];
  3704. private _animationStarted;
  3705. private _loopAnimation;
  3706. private _fromIndex;
  3707. private _toIndex;
  3708. private _delay;
  3709. private _direction;
  3710. private _frameCount;
  3711. private _manager;
  3712. private _time;
  3713. constructor(name: string, manager: SpriteManager);
  3714. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3715. public stopAnimation(): void;
  3716. public _animate(deltaTime: number): void;
  3717. public dispose(): void;
  3718. }
  3719. }
  3720. declare module BABYLON {
  3721. class SpriteManager {
  3722. public name: string;
  3723. public cellSize: number;
  3724. public sprites: Sprite[];
  3725. public renderingGroupId: number;
  3726. public onDispose: () => void;
  3727. public fogEnabled: boolean;
  3728. private _capacity;
  3729. private _spriteTexture;
  3730. private _epsilon;
  3731. private _scene;
  3732. private _vertexDeclaration;
  3733. private _vertexStrideSize;
  3734. private _vertexBuffer;
  3735. private _indexBuffer;
  3736. private _vertices;
  3737. private _effectBase;
  3738. private _effectFog;
  3739. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3740. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3741. public render(): void;
  3742. public dispose(): void;
  3743. }
  3744. }
  3745. declare module BABYLON.Internals {
  3746. class AndOrNotEvaluator {
  3747. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3748. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3749. private static _SimplifyNegation(booleanString);
  3750. }
  3751. }
  3752. declare module BABYLON {
  3753. interface IAssetTask {
  3754. onSuccess: (task: IAssetTask) => void;
  3755. onError: (task: IAssetTask) => void;
  3756. isCompleted: boolean;
  3757. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3758. }
  3759. class MeshAssetTask implements IAssetTask {
  3760. public name: string;
  3761. public meshesNames: any;
  3762. public rootUrl: string;
  3763. public sceneFilename: string;
  3764. public loadedMeshes: AbstractMesh[];
  3765. public loadedParticleSystems: ParticleSystem[];
  3766. public loadedSkeletons: Skeleton[];
  3767. public onSuccess: (task: IAssetTask) => void;
  3768. public onError: (task: IAssetTask) => void;
  3769. public isCompleted: boolean;
  3770. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3771. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3772. }
  3773. class TextFileAssetTask implements IAssetTask {
  3774. public name: string;
  3775. public url: string;
  3776. public onSuccess: (task: IAssetTask) => void;
  3777. public onError: (task: IAssetTask) => void;
  3778. public isCompleted: boolean;
  3779. public text: string;
  3780. constructor(name: string, url: string);
  3781. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3782. }
  3783. class BinaryFileAssetTask implements IAssetTask {
  3784. public name: string;
  3785. public url: string;
  3786. public onSuccess: (task: IAssetTask) => void;
  3787. public onError: (task: IAssetTask) => void;
  3788. public isCompleted: boolean;
  3789. public data: ArrayBuffer;
  3790. constructor(name: string, url: string);
  3791. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3792. }
  3793. class ImageAssetTask implements IAssetTask {
  3794. public name: string;
  3795. public url: string;
  3796. public onSuccess: (task: IAssetTask) => void;
  3797. public onError: (task: IAssetTask) => void;
  3798. public isCompleted: boolean;
  3799. public image: HTMLImageElement;
  3800. constructor(name: string, url: string);
  3801. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3802. }
  3803. class TextureAssetTask implements IAssetTask {
  3804. public name: string;
  3805. public url: string;
  3806. public noMipmap: boolean;
  3807. public invertY: boolean;
  3808. public samplingMode: number;
  3809. public onSuccess: (task: IAssetTask) => void;
  3810. public onError: (task: IAssetTask) => void;
  3811. public isCompleted: boolean;
  3812. public texture: Texture;
  3813. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3814. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3815. }
  3816. class AssetsManager {
  3817. private _tasks;
  3818. private _scene;
  3819. private _waitingTasksCount;
  3820. public onFinish: (tasks: IAssetTask[]) => void;
  3821. public onTaskSuccess: (task: IAssetTask) => void;
  3822. public onTaskError: (task: IAssetTask) => void;
  3823. public useDefaultLoadingScreen: boolean;
  3824. constructor(scene: Scene);
  3825. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3826. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3827. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3828. public addImageTask(taskName: string, url: string): IAssetTask;
  3829. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3830. private _decreaseWaitingTasksCount();
  3831. private _runTask(task);
  3832. public reset(): AssetsManager;
  3833. public load(): AssetsManager;
  3834. }
  3835. }
  3836. declare module BABYLON {
  3837. class Database {
  3838. private callbackManifestChecked;
  3839. private currentSceneUrl;
  3840. private db;
  3841. private enableSceneOffline;
  3842. private enableTexturesOffline;
  3843. private manifestVersionFound;
  3844. private mustUpdateRessources;
  3845. private hasReachedQuota;
  3846. private isSupported;
  3847. private idbFactory;
  3848. static isUASupportingBlobStorage: boolean;
  3849. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3850. static parseURL: (url: string) => string;
  3851. static ReturnFullUrlLocation: (url: string) => string;
  3852. public checkManifestFile(): void;
  3853. public openAsync(successCallback: any, errorCallback: any): void;
  3854. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3855. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3856. private _saveImageIntoDBAsync(url, image);
  3857. private _checkVersionFromDB(url, versionLoaded);
  3858. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3859. private _saveVersionIntoDBAsync(url, callback);
  3860. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3861. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3862. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3863. }
  3864. }
  3865. declare module BABYLON {
  3866. class FilesInput {
  3867. private engine;
  3868. private currentScene;
  3869. private canvas;
  3870. private sceneLoadedCallback;
  3871. private progressCallback;
  3872. private additionnalRenderLoopLogicCallback;
  3873. private textureLoadingCallback;
  3874. private startingProcessingFilesCallback;
  3875. private elementToMonitor;
  3876. static FilesTextures: any[];
  3877. static FilesToLoad: any[];
  3878. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3879. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3880. private renderFunction();
  3881. private drag(e);
  3882. private drop(eventDrop);
  3883. private loadFiles(event);
  3884. }
  3885. }
  3886. declare module BABYLON {
  3887. class Gamepads {
  3888. private babylonGamepads;
  3889. private oneGamepadConnected;
  3890. private isMonitoring;
  3891. private gamepadEventSupported;
  3892. private gamepadSupportAvailable;
  3893. private _callbackGamepadConnected;
  3894. private buttonADataURL;
  3895. private static gamepadDOMInfo;
  3896. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3897. private _insertGamepadDOMInstructions();
  3898. private _insertGamepadDOMNotSupported();
  3899. public dispose(): void;
  3900. private _onGamepadConnected(evt);
  3901. private _addNewGamepad(gamepad);
  3902. private _onGamepadDisconnected(evt);
  3903. private _startMonitoringGamepads();
  3904. private _stopMonitoringGamepads();
  3905. private _checkGamepadsStatus();
  3906. private _updateGamepadObjects();
  3907. }
  3908. class StickValues {
  3909. public x: any;
  3910. public y: any;
  3911. constructor(x: any, y: any);
  3912. }
  3913. class Gamepad {
  3914. public id: string;
  3915. public index: number;
  3916. public browserGamepad: any;
  3917. private _leftStick;
  3918. private _rightStick;
  3919. private _onleftstickchanged;
  3920. private _onrightstickchanged;
  3921. constructor(id: string, index: number, browserGamepad: any);
  3922. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3923. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3924. public leftStick : StickValues;
  3925. public rightStick : StickValues;
  3926. public update(): void;
  3927. }
  3928. class GenericPad extends Gamepad {
  3929. public id: string;
  3930. public index: number;
  3931. public gamepad: any;
  3932. private _buttons;
  3933. private _onbuttondown;
  3934. private _onbuttonup;
  3935. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3936. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3937. constructor(id: string, index: number, gamepad: any);
  3938. private _setButtonValue(newValue, currentValue, buttonIndex);
  3939. public update(): void;
  3940. }
  3941. enum Xbox360Button {
  3942. A = 0,
  3943. B = 1,
  3944. X = 2,
  3945. Y = 3,
  3946. Start = 4,
  3947. Back = 5,
  3948. LB = 6,
  3949. RB = 7,
  3950. LeftStick = 8,
  3951. RightStick = 9,
  3952. }
  3953. enum Xbox360Dpad {
  3954. Up = 0,
  3955. Down = 1,
  3956. Left = 2,
  3957. Right = 3,
  3958. }
  3959. class Xbox360Pad extends Gamepad {
  3960. private _leftTrigger;
  3961. private _rightTrigger;
  3962. private _onlefttriggerchanged;
  3963. private _onrighttriggerchanged;
  3964. private _onbuttondown;
  3965. private _onbuttonup;
  3966. private _ondpaddown;
  3967. private _ondpadup;
  3968. private _buttonA;
  3969. private _buttonB;
  3970. private _buttonX;
  3971. private _buttonY;
  3972. private _buttonBack;
  3973. private _buttonStart;
  3974. private _buttonLB;
  3975. private _buttonRB;
  3976. private _buttonLeftStick;
  3977. private _buttonRightStick;
  3978. private _dPadUp;
  3979. private _dPadDown;
  3980. private _dPadLeft;
  3981. private _dPadRight;
  3982. public onlefttriggerchanged(callback: (value: number) => void): void;
  3983. public onrighttriggerchanged(callback: (value: number) => void): void;
  3984. public leftTrigger : number;
  3985. public rightTrigger : number;
  3986. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3987. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3988. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3989. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3990. private _setButtonValue(newValue, currentValue, buttonType);
  3991. private _setDPadValue(newValue, currentValue, buttonType);
  3992. public buttonA : number;
  3993. public buttonB : number;
  3994. public buttonX : number;
  3995. public buttonY : number;
  3996. public buttonStart : number;
  3997. public buttonBack : number;
  3998. public buttonLB : number;
  3999. public buttonRB : number;
  4000. public buttonLeftStick : number;
  4001. public buttonRightStick : number;
  4002. public dPadUp : number;
  4003. public dPadDown : number;
  4004. public dPadLeft : number;
  4005. public dPadRight : number;
  4006. public update(): void;
  4007. }
  4008. }
  4009. interface Navigator {
  4010. getGamepads(func?: any): any;
  4011. webkitGetGamepads(func?: any): any;
  4012. msGetGamepads(func?: any): any;
  4013. webkitGamepads(func?: any): any;
  4014. }
  4015. declare module BABYLON {
  4016. class SceneOptimization {
  4017. public priority: number;
  4018. public apply: (scene: Scene) => boolean;
  4019. constructor(priority?: number);
  4020. }
  4021. class TextureOptimization extends SceneOptimization {
  4022. public priority: number;
  4023. public maximumSize: number;
  4024. constructor(priority?: number, maximumSize?: number);
  4025. public apply: (scene: Scene) => boolean;
  4026. }
  4027. class HardwareScalingOptimization extends SceneOptimization {
  4028. public priority: number;
  4029. public maximumScale: number;
  4030. private _currentScale;
  4031. constructor(priority?: number, maximumScale?: number);
  4032. public apply: (scene: Scene) => boolean;
  4033. }
  4034. class ShadowsOptimization extends SceneOptimization {
  4035. public apply: (scene: Scene) => boolean;
  4036. }
  4037. class PostProcessesOptimization extends SceneOptimization {
  4038. public apply: (scene: Scene) => boolean;
  4039. }
  4040. class LensFlaresOptimization extends SceneOptimization {
  4041. public apply: (scene: Scene) => boolean;
  4042. }
  4043. class ParticlesOptimization extends SceneOptimization {
  4044. public apply: (scene: Scene) => boolean;
  4045. }
  4046. class RenderTargetsOptimization extends SceneOptimization {
  4047. public apply: (scene: Scene) => boolean;
  4048. }
  4049. class SceneOptimizerOptions {
  4050. public targetFrameRate: number;
  4051. public trackerDuration: number;
  4052. public optimizations: SceneOptimization[];
  4053. constructor(targetFrameRate?: number, trackerDuration?: number);
  4054. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4055. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4056. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4057. }
  4058. class SceneOptimizer {
  4059. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4060. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4061. }
  4062. }
  4063. declare module BABYLON {
  4064. class SceneSerializer {
  4065. static Serialize(scene: Scene): any;
  4066. }
  4067. }
  4068. declare module BABYLON {
  4069. class SmartArray<T> {
  4070. public data: T[];
  4071. public length: number;
  4072. private _id;
  4073. private _duplicateId;
  4074. constructor(capacity: number);
  4075. public push(value: any): void;
  4076. public pushNoDuplicate(value: any): void;
  4077. public sort(compareFn: any): void;
  4078. public reset(): void;
  4079. public concat(array: any): void;
  4080. public concatWithNoDuplicate(array: any): void;
  4081. public indexOf(value: any): number;
  4082. private static _GlobalId;
  4083. }
  4084. }
  4085. declare module BABYLON {
  4086. class Tags {
  4087. static EnableFor(obj: any): void;
  4088. static DisableFor(obj: any): void;
  4089. static HasTags(obj: any): boolean;
  4090. static GetTags(obj: any): any;
  4091. static AddTagsTo(obj: any, tagsString: string): void;
  4092. static _AddTagTo(obj: any, tag: string): void;
  4093. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4094. static _RemoveTagFrom(obj: any, tag: string): void;
  4095. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4096. }
  4097. }
  4098. declare module BABYLON {
  4099. interface IAnimatable {
  4100. animations: Animation[];
  4101. }
  4102. interface ISize {
  4103. width: number;
  4104. height: number;
  4105. }
  4106. class Tools {
  4107. static BaseUrl: string;
  4108. static GetExponantOfTwo: (value: number, max: number) => number;
  4109. static GetFilename(path: string): string;
  4110. static GetDOMTextContent(element: HTMLElement): string;
  4111. static ToDegrees(angle: number): number;
  4112. static ToRadians(angle: number): number;
  4113. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4114. minimum: Vector3;
  4115. maximum: Vector3;
  4116. };
  4117. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4118. minimum: Vector3;
  4119. maximum: Vector3;
  4120. };
  4121. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  4122. static GetPointerPrefix(): string;
  4123. static QueueNewFrame(func: any): void;
  4124. static RequestFullscreen(element: any): void;
  4125. static ExitFullscreen(): void;
  4126. static CleanUrl(url: string): string;
  4127. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4128. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4129. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4130. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4131. static Clamp(value: number, min?: number, max?: number): number;
  4132. static Format(value: number, decimals?: number): string;
  4133. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4134. static WithinEpsilon(a: number, b: number): boolean;
  4135. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4136. static IsEmpty(obj: any): boolean;
  4137. static RegisterTopRootEvents(events: {
  4138. name: string;
  4139. handler: EventListener;
  4140. }[]): void;
  4141. static UnregisterTopRootEvents(events: {
  4142. name: string;
  4143. handler: EventListener;
  4144. }[]): void;
  4145. static GetFps(): number;
  4146. static GetDeltaTime(): number;
  4147. static _MeasureFps(): void;
  4148. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4149. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4150. private static _NoneLogLevel;
  4151. private static _MessageLogLevel;
  4152. private static _WarningLogLevel;
  4153. private static _ErrorLogLevel;
  4154. private static _LogCache;
  4155. static OnNewCacheEntry: (entry: string) => void;
  4156. static NoneLogLevel : number;
  4157. static MessageLogLevel : number;
  4158. static WarningLogLevel : number;
  4159. static ErrorLogLevel : number;
  4160. static AllLogLevel : number;
  4161. private static _AddLogEntry(entry);
  4162. private static _FormatMessage(message);
  4163. static Log: (message: string) => void;
  4164. private static _LogDisabled(message);
  4165. private static _LogEnabled(message);
  4166. static Warn: (message: string) => void;
  4167. private static _WarnDisabled(message);
  4168. private static _WarnEnabled(message);
  4169. static Error: (message: string) => void;
  4170. private static _ErrorDisabled(message);
  4171. private static _ErrorEnabled(message);
  4172. static LogCache : string;
  4173. static LogLevels : number;
  4174. private static _PerformanceNoneLogLevel;
  4175. private static _PerformanceUserMarkLogLevel;
  4176. private static _PerformanceConsoleLogLevel;
  4177. private static _performance;
  4178. static PerformanceNoneLogLevel : number;
  4179. static PerformanceUserMarkLogLevel : number;
  4180. static PerformanceConsoleLogLevel : number;
  4181. static PerformanceLogLevel : number;
  4182. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4183. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4184. static _StartUserMark(counterName: string, condition?: boolean): void;
  4185. static _EndUserMark(counterName: string, condition?: boolean): void;
  4186. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4187. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4188. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4189. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4190. static Now : number;
  4191. }
  4192. }
  4193. declare module BABYLON.Internals {
  4194. interface DDSInfo {
  4195. width: number;
  4196. height: number;
  4197. mipmapCount: number;
  4198. isFourCC: boolean;
  4199. isRGB: boolean;
  4200. isLuminance: boolean;
  4201. isCube: boolean;
  4202. }
  4203. class DDSTools {
  4204. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4205. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4206. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4207. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4208. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4209. }
  4210. }
  4211. /**
  4212. * Based on jsTGALoader - Javascript loader for TGA file
  4213. * By Vincent Thibault
  4214. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  4215. */
  4216. declare module BABYLON.Internals {
  4217. class TGATools {
  4218. private static _TYPE_NO_DATA;
  4219. private static _TYPE_INDEXED;
  4220. private static _TYPE_RGB;
  4221. private static _TYPE_GREY;
  4222. private static _TYPE_RLE_INDEXED;
  4223. private static _TYPE_RLE_RGB;
  4224. private static _TYPE_RLE_GREY;
  4225. private static _ORIGIN_MASK;
  4226. private static _ORIGIN_SHIFT;
  4227. private static _ORIGIN_BL;
  4228. private static _ORIGIN_BR;
  4229. private static _ORIGIN_UL;
  4230. private static _ORIGIN_UR;
  4231. static GetTGAHeader(data: Uint8Array): any;
  4232. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4233. 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;
  4234. 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;
  4235. 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;
  4236. 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;
  4237. 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;
  4238. 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;
  4239. }
  4240. }
  4241. declare module BABYLON {
  4242. enum JoystickAxis {
  4243. X = 0,
  4244. Y = 1,
  4245. Z = 2,
  4246. }
  4247. class VirtualJoystick {
  4248. public reverseLeftRight: boolean;
  4249. public reverseUpDown: boolean;
  4250. public deltaPosition: Vector3;
  4251. public pressed: boolean;
  4252. private static _globalJoystickIndex;
  4253. private static vjCanvas;
  4254. private static vjCanvasContext;
  4255. private static vjCanvasWidth;
  4256. private static vjCanvasHeight;
  4257. private static halfWidth;
  4258. private static halfHeight;
  4259. private _action;
  4260. private _axisTargetedByLeftAndRight;
  4261. private _axisTargetedByUpAndDown;
  4262. private _joystickSensibility;
  4263. private _inversedSensibility;
  4264. private _rotationSpeed;
  4265. private _inverseRotationSpeed;
  4266. private _rotateOnAxisRelativeToMesh;
  4267. private _joystickPointerID;
  4268. private _joystickColor;
  4269. private _joystickPointerPos;
  4270. private _joystickPointerStartPos;
  4271. private _deltaJoystickVector;
  4272. private _leftJoystick;
  4273. private _joystickIndex;
  4274. private _touches;
  4275. constructor(leftJoystick?: boolean);
  4276. public setJoystickSensibility(newJoystickSensibility: number): void;
  4277. private _onPointerDown(e);
  4278. private _onPointerMove(e);
  4279. private _onPointerUp(e);
  4280. /**
  4281. * Change the color of the virtual joystick
  4282. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4283. */
  4284. public setJoystickColor(newColor: string): void;
  4285. public setActionOnTouch(action: () => any): void;
  4286. public setAxisForLeftRight(axis: JoystickAxis): void;
  4287. public setAxisForUpDown(axis: JoystickAxis): void;
  4288. private _clearCanvas();
  4289. private _drawVirtualJoystick();
  4290. public releaseCanvas(): void;
  4291. }
  4292. }
  4293. declare module BABYLON.VirtualJoystick {
  4294. class Collection<T> {
  4295. private _count;
  4296. private _collection;
  4297. constructor();
  4298. public Count(): number;
  4299. public add<T>(key: string, item: T): number;
  4300. public remove(key: string): number;
  4301. public item(key: string): any;
  4302. public forEach<T>(block: (item: T) => void): void;
  4303. }
  4304. }